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Mapping Guide

2026-05-08

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Mapping Guide — Mindustry guide imported from fandom-mindustry

Source: Mapping (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)

Community Exclusive Page*This page primarily details content that is sourced from the community, such as a guide or a mod, and may not be affiliated with the base game.

Thank you for using this guide to help with your Mapping Skills. As this page is on fandom and the community helped make and improve it, You may get bored a little, since websites are mostly read only. You may search "Mindustry Mapping Guide" on Youtube.*

Mapping** is the process of creating maps in Mindustry. It has been on Mindustry since the classic era; it is done through the Editor. It is almost always used to create Campaign Maps and Custom maps, and often uses World Processors to augment the map, while "Objectives" instruct players to do something and are commonly used to give "flags" for World processors. An example for this is the "Enemy Production Escalating" in the Erekir Campaign.

Let us, the community show what the we offered for you, Shall we?

Getting to Know the Editor Interface

For mapping, the Editor is used; it is where the map and terrain is created. Also, the rules are linked here, or at the editor page.

As a brief explanation: it's like some sort of an cartographer's art software, but the map can be played in the cartographer's imagination on how it looks like from what they remember.

Terrain

The Terrain is one of the basics of mapping. It is because it helps distinguish the map and makes it unique to other players.

Walls

First, remember to resize your map to the size you desire, (the minimum is 50 and maximum is 600) then draw your Terrain. Try to use "Sector Generate" button and "Generate" button, because if your map looks natural and uneven rather than flat (in that it is mostly straight lines) it will make it look professional to other players. Try to use small-sized brushes for more natural look, and fill erase to remove a large chunk without erasing the more natural walls.

This is how terrain is should be placed.

Floor

After making the walls, do the floor, it helps add tile bonuses and helps distinguish the map.

Terrain examples

  • If it's ocean-themed, it's ok to use flat walls or no walls; but if there's landmasses, the best you can do is use sand walls. Make sure to put islands. An example of this is: Windswept Islands, Archipelago, and 환초섬 (147 베타 and bleeding edge only).

  • If it's cave-themed, you can use rock tiles, basalt tiles, and other rock-like tiles. Also, in "rules", click "fog of war." This activates the Erekir-like visuals but emulates a feeling of darkness.

  • If it's grassland themed, use grass tiles and shrubs (wall variant of grass tiles). For example, some of the maps in v3.5, And yes, "Grasslands" is one of the maps. And please, don't confuse grass with arkycite.

  • If it's abandoned themed, it's either rock or grass. make sure to mix some dark metal tiles in too.

  • If it's like the main title screen, try to use the "noise" feature in generation with only one type of terrain and two biomes, like sand and stone. For example: Desert Wastes.

An example of Ocean themed.An example of abandoned themed, grassland-themed and cliffsAn example of the main title screen. map editor: drikodjiqers (sorry if I broke the rules) Cliffs

Make sure to draw your cliffs before the walls, as it's the only way to draw cliffs without mods.

Other Features

These add complexity to the map, and may look more professional to other players.

  • Boulders - These are also randomly generated, but you can place them down in editor.

  • Trees - These are technically* walls and can be placed in the editor. * How rivers should be placed. the next tile features should be placed like grass, or stone.

  • Rivers - These have to be painted manually. Make sure to use shallower water tiles at the edges, and deeper water tiles near the center. This is also applied to oceans/lakes.

  • Spores - Make sure to put spore moss randomly - similarly to boulders and trees.

  • Arkycite - These should be used in Erekir or mixtech maps, usually in mid-late game maps so players have access to better power sources.

Ore Placement

Ores are one of the basic and important things in Mindustry. It helps players create resources and structures, which is the reason why Ore Placement is important in Mapping.

Ores should be natural and not too much. It should resemble blobs and be uneven unlike squares, which fits an even amount of drills with full resources/second.

This is how Ores should be placed.

If you want to just Generate, don't remove the "ore placement" in "generation" at the "Map info button"

For Erekir, Make sure to put the walls first then the wall ores. And if its on the ground, it's the same as serpulo.

Core, 적 소환 지점, And Enemy Core Placement

The Core* is the heart of a/the sector/map. Without it, the player cannot play the sector/map because the core stores the resources to build. Enemy spawns spawns enemies, which tries to destroy the core, And the Enemy Base is the base of the enemy, which tries to defend itself and destroy the player's base by randomly generated unit factories, or spawning enemies.

How core and enemy placement should be.

If you want the Cores and Enemy spawns Randomly Generated, then, at the "Map Info" button, Then the Generate button, then add the "Core Select" and "Enemy spawn select." the Enemy spawn select's slider chooses how many enemy spawns are spawned. Remember to put down the Core positions before selecting core select, and the enemy spawns before selecting enemy spawn select.

Core

The Terrain is needed to place the core correctly, because if you place the core first, many things will get messy.

If you want to Place the Core exactly* at the middle, make sure that:

(For serpulo): Map size should be odd

(For Erekir):Map size should be even

Then select the Grid button and put the core exactly there.

적 소환 지점

Make sure the enemy spawn is far to the core but not super far. Because if it's closer, it will result in an immediate loss and if it's super far, the game will get easily boring.

Enemy Core

It's the same as enemy spawn, but you need to place the opposing core, It is done through the In-Game Editor and Editor. While placing the enemy core, make sure to build the enemy base too. Make sure to input the enemy team/ faction's color.

Enemies

Enemies is one of the important things in mapping so that the player has to defend while expanding the factory.

This is an example of a wave: ** [{type:dagger,effect:spore-slowed},{type:mace,begin:4,effect:overdrive},{type:nova,begin:9,effect:overdrive},{type:pulsar,begin:14,effect:overdrive},{type:atrax,begin:19,effect:overclock},{type:quasar,begin:24,effect:boss}]

this is how it will look like.

To put it into your desired map, copy it and paste it to your map's wave in map info. This is how it will look like:

Waves

Waves spawns from 적 소환 지점 tiles, or from Enemy Cores if it's an attack map. To edit Waves, click/tap the Map info button then the Waves button.

Make sure to put the Weakest enemies first, then the strongest at last. 웨이브 one should be tier 1, and enemies should have varieties. Cave maps should have not have flying units.

Guardians

Guardians should be ranged somewhere T3-5, T3 for low difficulty maps and T5 for Eradication maps. Make sure Guardians is in wave x and for every x Waves, (example: wave 97 for every 97 waves) or find the smallest divisible number of the number but not smaller than 10. (ex. in the guardians's wave (99) the next guardian wave should be 109.)

Always make sure to remove 1 for wave. Since wave 1 already happened. Because if you put "('적 소환 지점 on wave') 10" that wave will be 11, not 10.

Objectives

There are 13 Blocks in objectives, Objectives is always used in Maps to give Flags and make the player do something. Flags are given after* the objective is done.

  • Here is an example of objectives. Like Waves, you must have to copy and paste it into the "import"

  • [{class:Timer,flagsAdded:[Flag],duration:18000,text:@@objective.enemiesapproaching,parents:[1],editorPos:393226},{class:CoreItem,amount:2751,item:sand,parents:[],editorPos:10},{class:DestroyCore,parents:[0],editorPos:786442}]

    • Note that you must have to be in future versions, The stable build 146 will not work.**

Properties

This adds visuals, and properties in the map and the minimap.

  • Details - You may put text here to explain what your 블록 does, if it's not explicit.

  • FlagsAdded - These adds Flags for World Processors to use. Remember to put the Flags name first.

  • FlagsRemoved - These removes flags.

  • Markers - These are visuals.

Shape Text - The position of the shape is where you put the position and the text is above the shape.

  • Minimap - Adds visuals to the minimap. Remember to put the coordinates in. Example: The nuke mechanic in 유역

  • Shape - Adds a shape

  • Text - Adds visible text. Remember to put the position of where you want the text to be.

Most of the blocks have specific properties. They are detailed in the below sections, unless their meaning is self-evident.

For Campaign Maps

These Objectives are used for making Campaign Maps, and helps introduce the player some things.

  • Research - Makes the Player research something. In Custom maps, it automatically moves on to the next objective since it's technically researched, so I put this block under campaign maps.

  • Obtain - (tomorrow)

  • Obtain Item - Makes the Player obtain a resource. This task gets completed when the player has the amount required stored in his core. Removing item from the core will reduce this 블록's completion.

  • Command Mode - The Player needs to control at least one unit using command mode (Shift + Drag then Right-Click). Ctrl + Click doesn't work, and neither does Factory control. Or for mobile users, it's on the bottom left.

For Custom and Campaign maps

These blocks are usually used in Custom and campaign maps to make players to do something

To make players do something

  • Core Item - Makes the Player obtain a specific amount of resources. The items are counted all the time, this means that you may complete the requirement before seeing it. This ressource needs to enter core from its side, and directly putting item from a unit doesn't work.

You can thus bypass it by unloading and putting back items from your core.

  • You may also get the items without triggering the event by inputting them with a unit (including mining units).

  • Build Count - It is the same as Core Item, but makes the player build the required amount of buildings. Buildings are still constantly counted.

  • Unit Count - On the contrary, this requirement need and may the units taken in account to be alive at the same time to be fulfilled. They are only counted when the Event is displayed on the topleft.

Defending and Advancing

These makes the player defend and helps advance into the map.

  • Destroy Units - Makes the Player defeat an amount of Enemy units

  • Destroy Block - Makes the player Destroy a block.*

  • Destroy Blocks - The same as Destroy 블록 but plural.*

  • Destroy Core - Makes the Player Destroy the enemy core.*

    • The color means what team it is

Miscellaneous

These trigger automatically. The text displayed in the topleft can be decided in the 'text' field.

  • Timer - Get triggered after a number of seconds equal to the duration. These are commonly used for Enemy Approaching and Enemy Escalating and adding flags.

  • Flag - These wait for a specific flag to be added. Can be used to communicate with World Processors.

The 'text' field can hold much things :

  • Regular or for World Processormatted text and images, like in a 메모

  • Any text that is in the bundle.properties file (you just need to put a '@' before). This will make the text translated to the player's language. The most useful ones would be :

'@objective.enemiesapproaching' (Enemies approaching in xxx)

  • '@objective.enemyescelating' (Enemy production escalating in xxx)

  • '@objective.enemyairunits' (Enemy air unit production beginning in xxx)

  • Your are definitely not limited to these ones, though.

  • You may insert the remaining time of a Timer objective by writing '{0}'

World Processors

See Guide: Integrating World Processors into Your Map

Tips for Mapping

As (some of) you may know, mapping is somewhat hard, so here's some tips for to help you while creating your first/new map

  • Don't Install any mods before you are done, specifically that adds blocks and planets. - Because you will get confused and when you uninstall the mod after, the modded blocks will get removed. Only install mods that helps mapping. If you want to, only install planet mods if you want to create a custom map for the mod.

  • Sometimes shake your hands while doing the terrain. - This makes the terrain look more natural.

  • It's ok to ask on discord. - Don't be scared, because some people will answer you when you ask and will not judge you (sometimes).

  • Remember what layout you want to make. - Because it will get messy.

  • Use Sector Generate. - This helps and serve as a base layout.

  • Use the opposite color(colour) of the walls and floor. - It will help distinguish between the wall and floor while doing terrain, and then the biome if the terrain is done. Example: Shrub (grass wall) and 붉은 돌 floor

  • Try to use Objectives. - It will help expand the factory and defenses while you/players doesn't need to worry about enemies while playing the map.

  • Get inspiration. - It will help you, since you not know what you are making for.

  • Get inspiration from the Real world. - Because it will be handy when you don't know how a (thing) looks like when you forgot/don't knowhow it looks like. For example: An airstrip, a channel

  • Always save your map. - Because hours of work will be gone, like a special world processor feature.

  • Try to have your own unique style. - Because it will be look like an original map from you, other players cannot replicate your own style and helps distinguish your map from others.

Future Features

| Insufficient Resources This section is a stub. You can help by expanding it. |

This category is used in mapping that is still in development, Will be implemented in the future.

Team (Waves) Map Info Locale Bundles (Map info)

You can add Locale bundles for specific languages to your map. These properties can be used by world processors and objectives using their name, and support text formatting

월드 프로세서 (Map info)

Helps edit world processors without using in-game editor.

Objectives Markers

  • Point - TBA

  • Texture - TBA

  • Line - TBA

  • 쿼드 - TBA