Water

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 
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 
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.
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