Temperature Guide: Cooling, Heaters & Heat Management Tips
Temperature governs heat production, propagation, and consumption in Mindustry. It affects block outputs and some fluids and status effects; managing temperature is essential for boosting thermal consumers (turrets, generators) and for cooling or heating fluids and units.
How heat is produced
- Certain blocks are explicit heat producers. Common heat-producing blocks and their heat output:
- Electric heater: 3
- Small heater variant: 5
- Medium heater: 8
- Large heater: 15
- High-output heater: 60
- Other specialized heat producers: 10
- Some non-heater blocks also produce heat as an additional side-effect of their operation. These still emit heat through their marked heat-facing side.
How heat is transmitted
- Heat is emitted from a single marked side of a producing block. A receiving block must touch that emitting side to accept heat.
- The proportion of the emitting side that contacts the recipient determines the fraction of heat transferred. For example, a 2×2 emitter can split its heat among adjacent blocks; touching half the emitter’s output face will receive roughly half of its heat.
- Heat transmission uses dedicated heat-transmitting blocks (Heat Redirectors and their variants). Heat Redirectors forward heat out of their marked output side.
- Small Heat Redirectors can receive heat from the same side they output to; however, Heat Redirectors and Small Heat Redirectors will not accept heat from each other when their output sides face each other (this prevents infinite transfer loops).
Heat consumption and effects
- Some blocks consume heat as an input to function. Each consumer has a maximum heat input; supplying up to that input increases its production or rate proportionally. Excess heat beyond the maximum has no additional effect.
- Examples of maximum heat inputs:
- Small thermal consumer: 20
- Medium thermal consumer: 24
- Larger consumers: 32, 40
- High-capacity consumers: 144, 150
- For turrets that accept heat input, firing rate increases with the portion of the required heat received (similar to how overdrive works for other modules).
Fluids and temperature
- Fluids have intrinsic temperature and heat capacity values which interact with heating/cooling systems and can apply status effects:
Cryofluid:
- Heat capacity: 0.9
- Temperature: 0.25
- Tier: 1
- Status effect: freezing
- Lava:
- Temperature: 0.8
- Viscosity: 0.8
- Tier: 2
- Status effect: melting
- Fluids in-world will respond to heat sources and sinks according to their temperature and heat capacity; hotter fluids can transfer more thermal energy and can apply their status effects to units or structures they contact.
Practical tips
- Align heat-emitting sides toward the blocks you want to power with heat; ensure maximal contact area to maximize transferred heat.
- Use Heat Redirectors to route heat around obstacles or to prevent wasting heat into terrain.
- Avoid placing Heat Redirectors output-to-output facing each other; they will not transfer heat between those faces.
- Match heater output to consumer capacity. Too little heat yields reduced performance; providing more than the consumer's maximum provides no further benefit.
- Use high-temperature fluids (like Lava) when you need strong heating effects; use Cryofluid for cooling and freezing effects.
Manage heat intentionally: position emitters and redirectors for efficient transfer, respect consumer input limits, and leverage fluid temperatures to apply desired status effects.