Mindustry is a factory game where almost every number that matters is a ratio: how many drills feed a press, how much coal buys a kilowatt, how many seconds of ammo a turret holds. This guide gives the numbers for Serpulo on v8 Build 160 — the build order for the first sector, the exact consumption and production rates of every early chain, the sector unlock order, and the traps that waste a new player's first ten hours.
Every figure below was read out of the game's own content files at release tag v160.5 (core/src/mindustry/content/Blocks.java, Items.java, Drill.java, Conveyor.java, Planets.java, LandingPad.java) or from the community wiki, and the source of each is named. Where the wiki and the code disagree, the code wins and the disagreement is flagged.
What version this is for
- Game version: v8 Build 160.5, released 20 September 2026 (build 160 itself landed 11 September 2026). This is the last feature release of v8 — the developer has stated further v8 work is bugfixes only, with focus moving to v9.
- What 160 changed that matters to a builder: the copper Conveyor was re-tuned twice in two builds — 4.2 items/sec in v8.0, buffed to 6.5 in build 159, then set to 5 items/sec in build 160. Most wiki and YouTube figures still quote the old 4.2.
- Serpulo is the recommended starting planet. Erekir has a separate campaign (The Onset → Origin) with ducts and payloads instead of conveyor belts, and its campaign rework has not happened yet.
The campaign in order, and what each sector actually unlocks
Serpulo's tech tree is gated by sectors, not by research points: capturing a sector makes specific blocks researchable, and some sectors additionally require you to have researched particular blocks first. Both columns below are generated from the game's own tech-tree data. Threat levels are the game's.
| Sector | Type | Threat | Gated by | Unlocks |
|---|---|---|---|---|
| Ground Zero | Survival | Low | (start) | Frozen Forest, Copper |
| Frozen Forest | Survival | Low | Ground Zero + Junction, Router | The Craters, Silicon Smelter, Pneumatic Drill |
| The Craters | Survival | Low | Frozen Forest + Mender, Combustion Generator | Ruinous Shores, Biomass Synthesis Facility, Fungal Pass, Hail, Titanium Conveyor, Kiln, Steam Generator |
| Fungal Pass | Attack | Low | Biomass Synthesis Facility + Ground Factory, Dagger | Frontier, Tainted Woods, Sea Port, Extraction Outpost, Salt Flats, Infested Canyons, Nuclear Production Complex, Additive Reconstructor, Nova |
| Biomass Synthesis Facility | Survival | Medium | The Craters + Power Node, Steam Generator, Scatter, Graphite Press | Stained Mountains, Fungal Pass, Container, Cultivator, Sea Port |
| Ruinous Shores | Survival | Medium | The Craters + Graphite Press, Kiln, Mechanical Pump | Windswept Islands |
| Stained Mountains | Survival | Medium | Biomass Synthesis Facility + Pneumatic Drill, Silicon Smelter | Facility 32M, Infested Canyons, Vault |
| Sea Port | Survival | Medium | Frontier + Biomass Synthesis Facility + Naval Factory, Risso, Retusa, Steam Generator, Cultivator, Coal Centrifuge | Extraction Outpost, Overgrowth |
| Facility 32M | Survival | Medium | Stained Mountains + Windswept Islands + Plastanium Compressor, Lancer, Salvo | Extraction Outpost, Blast Mixer |
| Windswept Islands | Survival | Medium | Ruinous Shores + Pneumatic Drill, Hail, Silicon Smelter, Steam Generator | Salt Flats, Retusa, Extraction Outpost, Coastline, Pulse Conduit, Overgrowth, Facility 32M, Naval Factory, Plastanium Compressor |
| Frontier | Attack | Medium | Fungal Pass + Biomass Synthesis Facility + Ground Factory, Air Factory, Additive Reconstructor, Mace, Mono | Sea Port, Salt Flats, Infested Canyons, Multiplicative Reconstructor, Overgrowth |
| Infested Canyons | Attack | Medium | Stained Mountains + Fungal Pass + Frontier + Naval Factory, Risso, Minke, Additive Reconstructor | Nuclear Production Complex, Tainted Woods |
| Salt Flats | Attack | High | Windswept Islands + Fungal Pass + Frontier + Ground Factory, Additive Reconstructor, Air Factory, Door | Tar Fields, Coastline, Water Extractor, Planetary Launch Terminal |
| Tainted Woods | Survival | High | Infested Canyons + Spore Pod, Plastanium, Wave | — |
| Extraction Outpost | Attack | High | Sea Port + Windswept Islands + Facility 32M | Atolls, Planetary Launch Terminal, Advanced Launch Pad, Naval Fortress |
| Coastline | Survival | High | Salt Flats + Windswept Islands + Naval Factory, Payload Conveyor | Testing Grounds, Naval Fortress, Sunken Pier, Oxynoe |
| Overgrowth | Attack | High | Sea Port + Frontier + Windswept Islands + Multiplicative Reconstructor, Fortress, Ripple, Salvo, Cultivator, Spore Press | Mycelial Bastion, Planetary Launch Terminal |
| Tar Fields | Survival | High | Salt Flats + Coal Centrifuge, Conduit, Wave | Impact 0078, Phase Weaver |
| Testing Grounds | Survival | High | Coastline + Cryofluid Mixer, Cryofluid, Water Extractor, Ripple | — |
| Atolls | Attack | High | Extraction Outpost + Multiplicative Reconstructor, Mega | — |
| Impact 0078 | Survival | High | Tar Fields + Thorium, Lancer, Salvo, Core: Foundation | Desolate Rift, Weathered Channels, Overdrive Projector, Overdrive Dome, Force Projector |
| Nuclear Production Complex | Survival | High | Infested Canyons + Thermal Generator, Laser Drill, Plastanium, Swarmer | Airblast Drill, Planetary Launch Terminal, Spectre |
| Naval Fortress | Attack | Extreme | Coastline + Extraction Outpost + Core: Nucleus, Mass Driver, Oxynoe, Minke, Bryde, Cyclone, Ripple | Sunken Pier, Weathered Channels, Navanax |
| Mycelial Bastion | Attack | Extreme | Overgrowth + Atrax, Spiroct, Arkyid, Multiplicative Reconstructor, Exponential Reconstructor | Toxopid |
| Desolate Rift | Survival | Extreme | Impact 0078 + Thermal Generator, Thorium Reactor, Core: Nucleus | Planetary Launch Terminal |
| Weathered Channels | Survival | Extreme | Naval Fortress + Impact 0078 + Bryde, Surge Smelter, Overdrive Projector | — |
| Sunken Pier | Survival | Extreme | Naval Fortress + Coastline + Multiplicative Reconstructor | — |
| Planetary Launch Terminal | Attack | Eradication | Desolate Rift, Nuclear Production Complex, Overgrowth, Extraction Outpost, Salt Flats + Risso, Minke, Bryde, Sei, Omura, Spectre, Advanced Launch Pad, Mass Driver, Impact Reactor, Additive Reconstructor, Exponential Reconstructor, Tetrative Reconstructor | Geothermal Stronghold, Cruxscape, Interplanetary Accelerator |
| Geothermal Stronghold / Cruxscape | Attack | Eradication | Planetary Launch Terminal + Omura, Navanax, Eclipse, Oct, Reign, Corvus, Toxopid | — |
Practical reading of that table: you do not need to capture sectors in map order, only in dependency order. The tech tree tells you what you are missing. Two consequences catch people out — Frozen Forest is gated behind Junction and Router of all things, and The Craters is gated behind Mender and Combustion Generator, so a player who never builds a mender is stuck staring at a locked sector with no explanation.
Also worth knowing before you plan: research spends real items, drawn from the cores of all your sectors at once. Unlocking an expensive block can empty the core you were using to build with, mid-sector.
Ground Zero: the exact opening, in the game's own order
Ground Zero is the tutorial sector, and its objectives are the build order. The enemy waves do not start until the tutorial finishes, so the timer pressure before wave 3 is entirely self-inflicted — use the free time to stockpile.
Objectives, in order:
- Obtain 15 Copper (hand-mine it with your starting unit).
- Build 1 Mechanical Drill on copper.
- Move into Core: 5 Copper.
- Move into Core: 100 Copper.
- Move into Core: 25 Lead — completing this opens the rest of the map.
- Build 2 Duo turrets.
- Supply a turret (the turrets need an ammo line, not just to exist).
- Build 6 Copper Walls. This completes and points the camera at the enemy drop zone — anything built inside that zone is destroyed.
- Destroy 1 unit.
- Build 1 Scatter and supply it (lead or scrap both work). The tutorial ends; wave 3 starts about a minute later.
Wave facts for the sector: about 2 minutes 10 seconds between waves, 9 waves total. Daggers every wave (1 at wave 1, +1 every other wave); Flares on waves 2, 4, 6 and 8; a single Mace on wave 8.
The Mace is the only real check. It has 550 health and 4 armour, against the Dagger's 150 health and 0 armour, and its flame weapon pierces a single layer of wall. Armour reduces the Duo's 9 damage to 5, and your starting unit's Alpha hits for 11 → 7. Build three to four layers of copper walls in front of everything, keep a copper stockpile for ammo, and wave 8 stops being a problem.
Sector supply lines for the first two hours:
- Ground Zero gives copper, lead, scrap and water, and nothing else. Capture it, then stay a while and mine out the veins to pay for the early tech.
- Frozen Forest adds coal — the sector's own advice is to find the two nearest coal veins and dedicate one to Graphite Presses and one to Combustion Generators as soon as you land. It also introduces you to the priority order that holds for the rest of the planet: stabilise defence, then power, then expand production.
- The Craters has tighter veins (especially coal) and is where Metaglass arrives via the Kiln. It is also the first sector with a guardian — a Zenith on the last wave.
Sizing drills: what a drill actually pulls per second
Drills are easier to size than the game's UI makes them look. From Drill.java, a drill's rate is:
items/sec = 60 × (ore tiles covered by the drill) ÷ (drillTime + 50 × ore hardness)
Ore hardness comes from Items.java: sand and scrap 0, copper and lead 1, coal 2, titanium 3, thorium 4. A drill can only mine ore whose hardness is ≤ its tier, which is why the Mechanical Drill will not touch titanium no matter what.
| Drill | Tiles | Max hardness (tier) | Copper/Lead | Coal | Sand/Scrap | Titanium | Thorium | Cost / power |
|---|---|---|---|---|---|---|---|---|
| Mechanical Drill | 4 | 2 | 0.37/s | 0.34/s | 0.40/s | — | — | 12 copper |
| Pneumatic Drill | 4 | 3 | 0.53/s | 0.48/s | 0.60/s | 0.44/s | — | 18 copper, 10 graphite |
| Laser Drill | 9 | 4 | 1.64/s | 1.42/s | 1.93/s | 1.26/s | 1.13/s | 35 copper, 30 graphite, 30 silicon, 20 titanium; 66 power |
| Blast Drill | 16 | 5 | 2.91/s | 2.53/s | 3.43/s | 2.23/s | 2.00/s | 65 copper, 60 silicon, 50 titanium, 75 thorium; 180 power |
These assume the drill covers its full footprint with ore and is not boosted. Two caveats worth stating rather than hiding: the block info screen's "drill speed" figure is 60 ÷ drillTime × tiles, which ignores ore hardness and so reads slightly optimistic — the table above is the harder, correct number for copper and lead. And supplying water to a drill is listed in-game as a 256% speed boost, while the code computes the multiplier as lerp(1, liquidBoostIntensity, …) with liquidBoostIntensity = 1.6 — a factor of 1.6. The two disagree and I could not resolve which the shipped build does without running it; treat the water boost as somewhere between 1.6× and 2.56×.
The one time the formula paid off in this run: the wiki's own Craters strategy text says two Kilns need 4 sand/sec, "achievable using 7 Pneumatic Drills or 10 Mechanical Drills". The table above gives 4 ÷ 0.60 = 6.7 and 4 ÷ 0.40 = 10.0. The wiki's hand-written prose and the game's code agree, which is a good sign for both.
The crafting chains, with the numbers
Everything below is derived from the block definitions: craft time in ticks (60 ticks = 1 second), multiplied out to per-second rates.
| Block | Build cost | Inputs per second | Output per second | Power |
|---|---|---|---|---|
| Graphite Press | 75 copper, 30 lead | 1.33 coal | 0.67 graphite (2 coal → 1 graphite, 1.5 s) | 0 |
| Silicon Smelter | 30 copper, 25 lead | 1.5 coal, 3 sand | 1.5 silicon | 30 |
| Kiln | 60 copper, 30 graphite, 30 lead | 2 lead, 2 sand | 2 metaglass | 36 |
| Pulverizer | 30 copper, 25 lead | 1.5 scrap | 1.5 sand | 30 |
| Pyratite Mixer | 50 copper, 25 lead | 0.75 coal, 1.5 lead, 1.5 sand | 0.75 pyratite | 12 |
| Blast Mixer | 30 lead, 20 titanium | 0.75 pyratite, 0.75 spore pod | 0.75 blast compound | 24 |
| Plastanium Compressor | 80 silicon, 115 lead, 60 graphite, 80 titanium | 2 titanium, 15 oil | 1 plastanium (1 s) | 180 |
| Phase Weaver | 130 silicon, 120 lead, 75 thorium | 2 thorium, 5 sand | 0.5 phase fabric (2 s) | 300 |
| Surge Smelter | 80 silicon, 80 lead, 70 thorium | 2.4 copper, 3.2 lead, 1.6 titanium, 2.4 silicon | 0.8 surge alloy | 240 |
| Multi-Press | 100 titanium, 25 silicon, 100 lead, 50 graphite | 6 coal, 6 water | 4 graphite | 108 |
| Silicon Crucible | 120 titanium, 80 metaglass, 35 plastanium, 60 silicon | 2.67 coal, 4 sand, 0.67 pyratite | 5.33 silicon | 240 |
| Cryofluid Mixer | 65 lead, 40 silicon, 60 titanium | 0.5 titanium, 12 water | 12 cryofluid | 60 |
| Spore Press | 35 lead, 30 silicon | 3 spore pods | 18 oil | 42 |
| Coal Centrifuge | 20 titanium, 40 graphite, 30 lead | 6 oil | 2 coal | 42 |
| Melter | 30 copper, 35 lead, 45 graphite | 6 scrap | 12 slag | 60 |
| Separator | 30 copper, 25 titanium | 4 slag | one item per craft (see below) | 66 |
The two that need a footnote:
- Separator. It does not produce all four outputs per craft.
Separator.javapicks a single result per craft with a weighted random roll: copper 5, lead 3, graphite 2, titanium 2 out of 12. So at 4 slag/sec in (1.71 crafts/sec) the expected yield is copper 0.71/s, lead 0.43/s, graphite 0.29/s, titanium 0.29/s. If you build a separator bank expecting a steady copper line, you get two in five. - The Multi-Press is the ratio breakpoint. The Graphite Press converts 2 coal into 1 graphite with no power. The Multi-Press converts 3 coal into 2 graphite — that is 1.5 coal per graphite instead of 2, at 108 power and a large item cost. It is a coal-efficiency upgrade, not a throughput one, and 6 coal/sec is a serious belt to feed.
Drills needed to feed one machine, using the table above (full ore coverage, unboosted):
| Machine | Input | Mechanical Drills | Pneumatic Drills |
|---|---|---|---|
| Graphite Press | 1.33 coal/s | 3.9 | 2.8 |
| Silicon Smelter | 1.5 coal/s + 3 sand/s | 4.4 + 7.5 | 3.1 + 5.0 |
| Kiln | 2 lead/s + 2 sand/s | 5.4 + 5.0 | 3.8 + 3.3 |
| Pyratite Mixer | 0.75 coal/s + 1.5 lead/s + 1.5 sand/s | 2.2 + 4.1 + 3.8 | 1.6 + 2.8 + 2.5 |
Put bluntly: a silicon smelter is a mining project. Feeding one needs about twelve mechanical drills if you are drilling the sand yourself, and sand is the input everyone forgets. If you would rather not run a sand mine, the Pulverizer turns scrap into sand at 1.5/sec for 30 power, and scrap is lying around in ruins.
Belts: how many machines one line actually feeds
| Conveyor | Items/sec | Note |
|---|---|---|
| Conveyor (copper) | 5 | displayedSpeed = 5 in build 160; the wiki page still lists 4.2 |
| Titanium Conveyor | 10 | copper 1, lead 1, titanium 1 |
| Plastanium Conveyor | 40 | 10 items stacked per tile, 4 tiles/sec |
| Armored Conveyor | 10 | does not accept side input, 280 health |
| Junction | 13/sec crossing | 26 frames per item, 6 items buffered per side, no side input |
| Bridge Conveyor | 11/sec | 4-tile span, 14-item buffer, 6 copper + 6 lead; the class flags this figure as hard to calculate and taken from testing |
| Unloader | 11/sec | the block file's speed = 60/11 is frames per item, one item type at a time |
So one copper conveyor moves 5 items/sec — that is three graphite presses and not a fourth (3 × 1.33 = 4.0 coal/sec, the fourth would need 5.33). A titanium conveyor feeds seven. Metaglass from a single Kiln is 2/sec, so one belt carries four kilns' output.
The side-input rule is the one that quietly ruins factories: conveyors and junctions accept items from the sides, so a belt running past a factory will happily accept that factory's output, and a belt running past a drill will feed off it. Where a line passes a block you did not mean to connect, use a Junction — it refuses side input.
Power: what a fuel item actually buys
Source values are in the game's own units (powerProduction × 60 = the number shown in-game and on the wiki).
| Generator | Power/sec | Fuel | Power per fuel item | Cost |
|---|---|---|---|---|
| Combustion Generator | 60 | 1 coal per 2 s (0.5/s) | 120 per coal | 25 copper, 15 lead |
| Steam Generator | 330 | 1 coal per 1.5 s (0.67/s) + 6 water/s | 495 per coal | 35 copper, 25 graphite, 40 lead, 30 silicon |
| Thermal Generator | 108 | none — needs hot rock/magma tiles | free | 40 copper, 35 graphite, 50 lead, 35 silicon, 40 metaglass |
| Solar Panel | 7.2 | none | free | 10 lead, 8 silicon |
| RTG Generator | 270 | 1 thorium per 14 s | 3,780 per thorium | 100 lead, 50 thorium, 75 silicon, 75 plastanium, 25 phase fabric |
| Thorium Reactor | 900 at 30 thorium (30 power per piece) | 1 thorium per 6 s + at least 2.4 cryofluid/s | 5,400 per thorium | 300 lead, 200 silicon, 150 graphite, 150 thorium, 50 metaglass |
| Differential Generator | 1,080 | 1 pyratite per 3.67 s + 6 cryofluid/s | 3,960 per pyratite | 70 copper, 50 titanium, 100 lead, 65 silicon, 50 metaglass |
| Impact Reactor | 7,800 | 1 blast compound per 2.33 s + 15 cryofluid/s, and 1,500 power/sec to keep running | — | 500 lead, 300 silicon, 400 graphite, 100 thorium, 250 surge alloy, 250 metaglass |
The step change is the Steam Generator: four times the power per coal for the price of a water line. On coal alone, one Combustion Generator runs exactly one Silicon Smelter (60 vs 30 power, with headroom for a Mender). One Steam Generator runs eleven smelters' worth.
What the machines draw, for planning:
| Consumer | Power/sec |
|---|---|
| Mender | 18 |
| Silicon Smelter / Pulverizer | 30 |
| Kiln | 36 |
| Water Extractor | 90 |
| Mend Projector | 90 |
| Arc turret | 198 |
| Overdrive Projector | 210 |
| Plasma: Laser Drill | 66 |
| Blast Drill | 180 |
| Plastanium Compressor | 180 |
| Phase Weaver | 300 |
| Lancer turret | 360 |
| Advanced Launch Pad | 480 (+9 oil/s) |
| Meltdown turret | 1,020 |
| Thorium Reactor (cooling) | 2.4 cryofluid/s minimum |
Batteries: the small Battery stores 4,000 power (5 copper, 20 lead) and the Large Battery 50,000 (20 titanium, 50 lead, 30 silicon). Buffers do not add generation — they only survive a brownout, and a brownout is not a graceful failure in Mindustry: everything on the grid slows down together, which is how defence lines collapse while the player is looking at a production line.
Defence: the early turrets, their ammo and what it costs
Ammo figures from the wiki's turret pages; build costs cross-checked against Blocks.java (they match).
| Turret | Cost | Range | Ammo | Damage | DPS | Notes |
|---|---|---|---|---|---|---|
| Duo | 35 copper | 20 tiles | Copper | 9 | 27 | 2 shots per copper item, 30-shot capacity (15 copper) |
| Duo | — | 22 tiles | Graphite | 18 | 43 | 4 shots/item, −20% fire rate |
| Duo | — | 20 tiles | Silicon | 12 | 54 | 5 shots/item, +50% rate, homing |
| Scatter | 85 copper, 45 lead | 27.5 tiles | Lead | 3 + 40 area | 286 | anti-air only |
| Arc | 50 copper, 50 lead | 11.25 tiles | 198 power/s | 12 | 21 | ground only, 5× pierce |
| Hail | 40 copper, 17 graphite | 29.4 tiles | Graphite | 33 area | 33 | ground only, unlocked by The Craters |
| Hail | — | — | Silicon | 33 area | 40 | +20% rate, homing |
| Lancer | 60 copper, 70 lead, 60 silicon, 30 titanium | 20.6 tiles | 360 power/s | 140 | 42 | 4× pierce, 4× armour weakness, ground only |
| Wave | 25 copper, 75 lead, 45 metaglass | 13.75 tiles | Water | — | — | 20 liquid/sec; knockback and Wet |
| Wave | — | — | Slag | 4 | 80 | Melting |
| Salvo | 100 copper, 80 graphite, 50 titanium | 23.75 tiles | Copper | 15 | 124 | 5 shots/item |
| Salvo | — | 27.75 tiles | Graphite | 31 | 205 | 4 shots/item, −20% rate |
| Ripple | 150 copper, 135 graphite, 60 titanium | 36.25 tiles | Graphite | 70 area | 140 | ground only, 2 ammo per shot |
Three things this table settles for the early game:
- Feed your Duos graphite, not copper. Two coal per graphite is cheap, the graphite doubles damage per shot and adds 2 tiles of range. Copper ammo is for the first ten minutes only.
- A Duo holds 15 copper or 7 graphite. An unsupplied turret is scenery, and a turret whose belt has drained at wave 6 is worse than useless because you already paid for it.
- Scatter is anti-air with no ground role, Arc and Lancer are ground with no air role. The Mace at Ground Zero wave 8 and Daggers are ground; Flares are air.
Moving between sectors: the Launch Pad, the Landing Pad, and the loadout cap
This is where v8 differs most from older guides, and where an interplanetary supply chain most often "does not work" for no visible reason.
- The Advanced Launch Pad sends, and it costs oil. Copper 350, silicon 250, lead 300, titanium 200; 480 power/sec; 9 oil/sec; 4×4. It holds exactly 100 items of one item type — it will not accept anything else until emptied — and launches a 100-item batch every 30 seconds. If it does not have 100 items when the timer expires, it waits.
- The destination needs a Landing Pad. Copper 200, graphite 100, titanium 100; 4×4. It receives 100 items per batch and burns 1,500 water per landing, so a Landing Pad at maximum rate (a batch every 5 seconds) needs 300 water/sec fed into it, and its output line needs to clear 20 items/sec. Build the receiving end first; a source pad with nowhere to send silently does nothing.
- You can only bring what half a core holds. The launch loadout is capped at
launchCapacityMultiplier × core item capacity, and Serpulo's multiplier is 0.5 — so 2,000 items with the starting Core: Shard, 4,500 with Core: Foundation, 6,500 with Core: Nucleus. The dialog subtracts what your chosen schematic already needs. Only the origin sector's actual stored items count, so a sector that has been strip-mined cannot fund a loadout no matter what the cap says. - Containers and Vaults merged into a core count as core storage. A Container adds 300 (titanium 100) and a Vault 1,000 (titanium 250, thorium 125) to the core's capacity when placed directly adjacent to it, and items inserted into them join the core's total. The wiki's Vault infobox currently says 300 — that is a copy-paste error from the Container page; the game file says 1,000.
The traps that cost the first ten hours
- Power brownouts take the whole base down together. There is no priority system: when demand exceeds supply, turret fire rate, menders, drills and factories all slow down at once. Over-provision generation and add batteries before you add machines.
- Research spends the items in your core, across every sector. Unlocking an expensive block mid-build can strip the copper you were using for turrets. Do research when a sector is stable, not when you are mid-expansion.
- Sector unlocks are gated behind ordinary blocks. Frozen Forest needs Junction and Router researched; The Craters needs Mender and Combustion Generator. If a sector is locked, the missing piece is usually a dull utility block, not a weapon.
- Everything in the enemy drop zone gets destroyed on landing. Ground Zero's tutorial tells you this rather late.
- Enemies focus-fire the single weakest wall tile. One layer of copper wall is a shortcut straight to your turrets; the Mace's flame weapon pierces a single layer outright. Three to four layers, and repair them.
- The Separator is a slot machine (one weighted-random output per craft, see above), and the Melter eats 6 scrap/sec to make 12 slag/sec. Scrap-based infrastructure is a throughput sink, not a free resource.
- Sand is a recipe input you will forget. Silicon (2 sand per coal), metaglass (1 sand per lead), pyratite (2 sand) and phase fabric (10 sand) all eat it, and it is mined at only 0.40/sec per mechanical drill.
- The Launch Pad needs oil before it can move anything, and the Landing Pad needs 1,500 water per batch. Both are easy to build and then leave idle because one input is missing.
- A conveyor will accept items from the side — from a factory you did not mean to connect, or a drill whose output you thought was going elsewhere. Junction where lines pass blocks.
- Overdrive Projectors do not stack. Blocks take the single highest boost available; placing three projectors over one factory wastes 420 power/sec for the effect of one.
Sources
- Game code, release tag
v160.5(byte-identical to master at time of writing) — the authoritative source for every rate, cost and capacity in this guide: core/src/mindustry/content/Blocks.java(build costs, craft times, input/output stacks, drill times, generator outputs, tiers, core and storage capacities)core/src/mindustry/content/Items.java(ore hardness),content/Planets.java(launchCapacityMultiplier = 0.5for Serpulo)world/blocks/production/Drill.java(rate formula, tier rule, liquid boost),distribution/Conveyor.javaanddistribution/StackConveyor.java(throughput),production/Separator.java(weighted random output),world/blocks/campaign/LandingPad.java,world/blocks/power/PowerGenerator.java- Mindustry Encyclopedia (community wiki, mindustry.miraheze.org) — read as raw wikitext via
api.php?action=parse&prop=wikitext, plus the rendered Campaign table: Campaign(sector order, requirements and unlocks; auto-generated from the game's tech tree),Ground Zero(tutorial objective list, wave composition, wave interval),Frozen Forest,Cratered Battleground(sector strategy and the 4-sand/sec drill counts that cross-check the formula)- Block pages:
Graphite Press,Silicon Smelter,Kiln,Conveyor,Titanium Conveyor,Mechanical Drill,Pneumatic Drill,Combustion Generator,Steam Generator,Thermal Generator,Differential Generator,Thorium Reactor,Impact Reactor,RTG Generator,Solar Panel,Battery,Overdrive Projector,Power Node,Container,Vault,Launch Pad,Landing Pad,Water,Oil - Turret pages:
Duo,Scatter,Arc,Hail,Lancer,Wave,Salvo,Ripple(ammo tables, DPS and booster figures) - Releases and patch notes:
github.com/Anuken/Mindustry/releases(v160 = 11 September 2026, latest v160.5 = 20 September 2026) and the Steam release notes for v8 (14 April 2026) and build 160 (copper conveyor re-tuned to 5 items/sec; last feature release of v8). - Reporting on the v8 release: gamingonlinux.com (15 April 2026) and the Mindustry Encyclopedia
Mindustry v8page.
Known disagreements and unverified points, stated rather than smoothed over:
- The copper Conveyor's throughput is 5 items/sec in build 160 per the game's
displayedSpeed; the wiki page still lists 4.2 items/sec from v8.0. - Drill water boost: the block-info screen and the wiki quote a 2.56× speed increase;
Drill.javaapplieslerp(1, liquidBoostIntensity, …)withliquidBoostIntensity = 1.6. I could not determine which the shipped build does without running the game, so the drill table above is unboosted only. - The wiki's Vault infobox lists 300 item capacity; the game file says 1,000. The Vault's build cost is titanium 250 + thorium 125 — the wiki page for it appears to be a copy of the Container page.
- Values on the wiki's auto-generated data tables were last regenerated for build 159/earlier; v160 changed only balance figures (endgame unit armour, the Nova unit, and the copper conveyor), so early-game ratios here should hold, but a mid-v9 wiki refresh may move them.
Guide changelog
What has changed in this guide, newest first.
- 2026-10-02Verified against sources (Mindustry v8 Build 160.5). Re-fetched the guide's own evidence: the game's content files at release tag v160.5 (Blocks.java, Items.java, Planets.java, Drill.java, Conveyor.java, BufferedItemBridge.java, Unloader.java, GenericCrafter.java, LiquidTurret.java, NuclearReactor.java, Junction.java, SerpuloTechTree.java, bundle.properties) and the GitHub release bodies for v160.5 / v160 / v159, plus the Mindustry Encyclopedia read as raw wikitext through api.php?action=parse (Campaign, Ground Zero, Frozen Forest, Cratered Battleground and every block, turret and drill page cited). Roughly 480 figures checked. Seven corrections, all now live: (1) Spore Press power 21 -> 42, the wiki infobox and consumePower(0.7) both saying 42/s; (2) Unloader ~5.5/sec -> 11/sec - Unloader.java displays 60/speed with speed = 60/11, so the old figure read the field as seconds per item instead of frames; (3) Plastanium Compressor oil 0.25 -> 15/sec and (4) Multi-Press water 0.1 -> 6/sec, two raw per-tick values printed in a column headed per second; (5) the Pyratite Mixer and (6) Blast Mixer rows, which craft on the 80-tick default craft time - 0.75 coal + 1.5 lead + 1.5 sand -> 0.75 pyratite and 0.75 pyratite + 0.75 spore pod -> 0.75 blast compound per second, not 1, with the following drills-needed table rebased to match; (7) the sector table's Gated by / Unlocks columns, mis-split in 20 of 29 rows, where prerequisite blocks had been printed as unlocks (Tainted Woods 'unlocks Spore Pod, Plastanium, Wave' - those are research you need before landing there, and it unlocks nothing) and several sectors' research lists were missing. Rebuilt against SerpuloTechTree.java and the wiki's rendered Campaign table, which agree once the wiki's Requirements column is read as the prerequisites. Also corrected: one in five -> two in five for the separator's copper weight (5 in 12), the unsourced 'a 4,000-copper block' research example (dropped - no Serpulo block costs that), and the Sources line that credited the 4-sand/sec Kiln drill counts to Stained Mountains when they are on the Cratered Battleground page. Left disagreeing, guide now follows the v160.5 code: Fungal Pass is gated by Biomass Synthesis Facility + Ground Factory, Dagger (the wiki's campaign table says The Craters, but the wiki's own Fungal Pass page gives sector-parent = Biomass Synthesis Facility and the tech tree nests the sector there); the sector the wiki calls Sea Port is Perilous Harbor in build 160's files; and Geothermal Stronghold / Cruxscape appear on the wiki but in neither v160.5's sector files nor its tech tree. Everything else matched, including the whole drill-rate table and the wiki's own 4-sand/sec cross-check, the belt, turret, ammo/DPS and power tables, Ground Zero's ten objectives and wave facts, the Launch Pad / Landing Pad numbers, core, Container and Vault capacities, the water-boost disagreement (UI 2.56x vs Drill.java 1.6x), both version dates, and the copper conveyor's 4.2 -> 6.5 -> 5 items/sec retuning.
- 2026-10-02Published. Mindustry v8 Build 160 (latest release v160.5, 20 September 2026); built from the game's own content files at release tag v160.5 - Blocks.java, Items.java, Planets.java, Drill.java, Conveyor.java, StackConveyor.java, Separator.java, PowerGenerator.java, LandingPad.java - for every cost, rate and capacity, plus the Mindustry Encyclopedia (mindustry.miraheze.org) read as raw wikitext for the campaign sector order and unlock table, the Ground Zero tutorial objectives and wave composition, the Frozen Forest / Craters / Stained Mountains strategy pages, and the block and turret pages for power, ammo and DPS figures. Steam/GitHub release notes for v8 (14 April 2026) and build 160 (copper conveyor re-tuned to 5 items/sec).