Mindustry Jumpdoc
Mindustry Jumpdoc
Dagger
The Dagger line is the ground workhorse, consisting of armed bipedal robots.
Nova
The Nova line is the ground commander line, possessing useful support abilities,
including construction capabilities.
Crawler
With the exception of the titular T1 unit, the Crawler line are all capable of crawling up
and down walls, and over buildings. This makes them the specialists on the ground.
Flare
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The Flare line are the “standard” air units, giving fighters, bombers, and some powerful
airships.
Mono
The Mono line is the air command line, consisting of flying support units. While some do
have offensive capabilities, their main benefit doesn’t come from shooting the enemy.
Risso
The mainline naval line, the Risso line packs serious firepower into their hulls.
Retusa
The Retusa line acts as support for the Risso line, providing healing and additional
firepower.
Perks
Perks in an origin’s subsection are discounted by 50% to that origin, with 100 CP Perks
being free to that origin.
General/Undiscounted
The Core Experience (free, mandatory)
You gain an altform, that of the Core. Cores are robotic buildings designed to support
military infrastructure. Cores store bulk resources, act as a commander for an army or defensive
outpost, have powerful sensors that can reveal an entire battlefield, and are generally the most
durable building on the battlefield. They are also practically immune to g-forces, as the main
form of interplanetary transport is shooting them out of a giant electromagnetic gun. Fold-out
thrusters are included if you don’t want to make a crater while landing.
Cores also protect the infrastructure and defenses around them. An active core will
protect their entire base, regardless of distance, physical connection, or power, with a field that
protects against deconstruction and other such types of attacks - if your enemy wants your stuff
gone, they’ll have to actually attack it. They can also block teleport attempts nearby.
This field is strongest closest to the core and is strong enough to stop enemies from
building there, or any other sorts of similar tricks. The range of that inner field is longer than any
artillery piece, forcing an actual assault.
You may upgrade your core form with the use of a massive amount of resources,
though there are only two levels above Shard (Foundation and Nucleus) that have been
engineered.
These benefits only apply while you are in this altform, though. And these don’t carry
over into possession.
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Universal Driver Installation (free)
As a core, your experience involves a lot more switching bodies than it might sound
like. You are comfortable being in any body, regardless of composition, shape, or even degrees
of freedom. In addition, fluency translates easily between bodies - your skill at using one body is
the same as any other.
You are also aware of all the capabilities of a body you are using.
The Guardian Avatar is generated by the core. It’s a hover-capable aircraft armed with
basic weapons, but its main purpose is to build the infrastructure and defenses of the base. It
can also mine some materials and haul bulk resources around. You control the Avatar by
possessing it, effectively, so it gains your powers while you are operating it.
Your Guardian Avatar scales with you, gaining more powerful weapons, more durability,
more speed, and better support capabilities as you grow stronger.
It takes no resources to spawn the Guardian Avatar, and it leaves no wreckage. All it
takes is a moment of concentration, and it will appear right over you. You can’t be killed through
the Guardian Avatar, either.
Normally you would only be able to spawn a Guardian Avatar in your core altform, but
for 200 CP you may also generate it while in any form. Operating the Guardian Avatar requires
a full human brain’s worth of thought, so you might want to sit down while in human form while
doing so.
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Pentative Reconstructor (400 CP)
Reconstructors take units and make them bigger, badder, and beefier. You possess a
similar capability, being able to upgrade any physical object, including people. This might not
make the target bigger, but it will improve durability, firepower, and any support capabilities the
target has. With practice you’ll be able to tune what improvements you provide, but they will still
be improvements.
Doing this takes a small amount of time, a large amount of resources (dependent on the
power of whatever is being upgraded) and access to some sort of power source. It also requires
the target sit still for the period of time.
Dagger
Dagger - Bullet Goes In Enemy (100 CP)
You know how to fight. Not only which end of the gun goes towards the enemy, but how
to lead a target, how to move while fighting, and all the thousands of bits of advice that veterans
know and recruits don’t.
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Nova
Nova - Spine For Trouble (100 CP)
Being in charge of commanding forces, it pays to keep a cool head. Thus, you can do
that, and are completely immune to panic. You are also immune to mental trauma or sanity
damage.
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While it is unlimited in quantity, it is limited in quality. The mental threads created by this
are specialized for whatever hardware you have them operating. While they can still plan and
think ahead, thoughts not related to their hardware slip away easily
Crawler
Crawler - Coal Heart (100 CP)
The Crawler is brave, rushing headlong at defenses with no regard for its life. While you
can act without regard to your own life, it’s probably not a good idea and your survival instincts
still work when you are in your actual body.
Still, you are immune to minor things like fear, stress, panic trauma, and despair.
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Arkyid - Vampiric Fangs (400 CP)
You can heal by damaging things, healing yourself equivalent to any damage dealt. This
not only applies to your own weapons, but also deployed weapons like mines and the
continuous effects of damage. Set something on fire to gain regeneration.
If you are riding in a vehicle, you can channel this into the vehicle and let its damage
output repair it.
Flare
Flare - Tornado Hunter (100 CP)
Flying can be difficult, especially if you’re on a planet with horrid weather like Serpulo.
What, did you think the mass desertification caused by a hypercompetitive bioengineered
organism and the smoke from fires caused by a war did any favors for the climate?
Fortunately, you know how to fly, and you know how to fly in bad weather. Rain? Dust
storm? Hail? Not a problem for you. Just as long as the airframe holds up, you can get it where
it needs to go.
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Eclipse - Blockade Runner (600 CP)
Sometimes you want to rush past a defensive line in order to attack a nice vulnerable
target. With this, the more you are attacked - even if those attacks don’t hit - the more mobility
you have. More powerful attacks charge this faster. Not only speed, but also maneuverability
and reflexes are improved. Even things like teleportation benefit from this.
In addition, the more maneuverability you have, the more effective your personal
defenses are. Your armor gets tougher, your shields recharge faster, and everything gets more
durable.
While these boosts do fade, it’s over the course of five or so minutes without getting
attacked. Plenty of time to duck back and get fixed up by a nest of repair points.
Mono
Mono - Logistics Is Done By Some Kind Of Spreadsheet Wizard (100 CP)
The humble Mono supports the war effort through automatic mining. Like the Mono, you
understand that proper allocation of resources is key to a successful battle.
To that end, you pretty much have a spreadsheet program in your head, and you know
how to use it. Calculating the cost of construction, comparing it to projected mining, all that’s a
snap. Expect to be able to optimize your post-landing buildup with very little experience.
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Mega - Designed By Some Kind Of Geometry Nerd (200 CP)
Let’s face it, fitting buildings and belts together in order to construct a functioning
economy is kind of hard. You, on the other hand, can very easily understand the ways
components in a system interact with each other, letting you design a system without adverse
interactions, in a way that would be bewildering to many.
In addition, you understand how to make things modular, so you understand how to
design a production module so it can be copied for increased production, or intermediates can
be easily extracted, or any other tricks of design wizardry.
Risso
Risso - Threat Weighting Oracle Protocol (100 CP)
The Risso is the most powerful and most durable of the T1 units, putting it in the weight
class of of T2 units.
Fortunately, you’ll never make the mistake of underestimating your opponents.. You
have the instinctive ability to evaluate your opponents, identifying how difficult of a fight it would
be for you and your allies to defeat someone.
This does not provide comprehensive information on your opponents, just tells you the
actual difficulty level, ignoring any attempt at enemy deception.
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Minke - Haste Status Firepower Field (200 CP)
You overdrive the weapons of your nearby allies, letting them attack slightly faster. And
yes, you are your own ally.
Retusa
Retusa - Eyes of Alertness (100 CP)
The Retusa has a torpedo weapon and an independent repair beam. It needs to keep
track of both the other units around it and maintain a targeting lock on opponents. Like the
Retusa, you are immune to tunnel vision. A single mental thread is capable of maintaining
situational awareness while still focusing on a specific target, object, or line of thought.
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Cyerce - Volleys of Death (200 CP)
Cluster munitions are fun to play with. Like the Cyerce’s cluster missiles, your attacks
can split. If they reach their maximum range, they can split and keep going. If they get
intercepted, they can instead split to foil the point defense. You can control how many
submunitions any of your attacks can divide themselves into, and even cause them to split at
will. Of course, this divides the power of the attack.
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Items
The Jumper gets a 200 CP stipend to spend in this section only, while Companions get
100 CP.
Data items automatically respawn in 24 hours if all copies of them are lost or destroyed.
Physical items respawn in 24 hours if lost or destroyed.
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the destruction of Serpulo’s ecosystem assured when the biomass synthesis facility developing
them was attacked and they were released.
The notes also include some work on biological control methods for the spores, but the
research is incomplete. For now, just make sure your spore facilities aren’t blown up. The notes
on modifying spores for different usages are more complete, but research and testing will be
required for any modifications attempted.
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Anuke Arsenal Solutions, Inc. Proprietary Documents (200 CP)
A complete set of data for the turrets used during the war on Serpulo. Not only does this
contain the more modern turret blueprints like the fuse, segment, and meltdown, it includes
complete design documentation for all the turrets as well. That should allow someone with
enough engineering skill to design new turrets for new situations, or modify the existing turrets
to fit current needs.
This also includes the wall blocks, mender and mend projector, and force projector.
Companions
Only the Jumper may make purchases in this section.
Drawbacks
There is no drawback limit. There’s certainly enough rope here to literally hang a core.
Companions are also affected by the drawbacks, and gain full points from them.
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Just A Shard (+500 CP)
Your powers and perks from before you got to this world are suppressed, like you don’t
have them. Likewise, all your items in your warehouse are locked down so you can’t interact
with them, even if you can still put things in the warehouse.
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At least you become aware of where these sites are once you encounter one of these
locked blueprints.
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It is bloodthirsty and grows stronger. It will not stop until it is killed, and every single core
that it created is turned to scrap. The Jump will not end until you defeat it completely.
In return for going to this timeline, you get to keep Serpulo. In future Jumps, it can be
imported into the setting somewhere out of the way, or just remain in a pocket dimension.
Conclusion
Congratulations on your victory.
Interplanetary Accelerator
Leave this world behind. While the battle was fun, there’s not much left. Continue on
your adventure.
Core Rooted
Stay here, and make this your new home.
Abandon Sector
Return to a home you once had, and remain there.
Notes/Acknowledgement
Thanks to daemonflayer,
I took most of the screenshots. Geometry Nerd’s screenshot was from
”random-player-800” on reddit.
-You can use your powers through your Guardian Avatar and through a possessed
object like it was your body, but Brain For Command does not grant anything under your control
any additional powers.
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Okay, what the heck is the technology like?
Well, we don’t know for certain.
The construction beam technology seems to be only able to manipulate things
physically, not chemically or nuclearly. You have to use a factory to chemically process sand to
turn it into silicon, as an example. On the other hand, it doesn’t seem to require much in the way
of power, and it is probably the equivalent to a combination 3D printer, lathe, CNC, drill press,
and so much more at range.
We also know that it sucks at reclaim, as you only get half the materials back when
deconstructing.
Are recipes in the game accurate to reality?
Fanwank. Except if you took Starter Pack, in which case yes, at least for the duration of
the Jump. Assume that resource distribution is enough to make things viable if you don’t.
However, the thorium/surge/phase divide is accurate to the game build.
Does Overdrive/Mend work on other technology?
Er, yes? Mend works on solid blocks of metal. And overdrive works on belts. Belts.
How big is Serpulo?
Mars-sized, approximately.
Changelog
v1.2 -Build 135 Edition -- Doing this now rather than waiting for the official release
because I have the inspiration at the moment and the new ships seem relatively finished. (Also,
because I don’t want to just reupload the first version) I might add the new planets as scenarios
when they come out. Depends on how it goes.
In any case, the planets and their specialized technology will be available, just not
something with any mention here.
-Added Retusa Origin and its perks.
-Weaving Hands now mentions splitting power between different effects.
-Decided that Serpulo is the same size as Mars
-Spine for Trouble now gives mental resistance instead of anti-tunnel vision
-Laser For Charging replaces Heart For Healing
-Changed companion imports - Multi-drop now provides 8 for 100 CP but can only be
taken once, and Multiplayer Madness now allows mixing and matching from previous
purchases.
-Reduced payment of Map Lock, Avatar Costs A Lot, Intruders At The Gates, The Blitz,
and Hot Drop drawbacks.
-Fire The Interplanetary Accelerator now explicitly lets you leave anytime after winning.
v1.1
-Changed Companion import to not leave 50 CP leftover.
v1.0
-Starter Kit has a material cost attached to unlocking blueprints.
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