Mindustry: Complete Guide

This guide covers Mindustry's factory-plus-tower-defense loop from your first conveyor to late Serpulo tech, how the v8 campaign works, Erekir basics, and the habits that separate a smooth run from a lost sector.

Researched September 2026 — current as of v8 (Build 160, released 2026-09-11; the official wiki lists 160.5). Live games change; check the linked sources if something differs.

Quick Start

  1. Your core is everything. Drills and conveyors feed the core, the core pays for construction, and if the core dies the sector is lost. Protect it first.
  2. Mine copper and lead by hand, then automate immediately. Mechanical Drills on copper, lead, sand and coal ore, conveyed straight into the core, are the backbone of every early sector.
  3. Feed turrets with conveyors, not by hand. A Duo takes copper (cheap), graphite (harder hitting) or silicon (homing). Run a conveyor past a line of Duos and they pull ammo automatically.
  4. Research is spent from your core's stockpile. Open the tech tree with J. In the campaign, research costs are paid from items stored in your sector cores, so a healthy economy speeds up research.
  5. Silicon is the first real bottleneck. The Silicon Smelter needs coal, sand and power. Get it running early; silicon feeds units, better turrets, and many blocks.
  6. Graphite comes from coal via the Graphite Press. Graphite ammo roughly doubles your early Duo effectiveness and is needed for pneumatic drills and more.
  7. Space pauses the game. Use it constantly to plan builds while a wave is incoming. You can queue blueprints while paused.
  8. Save schematics (F). Select an area with F to save it; press T for the schematic menu. A good silicon or graphite block is reusable across every sector.
  9. Sectors you leave keep producing, but v8 changed the rules. As of Build 154, sectors that are not under attack are frozen for waves but still export items, and Serpulo invasions are disabled by default.
  10. Difficulty modifiers exist in v8. If the reworked campaign is too hard (or too easy), adjust difficulty rather than quitting a sector.

Default Controls (Desktop)

These are the defaults from the game's source. Everything is rebindable, and v8 added a button to unset keybinds.

Action Default key
Move W A S D
Build / select Left mouse
Cancel / deconstruct area Right mouse (drag)
Rotate block before placing Scroll wheel
Rotate a placed block R
Pick block under cursor Middle mouse
Diagonal placement Left Ctrl (while dragging)
Clear build queue Q
Pause building E
Schematic select / menu F / T
Flip schematic X / Y Z / X
Rebuild destroyed blocks (select) B
Pause game Space
Research tree / planet map / minimap J / N / M
Command mode (units) Left Shift
Select all units / all unit factories G / H
Ping a location P
Respawn in core V
Toggle power lasers / block statuses F5 / F6
Block info F1

Core Systems

Resources and processing (Serpulo)

Item How you get it Main uses
Copper Drill copper ore Everything early, Duo ammo
Lead Drill lead ore Power nodes, kilns, scatter ammo
Sand Drill sand/darksand, or Pulverize scrap Silicon, metaglass
Coal Drill coal ore Graphite, silicon
Scrap Drill scrap walls/ore Separator and pulverizer input
Graphite Graphite Press (coal) Ammo, pneumatic drills, research
Silicon Silicon Smelter (coal + sand + power) Units, turrets, logic, solar
Metaglass Kiln (lead + sand + power) Liquid conduits and tanks
Titanium Pneumatic Drill or better Titanium conveyor, mid-game everything
Thorium Laser Drill or better Reactors, heavy turrets, walls
Plastanium Plastanium Compressor (titanium + oil) Plastanium conveyors, advanced units
Phase Fabric Phase Weaver (thorium + sand) Phase conveyor, overdrive, top units
Surge Alloy Surge Smelter Late turrets and walls
Spore Pod Cultivator (water + power) Oil, blast compound, combustion fuel
Pyratite / Blast Compound Pyratite Mixer / Blast Mixer Incendiary and explosive ammo

Drill tier matters. The Mechanical Drill handles copper, lead, sand, coal and scrap. You need a Pneumatic Drill for titanium and a Laser Drill for thorium. Drills speed up with water supplied (and larger drills with more ore tiles under them).

Logistics

Power

Start with Combustion Generators (burn coal, spore pods or other flammables) linked with Power Nodes. Move to Steam Generators, Solar Panels for trickle power, then Thermal Generators on heat vents and eventually the Thorium Reactor or Differential Generator. Store surplus in Batteries. The Thorium Reactor explodes if it overheats without cryofluid cooling, so do not build one next to your core.

Defense

Turret Role
Duo Cheap all-purpose starter, hits air and ground
Scatter Anti-air only, flak
Hail Ground-only artillery, long range
Arc Short-range power turret, no ammo
Lancer Power-based piercing shot vs ground
Wave Sprays liquid; water extinguishes fires
Salvo, Ripple, Cyclone Mid-game ammo turrets
Fuse, Swarmer, Segment Specialist options (Segment shoots down bullets)
Spectre, Meltdown, Foreshadow Late-game heavy hitters

Put walls in front of turrets, Menders behind them, and later a Force Projector for a shield bubble. Many turrets accept optional coolant (water, then cryofluid) for a big fire-rate increase.

Units

Ground, Air and Naval Factories build tier 1 units; Additive, Multiplicative, Exponential and Tetrative Reconstructors upgrade them. Key lines:

Hold Left Shift for command mode to select and order units. v8 added command queuing, stances (hold fire, patrol, boost, hold position and more), and mine-specific-resource commands. Monos are one of the best early purchases: free copper and lead forever.

The Serpulo Campaign (v8)

v8 overhauled Serpulo: most maps were reworked, generated enemy bases were replaced with player-submitted maps, several maps gained core zones (extra cores allowed on marked tiles), and launch pads now need landing pads at the destination. The core progression path in the current tech tree runs:

Step Sector What it teaches
1 Ground Zero Drills, conveyors, Duos
2 Frozen Forest Junctions, routers, graphite; has an extra basic tutorial in v8
3 Cratered Battleground Menders, combustion power
4 Ruinous Shores Kiln, pumps, naval threats
5 Windswept Islands Pneumatic drills, silicon, steam power, bridging water
6 Salt Flats Desert sector with enemy presence; needs Fungal Pass and Frontier cleared first
7 Tar Fields Oil, coal centrifuge, Wave turret
8 Impact 0078 Thorium, Lancer, Salvo, Core: Foundation
9 Desolate Rift Very dangerous, cramped; thermal and thorium power
10 Planetary Launch Terminal Final objective; needs Nuclear Production Complex, Extraction Outpost, Mycelial Bastion and Littoral Shipyard

Side branches include Humid Coastline, Naval Fortress, Biomass Synthesis Facility, Stained Mountains, Overgrowth, Fungal Pass, Frontier, Testing Grounds, Perilous Harbor and several marked optional objectives (Atolls, Tainted Woods, Weathered Channels, Sunken Pier). v8 builds also moved or hid some sectors between betas, so if a guide from 2024 mentions a sector you cannot find, that is why.

Campaign tips

Erekir in Brief

Erekir is the second, more structured campaign (The Onset, Aegis, Lake, Intersect, Atlas, Split, Basin, Marsh, Peaks, Ravine, Caldera, Stronghold, Crevice, Siege, Crossroads, Karst, Origin). It plays very differently:

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Mindustry free? The game is open source and free on itch.io and to build yourself; the Steam and mobile versions are paid and include Steam Workshop and achievements.

What is the latest version? v8 left beta on 2026-04-14, followed by Builds 158, 159 and 160 (2026-09-11). The official wiki currently lists 160.5.

Why are my other sectors not being attacked anymore? Build 154 removed the background wave simulation and disabled Serpulo sector invasions by default. Idle sectors still produce exports.

Can I play the campaign in co-op? Yes. You can invite friends to your campaign session, and v8 syncs building plans between players.

How do I make silicon? A Silicon Smelter fed with coal and sand plus power. Graphite presses and pulverizers upstream are common in compact designs.

Do my v7 saves carry over? Build 157 added a sector migration warning for players upgrading from build 146. Expect reworked maps; some old sector saves may not match the new layouts.

Are mods supported? Yes, both JSON and Java mods, plus server plugins. v8 added data patches and a map/server asset system (Build 159), and Build 160 lets plugins show custom UI on clients.

Sources