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Water

CategoryBasic
water
Category
Basic
Planet
Serpulo
Color
#596ab8
Heat capacity
0.4
Official description

Used for cooling machines and waste processing.

Overview

Water is the primary basic liquid in Mindustry found on Serpulo and Erekir. It functions as a coolant for machines, an industrial feedstock, ammunition for liquid turrets, and a tool for extinguishing fires. Contact with Water applies the Wet status effect to units. Water is the canonical liquid with internal ID #0 and the English identifier "water".

Water's game properties include explosiveness 0%, flammability 0%, heat capacity 40%, viscosity 50%, temperature 50%, and a boiling point 0.5 (game units). It can be refined or processed into Cryofluid as a downstream product. Technical fields list Water's localization key as liquid.water.name.

Water is pumped and collected from map tiles that provide different pump multipliers; some tiles yield base pump multipliers of 1x while others yield 1.5x, and specific extractor blocks have differing base pump rates. Weather affects Water extraction and related production: fog increases Water Extractor output by +5%, sandstorms reduce Water Extractor output by -10%, and rain provides notable effects to fluid- and solar-based systems (rain boosts certain outputs and inflicts Wet on units).

Practical uses and interactions:

  • Cooling: Water is used to cool generators, drills, processors and other heat-sensitive machines. Its heat capacity makes it the default coolant in many designs.
  • Industrial processing: Several factories and processing chains accept Water as an input; it is a core industrial liquid resource on both playable planets.
  • Turret ammo and boosting: Water is usable as ammunition for liquid-firing turrets and as a booster for the fire rate of most turrets on both Serpulo and Erekir. Consumption rates and resulting fire-rate multipliers vary by turret; common consumption rates seen in game data include 6/sec, 12/sec, 18/sec, and 60/sec, and fire-rate multipliers range roughly from 1.06x up to 1.6x depending on the turret.
  • Secondary-input systems: Some turrets accept Water as a secondary input at high consumption rates for alternative firing modes or effects.
  • Projectile effects: Water projectiles fired by turrets such as the Tsunami and Wave impart knockback to units and apply the Wet status effect on impact.
  • Extinguishing: Water extinguishes fires on blocks and units, making it essential for base defense against burning hazards.

Planet-specific behavior and notes:

  • On Erekir's surface, ambient temperature causes exposed Water to evaporate rapidly. Evaporated Water on Erekir will not apply the Wet effect and produces abundant white particle effects; designs that rely on surface pools of Water on Erekir should account for this evaporation.
  • Weather conditions like rain and sporestorms modify outputs for solar and extraction blocks, which in turn affects Water availability; plan extractor placement and storage accordingly.

Practical tips for players:

  • Prioritize piping Water from high-yield tiles and place Water Extractors where pump multipliers are favorable to maximize throughput.
  • Use reservoirs and well-timed plumbing to buffer Water for peak turret boosting or factory runs; many turret boost recipes consume steady streams (6–18/sec), while some special inputs require very high throughput (up to 60/sec).
  • Deploy Water as both active defense (extinguishing fires) and offense support (liquid turret ammo that knocks back and wets enemies).
  • When building on Erekir, prefer enclosed or piped Water systems rather than relying on surface pools to avoid evaporation losses.

Official description

Used for cooling machines and waste processing.

No related recipes

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Basic
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