recursal/Fanatic-Fandom huggingface dataset:
Core: Acropolis

## Purpose

### Description

Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.

## General

### Build Cost

6000  Silicon
5000  Beryllium
5000  Tungsten
3000  Oxide
3000  Carbide

## Research

### Research Cost

9000  Silicon
27000  Beryllium
22000  Tungsten
7000  Oxide
4200  Carbide

The **Core: Acropolis** is the ultimate Core of Erekir. It is an upgrade over the Core: Citadel, able to store more resources and spawn the strongest Core Unit, the Emanate. They can be placed over existing, lower-tier Cores to upgrade them as long as the Core: Acropolis is fully on Core zones or be directly placed on said zones.

Each Core: Acropolis adds 15 units to your maximum unit count.

## Notes

* The Core: Acropolis, like all other Cores on Erekir, incinerates any non-building items such as Sand.
	+ The exception is Scrap, likely because of the Scrap Wall.
* It takes around 308 seconds for a unit with 100% build speed to build a Core: Acropolis directly on a Core zone.
46

**Threat level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Scrap, Water

**Type:** Mission: Survive Waves

**Description:** Plenty of resources, just not near player's position. Some hot tiles are available on islands in south, but only one island is close enough to be used at player's base using surge tower.. Enemy as single spawn point with air attacks.
Goblin Recruit

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Summary

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The Goblin Recruit is a basic goblin that inhabits the Eastern Forest/Eastern Forest Cave. They wear a tan shirt with brown pants. They wield a Bronze Sword too.

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Attacks

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* Will do a cleave that makes a half circle AOE around itself. It will deal 50 damage to the player if hit.

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Strategy

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In order to dodge the attacks, circle around this recruit. If you do that and attack, you will be able to defeat him quickly.

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Rewards

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If you defeat him, you will get 5 gold and a chance to get level 1-5 piece of equipment.
Build Tower

## Purpose

### Description

Automatically rebuilds structures in range and assists other units in construction.

## General

### Build Cost

60  Thorium
150  Silicon
40  Oxide

## Research

### Research Cost

1700  Thorium
4600  Silicon
600  Oxide

The **Build Tower** is a block on Erekir that uses power and Nitrogen to automatically re-build nearby destroyed blocks, as well as speed up any new buildings that a unit attempts to build. It will not re-build volatile blocks such as the Flux Reactor and Neoplasia Reactor.

## Trivia

* The Build Tower is controllable by players, where it has a base building speed of 100%.
Large Power Node

The **Large Power Node** is a power transport block on Serpulo. Like its smaller variant, it transports power to other nodes and blocks. In exchange for taking up more space and needing more resources to build, it has more range and connections.

Blocks directly adjacent to a node do not form a connection unless done manually, as power-related blocks naturally conduct power to touching blocks. Any type of power node does not automatically connect when their line would cross any Plastanium Wall.
13

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Scrap, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Small map with limited resources, and almost no lead. Majority of map is covered in water. Enemy has no resources and uses energy weapons as defense. Enemy has 2 cores.

## Strategy

This is next to 162, so if you use that sector for farming, better knock this base out. Launch with plenty of resources, especially coal, so you can farm spores to make oil, which makes coal so you can make graphite, silicon, and power. Arcs will be very useful as ground enemies will be almost always stepping in water, giving them "wet", increasing the arc's shock damage. Rissos are all you need for battle, and 1 Kiln is enough to feed 1 Naval Factory.
205

**Threat level:** Low

**Resources:** Copper, Lead, Sand, Scrap, Water

**Type:** Mission: Survive Waves

**Description:** A small map with plenty of resources with Sand dominating the surface. In the map, there is a river seperating the map into two, and inside the river is a little spore-infected area. The enemy only has a single spawn point, located North-West.
175

Sector 175 is a survival numerical sector on Serpulo. It is directly adjacent to Ground Zero and contains an abundance of Titanium, making it a key sector to capture early on in the campaign.

## Details

The current iteration of this sector is abundant with all resources, including Titanium and Oil. The enemy spawn point is at (338, 161), which is just above the eastmost end of the large, tainted Water river. Waves come every 2 minutes and 10 seconds, with the first waving coming 4 minutes and 20 seconds after arriving at the sector. The drop zone radius is 37.5 tiles.

## Strategies

Even if there are no items packed in the starting loadout, this sector is relatively easy to capture. The spawned units, Nova, will not tread through any water in their pathing, meaning that you can wall off the dry land, and they will not head in the other direction. Arcs are sufficient to defend against them, while the Scatter should ward off any Flares that attack your power production. Although the Titanium here is useful, Frozen Forest must be captured first to research the Pneumatic Drill to mine it.

Once the sector is captured, you should extract as much Titanium as possible. Everything pre-Thorium can be made here, which makes 175 a prime place for launching to landing zone sectors such as Biomass Synthesis Facility.
72

**Threat Level : Medium**

**Resources :** Copper, Lead, Sand, Coal, Titanium, Thorium, Water, Oil

**Type :** Survival

**Description :** Has multiple large patches of titanium and thorium, has a small puddle of oil. Enemy spawns in the southern part of the map as shown with an indicator. Sector starts off with a small group of Crawlers, then followed by Novas. At waves 17 and up, it spawns Atraxes, with wave 24 spawning Maces.
267

**Threat Level: High**

**Resources:** Copper, Lead, Sand, Coal, Titanium, Scrap, Water

**Type:** Mission: Survive Waves

**Description:** Sufficient resources, but mostly away from player's location. Enemy has 2 spawn points including air attacks. In the first 15 waves, many of the enemies will be flares. There can be as many as 15 flares in a wave. After wave 15, the flares will start to be replaced with horizons. The ground units are not an issue, as they spawn very few enemies and only spawn novae, pulsae and daggers. At wave 25, the horizons will be replaced by zeniths. At wave 35, there are two guardians, two antumbra. It is recommended to have many cyclones, tsunamis, segments and optionally, megas, force projectors and foreshadows. At wave 44 and 45, two antumbras will spawn.
Areas

## Description

Areas are places were the player can go to. They can be villages, hostile grounds, and dungeons. Villages are safe places without any Enemies and usually are filled with NPCs that the player can interact with. Hostile Grounds are places that are filled with Enemies and player go to so they can get rewards for defeating them. Dungeons are places where player can team up to go take on onslaughts of Enemies and to challenge bosses that cam drop extraordinarily high level Equipment and rare loot that is exclusive to the boss.
Core

The **Core** is the centre point of a player's base, where building resources are stored and the player ship spawns. If all the Cores are destroyed the player loses the game. To receive items, they must be fed in by Conveyors or dropped in by units. In the campaign, these Cores store resources for buildings within a sector and contribute to the tech tree's global pool of resources. Not only that, but the Cores in the campaign will automatically incinerate any excess items and continue to collect resources when players are in other sectors.

The amount of items the Core can hold and the maximum number of each unit it can support depends on the type of the Core. There are six different Core types, with three on each planet:

* Serpulo Cores include the Core: Shard, Core: Foundation, and Core: Nucleus, with progressively higher item capacities and unit caps.
* Erekir Cores include the Core: Bastion, Core: Citadel, and Core: Acropolis, with progressively higher item capacities but the same unit cap of 15.

These capacities can further be expanded by connecting adjacent Containers and Vaults, resulting in a maximum of 21600 item capacity for one Nucleus. As the Core is considered a storage block, Unloaders can extract items into Conveyors and blocks for many uses. All Cores on a map contribute to the unit cap and maximum storage and share their resources. This means that mining 30 Copper into one Core can be accessed by the other Cores around the map. When a Core is destroyed, the amount of items will not change, but the total storage will decrease, as well as the unit cap.

Cores can be upgraded into better versions by placing the upgraded version over a pre-existing Core, which automatically erases any Conveyors around it.

## Core Zones

A **Core zone** is a type of tile represented on the map with yellow and dark gray stripes, often found on sectors in Erekir. New Cores can be placed on these tiles as long as the Core is not resting on any other tile, which is important for Erekir as multiple Cores are needed to upgrade pre-existing ones.

## Core Schematics

A **Core schematic** is a type of schematic containing a single Core of any kind (except for Erekir's Cores), which can be selected when launching to a sector on Serpulo. All blocks begin fully built and operational upon landing. The cost of the schematic, including the Core itself, is taken from the departing sector. Core schematics follow a set of rules in order to be available for use.

* The schematic must be within size boundaries. These are 13x13 for a Shard, 14x14 for a Foundation, and 15x15 for a Nucleus.
* All blocks in the schematic have been researched. This naturally excludes sandbox-exclusive blocks such as Item Sources.

## Audio

The sound of a Core exploding in Classic:

## Trivia

* The colour of the Core will depend on its faction, this also applies to Container and Vault.
Command Center

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.

## Command Center

Controls unit behaviour with several different commands.

## General

### Build Cost

200  Copper
250  Lead
100  Graphite
250  Silicon

## Input/Output

### Production Time

None

The **Command Center** was a block that set the default behaviour of most units. As of the release of Version 7.0, this block has been removed in favour of the new command system.

## Configurations

The Command Center had three command settings which could be switched between each other. They were:

1. Attack: Your units would move towards and attack enemy cores.
2. Rally: Your units moved towards the nearest Command Center.
3. Idle: Your units stayed still, but would have still shot at enemies in-range.

These commands affected all units except the Mono, Poly, Mega and Oct. Mono, Poly and Mega did their own tasks while Oct always followed nearby friendly units to shield them. Any unit that received unit control commands from a Logic Processor also ignored the orders of the Command Center.
48

**Threat level:** Low

**Resources:** Copper, Lead, Sand, Water, Oil.

**Type:** Mission: Survive Waves.

**Description:** This sector doesn't have any Coal. So, you can't make any energy if you don't have any fuel in your Core. An easy way to generate power is to use Spore Pod. The sector is quite relaxing as the time before the first wave starts is 4 mins 20 sec and 2 min 10 sec between waves. This sector has a lot of Water in the form of lakes. Sand is everywhere. You land at the upper left corner, whereas the spawn point is at the lower right corner.

The first 5 waves have only one Flare. They increase up to 5 per wave by wave 15. In wave 18 you would face 8 Flares. In wave 19, you would face 2 Flares and 3 Oxynoe. And finally, in wave 20, you would face 3 Flares and 3 Oxynoe (No guardian).

You can take care of the Flares by Salvos or Scatters. The Oxynoes would require some Lancers though or you can just use Arcs. Then the sector is just a piece of cake. You can bring some Titanium or use Launch Pads to supply Titanium but it does not require any use of Titanium to complete this sector.
Ruinous Shores

**Ruinous Shores** is a sector in Mindustry. It serves as an introduction to the uses of Water on defence and multi-path maps. Unlocking it requires completion of The Craters and researching the Graphite Press, Kiln, and Mechanical Pump.

## Description

The map is densely populated with walls that create a series of tunnels leading to the rocky, debris-strewn shore where the only surface water is available. The enemy attacks from two notches at the north-west and south-west of the map, while your Core can spawn either at the north-east or south-east. Unlike other sectors, both spawn points are active which makes this a challenging sector. There are multiple Derelict ruins are present in this sector, including some Containers for Titanium.

Waves come every 1 minute and 20 seconds, with 2 minutes and 40 seconds before the first wave. The drop zone has a radius of 37.5 tiles.

## Strategies

Because of the two spawn points, it can be very tricky to contain the enemy attacks early on, especially when Flares also show up. Thankfully, the first few waves alternate between ground and air, so you can face them separately. Flares should be lured into Scatters by placing empty Combustion Generators nearby, while ground units should first be taken out with your Core unit before transitioning into the Arc and Hail. Water is readily available, but running Steam Generators is a risk as they will be very close to the enemy spawn points.

The Derelict containers provide enough Titanium to build a few Separators, which will give you a permanent source. This lets you build the Lancer, Ripple, and Salvo, which all shred the bosses and their surrounding units.
11

**Threat Level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** A large map with limited resources at the start. Enemy defenses are covered by an Oil puddle in the north of the map. The enemy has 2 heavily defended Cores.

## Trivia

* On the campaign map, it appears as a pentagon, instead of a hexagon. This also applies to sectors 0-11.
Eruptor

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.This page is a stub. You can help by expanding it.
***The Eruptor is no longer in the game.***

***It was replaced by: Atrax***

*"A heavy mech designed to take down structures. Fires a stream of slag at enemy fortifications, melting them and setting volatiles on fire."*

The Eruptor is a large mech that functions like a wave filled with slag. as mentioned, it spews slag on enemies and buidings, lighting them on fire. In build V6, the eruptor was replaced by the Atrax, a spider like unit that functions exactly the same.

Health 600

Speed 0.16

Mass 5

Max Velocity 0.81
Copper

> "*Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.*"
> ― In-game Details
>
>

**Copper** is an item on Serpulo and one of the most fundamental along with Lead. It is used to build the first blocks needed for an eventual massive base, those being Conveyors, drills and turrets. It is mineable by all drills and mining units.
116

**Threat Level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Plenty of resources, except coal. Most of titanium available on upper part of map. One small point of oil in upper part of map. Enemy has one spawn point with air attacks.
209

**Threat level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Titanium, Scrap, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Large map with plenty of all resources except water. 2 big oil puddles in upper part of map and one small one in lower-right portion. Enemy has single spawn point.
173

Sector 173 is a numbered sector on Serpulo. Although it is accessible from Ground Zero, it is advised to stay away from this sector as it is vulnerable and threatened by the enemy base sector Extraction Outpost, which cannot be accessed immediately.

## Details

The core spawns at the top while the enemy spawn point is to the southwest. Waves come every 2 minutes and 10 seconds, with a 4 minute and 20 minute delay before the first wave. Each re-attack on this sector adds 15 more waves. The drop zone radius for the enemy spawn is 37.5 tiles.

## Strategy

Although the first time capturing this sector only contains ground units, the full set of waves includes air units as well. The first 20 waves are easy and can be handled only with the Arc. Once complete, ignore this sector until Extraction Outpost is captured so that the additional waves stop appearing.

## Trivia

* Among many numbered maps, 173 had its terrain changed with another sector in Build 126 in order to fix issues with improper spawns in certain areas.
* Players often call it "Newbie's trap" as it is infamous for being vulnerable to Extraction Outpost. And since it borders Ground Zero and has a low difficulty, new players often will launch into this sector, unaware of its vulnerability.
Additive Reconstructor

The **Additive Reconstructor** is used to upgrade units on Serpulo from Tier 1 to Tier 2.

Units must be outputted from a factory straight onto the Additive Reconstructor, received using Payload Conveyors. If a unit is released by a factory, it can be upgraded if put back in through a unit with payload capacity or manually controlled and placed on a payload conveyor.

## Trivia

* The Additive Reconstructor will always hold double its input items, even if it is changed by mods or the console.
Cleroi

## Purpose

### Description

Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.

## Research

### Requirements

630 Silicon
450 Tungsten

The **Cleroi** is the tier two mech of Erekir, obtained by upgrading a Merui through the Mech Refabricator. It fires dual plasma projectiles that heavily damage blocks and has two additional point-defense systems that erase incoming non-laser and non-unit projectiles. In addition, it is able to crawl over natural walls less than three blocks thick with its four large legs, as well as any non-environmental blocks.

Clerois can be upgraded into the Anthicus when fed into a Prime Refabricator. Alternatively, fusing 6 Clerois and 20 Large Carbide Walls in payload form using the Mech Assembler creates a Collaris.

## Strategies

### For

Compared to the powerful, cheap but slow Locus or the agile and fragile Avert, the Cleroi unfortunately takes the worst of both worlds; it is frail and crumbles to the Sublimate while lacking flight, although it is somewhat more maneuverable than any tank. This means that it is not a priority when making tier 2 ground units for the early-game enemy bases, although if you need an even bigger army than the unit cap of Loci then it becomes viable. The point defense is also insignificant even against the Breach. That being said, a swarm of Cleroi is enough to cancel out any Titan artillery shots, which is significant if you choose to use Anthicus to siege an enemy base - even then, making the Obviate is usually a better option. Point defense also helps against a lot of tier 1 and tier 2 units on defense, although it cannot defeat a similarly-sized group of Loci.

### Against

Having a turret that's not the Breach is the best counter to a group of Clerois. The Diffuse is obtainable with the acquisition of tungsten and hard-counters any swarm of them as its massive bullet count is impossible to nullify. Sublimate turrets are also effective as they have no projectile to deflect. Eludes are also unaffected by their point defense, meaning that circling Clerois is a very effective strategy to severely weaken a group. Eventually, they no longer become a threat once heavier turrets like the Afflict are obtained.

## Gallery

Cleroi in-game.A Cleroi attacking a Breach.A Cleroi attacking. Note the scales that pop up when it fires.A Cleroi's debris upon death.
## Changes

 Build 141
* Artillery area damage increased from 40 ~ 2.8 to 43 ~ 3.7.
* Point defense bullet damage increased from 28 to 28.5.

## Trivia

* The Cleroi is named after the *Cleroidea* superfamily of beetles, defined by their slender build and soft elytra. The Merui line is named after beetle classifications (Merui being *Meru phyllisae,* Anthicus being the *Anthicus* genus, Tecta being the *Aspidimorpha tecta* and Collaris being the *Dinoptera collaris*).
* Cleroi, along with Oxynoe and Aegires, are currently the only units that wield point-defense weapons.
Cryofluid

**Cryofluid** is a manufactured liquid resource on Serpulo made from Water and Titanium. It shares many of the same uses of Water, such as cooling down turrets and reactors but is more effective and can be used for more advanced blocks like the Impact Reactor. In Waves and Tsunamis, Cryofluid projectiles inflict the *freezing* status effect, decreasing speed and increasing damage received.

Unlike Water, it is usable in Exponential Reconstructor and Tetrative Reconstructor. However, it cannot be used to boost drills.

Cryofluid can occur as Cryofluid tiles in custom maps, where any pump can be used to obtain it, albeit at half speed compared to other liquids. However, no such tiles appear in the campaign.

## Trivia

* *Cryofluid* is a combination of the prefix *cryo*, which means *frost* in Ancient Greek, and *fluid.*
131

**Threat Level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water

**Type:** Mission: Survive Waves

**Guardian:** 2 Toxopids, wave 45

**Description:** Decent amount of resources, but low on Lead. There is a small puddle of Water present. The enemy has 2 spawn points including air attacks.
Avert

The **Avert** is the tier 2 air unit of Erekir, obtainable by feeding an Elude into a Ship Refabricator. It fires a twisting pair of bullets that travel together in a straight line. It is a true air unit, unlike the Elude.

Feeding an Avert into a Prime Refabricator creates the tier three Obviate, while fusing six in a Ship Assembler with a Basic Assembler Module nearby along with 20 Large Carbide Walls in payload form creates the Disrupt.

## Strategy

### For

Averts are rather fragile and can't stay alive against most turrets, especially against the Disperse. Their best purpose instead is as mid-game scouting (for when Eludes cannot reach some areas) and light harassment, primarily targeting conveyors to drain turrets as preparation for a greater attack. The mobility granted by flight also makes it a fantastic option defensively as they can respond to other incoming air units, especially against the notorious Obviate. Once you have obtained higher-tier ships the Avert loses most of its practical use, although it can reliably distract turrets for Quells and Disrupts to connect their missiles.

### Against

Averts begin appearing from Atlas and can very easily catch you off-guard in the early sectors. Their targeting behaviour is rather unpredictable and can sometimes bypass all of your frontline defenses on large maps like Basin, so you should have a squad of units that hunt them down when they show up. Placing Breaches next to your Plasma Bores also provides an easy form of defense that makes your base Avert-proof. Eventually, they become a non-issue once the Disperse is researched.

## Gallery

Avert in-game.A group of Averts attacking a large carbide wall.
Phase Conveyor

## Purpose

### Description

Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.

## General

### Build Cost

10  Lead
10  Graphite
7  Silicon
5  Phase Fabric

## Research

### Research Cost

300  Lead
300  Graphite
200  Silicon
100  Phase Fabric

The **Phase Conveyor** is a transport block on Serpulo that serves as a more powerful Bridge Conveyor, transporting items across a maximum gap of 11 tiles wide instead of 3 to another Phase Conveyor block. In exchange for the greater range and throughput, power is required in every non-output Phase Conveyor.

With a greater range and throughput than other blocks, Phase Conveyors can serve as quick, long-distance transport collecting items from all across the map, rivaling Mass Drivers. Keep in mind however that while their item movement speed is near-instantaneous, their throughput is limited and will bottleneck when paired with Plastanium Conveyors.

## Gallery

Phase Conveyor in action on an older version of Mindustry.
250

**Threat level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Titanium, Scrap, Water, Oil

**Type:** Mission: Survive waves

**Description:** small pockets of Copper, and not much Water, but other resources are decent. One puddle of Oil is available. The enemy only has a single spawn point with air attacks.
115

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Small map with plenty of sand and water, but extremely limited other resources. One point of oil north-west of enemy base. Enemy has one core. Recommend to import sources from other maps using Launch Pad.
List of Secrets

This page is a stub. You can help by expanding it.

Just like many games, Mindustry has some little secrets.

## General

### Router Language

In the language setting, if you scroll down to the very bottom, you should see a router language. Selecting it will convert all the text into a single word, "router". This is a reference to the Router block, which was praised by the community as a joke.

### Classic Mode

Pixelated is an option in the setting. Turning on this option will pixelate all sprites. And by doing this, you will be awarded "Classic Mode" on Steam, which is a reference to the first version of Mindustry.

## Ingame

### Controllable Router

Like a turret, the Router can be controlled by the player. When possessed, the player can control the Router's distribution system by "shooting" in the direction intended to be. However, unlike real turrets, Routers can't be automated directly with Logic Processors (though disabling conveyors around the Router can get most of the same effect), so this control scheme is more of a gimmick or an Easter egg than a useful technique.

### Mass Driver's Bullet

Mass Driver shoots out items in the form of a projectile. When an enemy unit or block collides with this projectile, it will be slightly damaged. Segment can also intercept it.
Caldera

Caldera is a sector on Erekir. As with Lake, the terrain consists of many islands within a vast sea of Slag, this time with much more resources. It is an introduction to the unit cargo system on Erekir, which is necessary for transporting items across islands.

## Description

Unlike Lake, there are walls that divide a big slag pool into six medium-sized pools, all of which contain small islands where blocks can be placed. The enemy base is accessible by going to the left island and then upward, or by going to the topright island and heading down. It is rather heavily fortified, with Breaches, Diffuses and Sublimates.

The unit cap is increased by 5 here, for a total of 20 until the enemy core is destroyed.

Importantly, you have enough surge to built a Unit Cargo Loader, which is the only way to transport items across islands as even Payload Mass Drivers cannot reach.

## Strategy

The very open nature of the terrain means that using Eludes to defend will be your only effective option. Enemy Eludes tend to target Vent Condensers and other power-related blocks, meaning that you should spread your units out to cover the islands' coasts. Placing a Sublimate next to the condenser also helps out massively. Land-based units are ineffective here, so use Avert to attack; destroy the Reinforced Containers storing ammo for the enemy Breaches and victory will be easily achieved.

## Trivia

* To avoid confusion with the in-built custom game map Ancient Caldera, the filename for Caldera is *caldera-erekir.msav.*
* Caldera was made by the contributor hhh i 17.
Neoplasm

> "*Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water. Too complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.*"
> ― In-Game Details
>
>

**Neoplasm** is a liquid that appears only on Erekir when the Neoplasia Reactor is running. When in the environment as a puddle, it will spread to any block that holds Water, slowly draining and damaging them. Any blocks under attack will spawn a puddle under them for each tile they occupy and have orange growths covering them. Neoplasm puddles last longer than all other liquids.

Disposal of neoplasm is important when handling the Neoplasia Reactor. Leaving puddles is dangerous in the case that water-holding structures must be built nearby. They can be poured into slag tiles on the floor, or be loaded into Reinforced Containers that are then Deconstructed automatically. The Slag Incinerator is unable to destroy it, however Serpulo's Incinerator can destroy it making disposal trivial when playing on a Mix Tech map.

Reinforced Bridge Conduits offer some limited resistance to neoplasm infection compared to normal conduits. The neoplasm can't travel backwards against the flow of the bridge, and the puddle created by infection has more distance to cover before reaching the next block, while the spread in non-bridge conduits is almost instantaneous. If the infected bridge block is spaced the maximum of three tiles away from the next uninfected block, then the infected bridge will often be destroyed by the infection before the puddle becomes large enough to spread further, creating an air gap.

Neoplasm is linked to a potential series of biological creature-based units, such as the Latum and Renale. These units are currently hidden.

## Trivia

* Across both planets the only lifeforms present are invasive and likely synthetic, as the Spore Pod on Serpulo dominates the entire planet's atmosphere.
* In real life, a neoplasm is an abnormal growth of tissue.
* Neoplasm is currently the only liquid without an associated map tile.
* Neoplasm puddles will visually override Cryofluid and Slag.
Laser Drill

## Purpose

### Description

Allows drilling even faster through laser technology, but requires power. Capable of mining thorium.

## General

### Build Cost

35  Copper
30  Lead
30  Silicon
20  Titanium

## Research

### Next Entry

 Airblast Drill
 Water Extractor

### Research Cost

1000  Copper
900  Lead
900  Silicon
600  Titanium

The Laser Drill is a drill on Serpulo. It is an advanced drill that is capable of mining Thorium and is faster than previous drills, but requires power to operate. As with all drills, it can receive low amounts of Water to significantly increase the mining rate.

Mined resources can be removed from the drill by conveyors or the player picking them up.

## Resource Rates

 \*

\**Beryllium cannot be obtained on Serpulo. The mining speed only applies in custom games with the <Any> planet setting.*
Impact Drill

## Purpose

### Description

When placed on ore, outputs items in bursts indefinitely. Requires power and water.

## General

### Build Cost

90  Beryllium
60  Graphite
70  Silicon

## Research

### Research Cost

1300  Beryllium
810  Graphite
990  Silicon

The **Impact Drill** is a drill on Erekir that uses Water and power to perodically mine large bursts of ore from the floor. It is the first extractor capable of mining Tungsten.

## Resource Rates

 All ores on Serpulo except Thorium\*

*\*Only relevant in maps with the <Any> planet option.*

## Trivia

* For balancing reasons, the Impact Drill is the only extractor that is explicitly blocked from mining a resource (Thorium in this case) in the code despite having enough drill strength otherwise.
	+ This is because the Impact Drill has an internal *tier* value of 6, which surpasses thorium's *hardness* value of 4.
* This is the only block on Erekir with a Water consumption rate that is not a multiple of 5.
Pneumatic Drill

## Purpose

### Description

An improved drill, capable of mining titanium. Mines at a faster pace than a mechanical drill.

## General

### Build Cost

18  Copper
10  Graphite

## Research

### Next Entry

 Cultivator
 Laser Drill

### Research Cost

500  Copper
300  Graphite

The Pneumatic Drill is a drill on Serpulo. It is a stronger version of the basic Mechanical Drill, being faster and able to mine Titanium but not Thorium. As with all drills on Serpulo, supplying it with Water boosts its mining rate significantly.

Mined resources can be removed from the drill by conveyors or the player picking them up.

## Resource Rates

 ,\*

*\*Mining speed for Beryllium is only relevant in custom games with the <Any> planet setting.*
Plastanium Compressor

The **Plastanium Compressor** is a crafting station on Serpulo. It uses large amounts of Oil and Titanium to synthesize Plastanium, an advanced resource used in mid-game turrets and high-throughput operations.

## Usage

When making a factory for Plastanium, remember:

* The base production rate of an Oil Extractor can run a Plastanium Compressor at full efficiency. Three extractors on light sand can run two compressors, while two extractors on dark sand or shale can run three. On several maps, Titanium deposits exist only on top of shale tiles, simplifying production.
* One Spore Press at max efficiency supplies one Compressor with 3 Oil/sec left. This requires 3 Spore Pods per second, which can come from 5 100% efficiency Cultivators. This requires 90 Water per second, which can come from 15 Water Extractors. Mossy ground or tainted water boosts Cultivator efficiency, so build Cultivators there if possible, and pump surface Water into your Cultivators for cheaper power cost.
* Surface Oil circumvents all of this, but is incredibly rare. One Rotary Pump runs 3.2 compressors, and one Impulse Pump runs 7.92.
Junction

The **Junction** is a transport block on Serpulo. It allows for a pair of conveyors in perpendicular directions to cross over without merging. In addition, once it is unlocked, placing conveyors in the building plan over existing conveyors will automatically add Junctions to intersecting points.

Junctions have around the same throughput as a Titanium Conveyor, meaning that they can be used with said conveyor and any items with similar or lower stats without affecting the throughput. This means that it is inefficient when using it with the Plastanium Conveyor as the Junction's substantially lower throughput will lead to a bottleneck.
Overflow Gate

The **Overflow Gate** is a block on Serpulo that automatically directs items to the side whenever the forward path is blocked. It is the opposite to the Underflow Gate.

An item can only travel through two adjacent sorters or gates of any kind and will be blocked by the third, to prevent instantaneous transport chains.

## Changes

 Version 6.0, unknown builds
* Added max consecutive limit of 2.
Reaper

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.

## Reaper

The **Reaper**is the strongest air unit in Mindustry Version 5.0. Along with the Lich, Reapers cannot be built by the player and can only be ecnountered as bosses in Nuclear Production Complex. It shoots Spectre-like bullets at a high rate speed and has extremely high health.

In Version 6.0 it was renamed to the Eclipse.
Marsh

**Marsh** is an attack sector on Erekir. As the description states, the lack of vents and abundance of the combustible liquid Arkycite allows for better power production through the Chemical Combustion Chamber, which is unlocked upon landing in this sector.

## Description

The map is entirely composed of beryllic, carbonic and arkyic walls, a sharp contrast to all previous sectors. Large Beryllium deposits lie on the floor, requiring Impact Drills to mine.

### Structured Events

Objective-editor events occur in the following order:

## Trivia

* Marsh was made by Epowerj and edited by Anuken.
* Marsh went for a period of Erekir's development without having a description. This was fixed in Build 140.4.
Liquid Tank

## Purpose

### Description

Stores a large amount of liquid. Outputs to all sides, similarly to a liquid router.

## General

### Build Cost

40  Metaglass
30  Titanium

## Research

### Research Cost

1200  Metaglass
900  Titanium

Liquid tanks are blocks on Serpulo used to store large amounts of liquids. They can receive input from, and output liquids to all sides, similarly to a liquid router. However, Liquid Tanks can link and share liquids with each other and Liquid Containers, allowing for high-throughput distribution of liquids.

## Notes

* Like all liquid transport blocks, the Liquid Tank can be placed entirely in deep water as long as it is still adjacent to land. Two Liquid Tanks next to each other can bridge up to six tiles in length, which is useful for when the Phase Conduit is unavailable.

## History

* Metaglass cost increased from 25 to 40.
* Titanium cost increased from 25 to 30.
* Liquid capacity increased from 1500 to 1800 liquid units.
Regen Projector

## Purpose

### Description

Slowly repairs allied structures in a square perimeter. Requires hydrogen. Optionally uses phase fabric to boost efficiency.

## General

### Build Cost

80  Silicon
80  Beryllium
60  Tungsten
40  Oxide

## Research

### Research Cost

2300  Silicon
2300  Beryllium
1700  Tungsten
600  Oxide

The **Regen Projector** is a block on Erekir that uses power and Hydrogen to automatically heal damaged blocks in a square boundary. It can use Phase Fabric as a booster, doubling its repair speed.

## Notes

* The Regen Projector's boundary extends 12.5 blocks from the edges of the block. or 14 from the exact centre. All other blocks that have a range express it as a radius of a circle.
* The Regen Projector only consumes power and Hydrogen if it is actively repairing a block.
* The Regen Projector's healing does not stack with itself.
Dart

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.

## General

### Item Capacity

Unknown

*"The standard control ship. Fast mining speed. Reasonably fast and light, but has little offensive capability."*

The **Dart** was a player ship introduced in Version 4.0. It was the first ship that the player started with, having low health, mining level, build speed and a low-level weapon, the **repeater**. The repeater fired alternating basic bullets at enemies. The player could switch from another mech or ship back to the Dart by respawning in the Core.

Version 6.0 allowed players to directly take control of units, rendering high-level dedicated player mechs and ships obsolete. As the Dart was the most basic ship available, it was remodelled into the Alpha.
Ghoul Bomber Factory

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.This page is a stub. You can help by expanding it.

The **Ghoul Bomber Factory** was a unit factory introduced in Version 4.0 that produced the Ghoul Bomber using Titanium and Silicon. Each factory could support four units.

In Version 6.0, unit production was changed to an upgrade-based process, retiring the Ghoul Bomber Factory. The Ghoul itself, now referred to as a Horizon, is currently produced in an Additive Reconstructor with a Flare.
Payload Loader (v7 Legacy)

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.

## General

### Build Cost

100  Copper
50  Graphite
50  Silicon

## Input/Output

### Input

Items
Liquids
Any block in payload form under 2x2 blocks of size

## General

### Build Cost

100  Copper
50  Graphite
50  Silicon

## Input/Output

### Input

Items
Liquids
Any block in payload form under 2x2 blocks of size

The **Payload Loader** is a payload block in Mindustry V7. Blocks in payload form enter the loader where they can be filled with items and liquids until full before being released.

## Payload Unloader

The **Payload Unloader** does the opposite, emptying items and liquids from blocks into adjacent conveyors or conduits.

## Trivia

* The Payload Loader, Payload Unloader and Constructor previously used to be unused blocks accessible only through special mods such as DeltaNedas/dev-mode or plugins. The loader was known as the Block Loader while the unloader was known as the Block Unloader, and the Constructor was known as the Block Forge.

## Navigation

**Naval Support Units:**  Retusa -  Oxynoe -  Cyerce -  Aegires -  Navanax
**Payloads:**  Payload Source -  Payload Void -  Payload Propulsion Tower -  Payload Loader -  Payload Unloader -  Constructor -  Large Constructor -  Deconstructor
**New Blocks:**  Repair Turret -  Liquid Container
Scathe

The **Scathe** is a turret on Erekir that fires extremely long-range cruise missiles at ground targets. Unlike all other turrets, the Scathe only reveals 40% of its range in fog of war.

## Ammo Details

* 80 area damage ~ 5.0 tiles
* 30% building damage (80 -> 24)

## Tips

Scathe has a very large range, although that range, the cost of the ammunition, and the fact that they don't always hit the target makes it very impractical. It will often waste ammo on attacking enemy buildings and having it's missiles shot down as a result. It cannot target air, and if you are going up against it, the best way to counter it's missiles is through a high-power turret. An Afflict is relatively cheap while being highly effective at countering it's missiles. Multiple Afflicts can easily shoot down the missiles it fires as well. If you, as the defender, want a form of artillery, the Titan is a better turret as it's shots are more difficult to shoot down and it tends to hit fairly consistently while also being cheap to build and supply in comparison to the requirements of a Scathe.

The first is as a spotter for the Quell, Disrupt, or Collaris. These units do not reveal fog in the same radius as their range and will be forced to take damage to reveal more enemy blocks—a potential death sentence if that block happens to be a powered Malign. The Scathe reveals fog in a radius of 67.5 blocks, which is more than every other turret, making everything safely targetable. Keep in mind that Averts are far cheaper to reveal fog and can be stockpiled, while Scathe takes time to build and requires a Disrupt to move it around.

The other is for denying enemy buildings. Scathe missiles can knock out ducts and other low-health transport blocks, which can depower critical enemy defenses or delay the foundation of new bases in PvP. Of course, this can happen against you, ,as seen in the sector Siege, so try to get turrets to shoot the missiles down before they deal actual damage. A Regen Projector will undo all the damage that it will inflict and a Build Tower will replace any broken blocks between the long cooldowns of missiles.

## Gallery

Scathe firing at a distant targetScathe wind up
## Changes

 Version 7.0, Build 140
 Version 7.0, Build 141
 Version 7.0, Build 146

## Trivia

* Scathe, along with the Titan, Smite, and Malign, are the only turrets in Erekir that have a delay before firing.
* The Scathe has the longest delay for it's first shot and a longer delay between each shot.
* The Scathe and Lustre are the only turrets that are penalized with a slow-rotating cannon.
Core: Bastion

The **Core: Bastion** is the most basic type of Core on Erekir. It can hold a small quantity of items and spawn the Evoke as a Core Unit to build and defend it. If all Cores are destroyed, the game is lost. Each Core will also add 15 units to the unit cap, although this value does not change when upgrading to stronger Erekir Cores.

Core: Bastions can be placed on Core zones, which are tiles with a yellow and black diagonal stripe pattern. It can also be upgraded into the Core: Citadel and Core: Acropolis, but only if the upgraded Cores are also completely on Core zones. It is important to note that the cost to upgrade the Core: Bastion requires more items than its item capacity, so multiple Cores are needed before upgrades are possible.

## Notes

* The Core: Bastion and all Erekir Cores automatically incinerate any items that are not used to build blocks, such as Sand.
	+ This does not apply to Scrap, likely because the Scrap Wall and its variants are counted.
* The Core: Bastion can be upgraded from a Core: Shard. However, the Core: Bastion must be fully covered by Core zones to do so.
* It takes around 32 seconds for a unit with 100% build speed to build a Core: Bastion on a Core zone.
RTG Generator

## Purpose

### Description

Uses the heat of decaying radioactive compounds to produce energy at a slow rate.

## General

### Build Cost

100  Lead
50  Thorium
75  Silicon
75  Plastanium
25  Phase Fabric

## Research

### Research Cost

3300  Lead
1500  Thorium
2400  Silicon
2400  Plastanium
700  Phase Fabric

The **RTG Generator** is a power generator on Serpulo that generates energy out of decaying Thorium or Phase Fabric. It functions like a 2x2 version of the Combustion Generator, using *radioactivity* instead of *flammability* as the measure for how much power is generated. It uses no liquid inputs and does not explode when destroyed, lending it both convenience and safety.

## Usage

RTG Generators' best use is in Core schematics alongside unit factories when attacking an enemy base. They can use thorium straight from the core to power the factories, so you don't have to do any extracting or pumping to begin the Attack. If you need to build tier 4 or 5 units, you have to mix Cryofluid, so you might as well also use it to replace the RTGs with more efficient and hazardous Thorium Reactors. Definitely do this after destroying the enemy core.

Phase Fabric is extremely poor fuel compared to Thorium. Not only is its Radioactivity 60% to Thorium's 100%, but each unit of Phase Fabric is made from 4 units of Thorium (plus 10 Sand and 600 power). It is better used in an Overdrive Projector to boost Thorium-filled RTGs.

## Trivia

* The RTG stands for Radioisotope Thermal Generator, making the name "RTG Generator" redundant.
4

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:**  Mission: Survive Waves

**Description:** A small map with a decent amount of resources. 2 puddles of Oil, and one small source of Water, The enemy has 2 spawn points with air attacks.

## Trivia

* On the campaign map, it appears as a pentagon, instead of a hexagon. This also applies to sectors 0-11.
Disperse

The **Disperse** is a turret on Erekir that rapidly fires powerful projectiles at air units only.

## Tips

Disperse is the only dedicated anti-air turret on Erekir, and to compensate for that, it is ridiculously effective. Its high rate of fire, good damage, and long range can make large parts of your territory a no-go-zone for Averts and Obviates, and can even give pause to higher-tier air units like Quells and Disrupts. Additionally, since most missiles count as air units, the Disperse can shoot them down, which can neutralize the offensive capabilities of the Anthicus, Scathe, Quell, or Disrupt, even if the attacking unit or turret is out of range or not a valid target itself. However, it consumes tungsten very quickly, so you may want to augment their ammo capacity with Reinforced Vaults to make sure they keep firing.

Against the Disperse, there is a significant flaw: alongside some other turrets, the Disperse will shoot at units at the end of its range but cannot hit them, wasting ammo. Due to its extreme fire rate, ammo is drained very quickly. Keep this in mind when using Averts or Obviates to attack, and destroy the blocks feeding tungsten to the Disperses. Also, like most turrets, the Disperse can only fire in one direction at a time, so attacking from the side with a second group of cheap air units (ideally Averts, since Eludes can't be targeted by the Disperse) can distract the turret's AI and create gaps in its coverage. This lets your missile-firing units connect their attacks.