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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.

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