Buildings are the machines and structures you place to build a factory in Sandustry, a game where the ground itself is the resource. You dig up sand, water and other materials, then use buildings to move them along, sort them, refine them and store them. Some also handle heat, liquids, gases, power, signals and Aura, and knowing what each group does makes it much easier to plan a factory that keeps running.
Category
Production
Shaker
- Role
- Processes Wet Sand and separates Gold from Residue.
- Inputs
- Wet Sand.
- Outputs
- Residue, with a 25% chance to extract one Gold pixel per Wet Sand.
- Unlock / Progression
- Factory Tier 1 research: Shaker.
- Production Links
- Wet Sand → Shaker → Gold + Residue; Residue can feed a Burner Belt, and Gold can be collected.
Kinetic Press
- Role
- Refines Burnt Residue when it falls onto the machine from sufficient height.
- Inputs
- Burnt Residue dropped from at least 25 blocks.
- Outputs
- 1 Gold and 1 Seed per processed Burnt Residue.
- Unlock / Progression
- Factory Tier 2 research: Kinetic Press.
- Production Links
- Burner Belt or a burn lane produces Burnt Residue for the Press; its Gold and Seed outputs feed collection and planting.
Planter Box
- Role
- Grows Flowers when supplied with Wet Seeds.
- Inputs
- Wet Seeds.
- Outputs
- Flowers.
- Unlock / Progression
- Factory Tier 3 research: Planter Box.
- Production Links
- Wet Seeds → Planter Box → Flowers → Amethelis.
Synthesizer
- Role
- Converts liquid Florinol into solid Aurixite.
- Inputs
- Florinol.
- Outputs
- Aurixite.
- Research Cost
- -
- Unlock / Progression
- Factory Tier 6 research: Synthesizer.
- Production Links
- Florinol → Synthesizer → Aurixite; Aurixite supports later Aura production.
Electrolyzer
- Role
- Splits Water into Hydrogen and Oxygen.
- Inputs
- Water and Energy.
- Outputs
- Hydrogen and Oxygen.
- Research Cost
- 5,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Electrolyzer.
- Production Links
- Water → Electrolyzer → Hydrogen + Oxygen.
Grinder
- Role
- Grinds Quartz into Silica.
- Inputs
- Quartz and Energy.
- Outputs
- Silica.
- Research Cost
- 9,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Grinder.
- Production Links
- Quartz → Grinder → Silica.
Electromagnet
- Role
- Consumes Magnetite and Energy to emit a short, intermittent magnetic field.
- Inputs
- Magnetite and Energy.
- Outputs
- A magnetic field that attracts magnetic material.
- Research Cost
- 7,500 Gold
- Unlock / Progression
- Factory Tier 7 research: Electromagnet.
- Production Links
- Magnetite + Energy → Electromagnet → magnetic field.
Reaction Chamber
- Role
- Encloses materials so certain reactions can create new materials.
- Inputs
- Materials placed inside or transported into the chamber.
- Outputs
- Products of supported reactions.
- Research Cost
- 12,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Reaction Chamber.
- Production Links
- Silica + Charcoal → Reaction Chamber → Silicon.
Category
Logistics
Conveyor Belt
- Role
- Moves solid pixels along a set factory route.
- Inputs
- Solid pixels.
- Outputs
- The same solids at the belt end.
- Unlock / Progression
- Factory Tier 1 research: Logistics.
- Production Links
- Carries machine outputs to a later processing or storage step.
Conveyor Belt Mk.2
- Role
- Moves solid pixels along a set route faster than the standard belt.
- Inputs
- Solid pixels.
- Outputs
- The same solids at the belt end.
- Unlock / Progression
- Factory Tier 4 research: Logistics Mk.2.
- Production Links
- Carries machine outputs to a later processing or storage step.
Launcher
- Role
- Moves solid pixels upward and can send them sideways from an angled outlet.
- Inputs
- Solid pixels.
- Outputs
- The same solids launched upward or sideways.
- Unlock / Progression
- Factory Tier 1 research: Logistics.
- Production Links
- Lifts materials between factory levels or across a gap.
Launcher Mk.2
- Role
- An upgraded launcher for moving solids through the factory.
- Inputs
- Solid pixels.
- Outputs
- Solid pixels launched upward or sideways.
- Unlock / Progression
- Factory Tier 4 research: Logistics Mk.2.
- Production Links
- Lifts materials between factory levels or across a gap.
Filter
- Role
- Sorts solid pixels by one allowed or blocked material type.
- Inputs
- Solid pixels.
- Outputs
- Matching solids pass through; other solids continue along the belt.
- Unlock / Progression
- Factory Tier 1 research: Filter.
- Production Links
- Separates selected materials before they reach different production lines.
Advanced Filter
- Role
- Sorts a selected material type across solid and fluid streams.
- Inputs
- Solids, liquids, or gases.
- Outputs
- The configured material type is separated from the rest.
- Unlock / Progression
- Factory Tier 4 research: Advanced Filter.
- Production Links
- Routes a selected material into a separate line.
Conveyor Portal
- Role
- Carries conveyor contents across a crossing.
- Inputs
- Belt contents.
- Outputs
- The same belt contents on the linked route.
- Unlock / Progression
- Factory Tier 2 research: Conveyor Portal.
- Production Links
- Crosses conveyor routes while keeping their streams separate.
Clearing Frame
- Role
- Moves material inside the frame slowly to the left or right.
- Inputs
- Materials contained inside the frame.
- Outputs
- The same materials moved left or right.
- Unlock / Progression
- Factory Tier 3 research: Clearing Frame.
- Production Links
- -
Aerokinetic Fan
- Role
- Logistics building for moving light materials.
- Inputs
- Lightweight solids such as petals.
- Outputs
- The same materials blown onward.
- Unlock / Progression
- Factory Tier 3 research: Aerokinetic Fan.
- Production Links
- Moves light materials to the next farming or processing stage.
Advanced Filter Mk.2
- Role
- A faster version of the Advanced Filter, moving material at twice the speed of a standard Conveyor Belt.
- Inputs
- Mixed materials routed by its filter setting.
- Outputs
- Materials allowed by its filter setting, moved at Mk.2 speed.
- Research Cost
- 8,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Advanced Filter Mk.2.
- Production Links
- Mixed materials → Advanced Filter Mk.2 → routed material.
Conveyor Portal Mk.2
- Role
- A linked portal pair that transports material with more flexible placement than the original portals.
- Inputs
- Material at the entry portal.
- Outputs
- The same material at the linked exit portal.
- Research Cost
- 10,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Conveyor Portal Mk.2.
- Production Links
- Entry portal → Conveyor Portal Mk.2 → exit portal.
Clearing Frame Mk.2
- Role
- Moves material inside the frame at twice the Mk.1 speed.
- Inputs
- Materials contained inside the frame.
- Outputs
- The same materials moved left or right.
- Research Cost
- 8,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Clearing Frame Mk.2.
- Production Links
- Materials inside the frame → Clearing Frame Mk.2 → moved materials.
Balancer
- Role
- Evenly distributes material below itself and adjacent Balancers.
- Inputs
- Material dropped onto the Balancer.
- Outputs
- Material spread below up to three adjacent Balancers.
- Research Cost
- 7,500 Gold
- Unlock / Progression
- Factory Tier 7 research: Balancer.
- Production Links
- Material → Balancer group → distributed material.
Category
Fluids
Pipe
- Role
- Transfers supported liquids between Pumps and Liquid Vents.
- Inputs
- Liquid supplied by a connected Pump.
- Outputs
- The same liquid delivered to connected Liquid Vents.
- Unlock / Progression
- Factory Tier 3 research: Fluids.
- Production Links
- Pump → Pipe → Liquid Vent; keep different fluids on separate networks.
Pump
- Role
- Picks up a liquid and feeds it into a connected pipe network.
- Inputs
- A supported liquid touching the Pump.
- Outputs
- Piped liquid.
- Unlock / Progression
- Factory Tier 3 research: Fluids.
- Production Links
- Pump → Pipe → Liquid Vent.
Liquid Vent
- Role
- Releases liquid supplied through connected Pipes.
- Inputs
- Piped liquid.
- Outputs
- Free-flowing liquid.
- Unlock / Progression
- Factory Tier 3 research: Fluids.
- Production Links
- Pump → Pipe → Liquid Vent.
Gas Pipe
- Role
- Carries gases between connected Gas Pumps and Gas Vents on a separate pipe layer.
- Inputs
- Gas supplied by connected Gas Pumps.
- Outputs
- Gas delivered to connected Gas Vents.
- Research Cost
- 2,500 Gold (shared Gas Pipes research)
- Unlock / Progression
- Factory Tier 7 research: Gas Pipes (shared 2,500 Gold unlock for Gas Pipe, Gas Pump and Gas Vent).
- Production Links
- Gas Pump → Gas Pipe → Gas Vent.
Gas Pump
- Role
- Draws gas touching it into a connected Gas Pipe network.
- Inputs
- Gas touching the pump.
- Outputs
- Gas supplied to connected Gas Pipes.
- Research Cost
- 2,500 Gold (shared Gas Pipes research)
- Unlock / Progression
- Factory Tier 7 research: Gas Pipes (shared 2,500 Gold unlock for Gas Pipe, Gas Pump and Gas Vent).
- Production Links
- Gas source → Gas Pump → Gas Pipe.
Gas Vent
- Role
- Releases gas from a connected Gas Pipe network.
- Inputs
- Gas supplied through connected Gas Pipes.
- Outputs
- Gas released into the surrounding space.
- Research Cost
- 2,500 Gold (shared Gas Pipes research)
- Unlock / Progression
- Factory Tier 7 research: Gas Pipes (shared 2,500 Gold unlock for Gas Pipe, Gas Pump and Gas Vent).
- Production Links
- Gas Pump → Gas Pipe → Gas Vent.
Category
Thermal
Steam Dryer
- Role
- Dries Amethelis when Steam reaches its lower side.
- Inputs
- Amethelis and Steam.
- Outputs
- Dry Amethelis.
- Unlock / Progression
- Factory Tier 4 research: Drying & Condensing.
- Production Links
- Amethelis → Steam Dryer → Dry Amethelis → Florin gas → Condenser.
Condenser
- Role
- Condenses Florin gas into Florinol liquid.
- Inputs
- Florin gas.
- Outputs
- Florinol.
- Unlock / Progression
- Factory Tier 4 research: Drying & Condensing.
- Production Links
- Dry Amethelis processing → Florin gas → Condenser → Florinol.
Snowmaker
- Role
- Produces Snow for thermal or material processes.
- Inputs
- -
- Outputs
- Snow.
- Unlock / Progression
- Factory Tier 5 research: Snowmaker.
- Production Links
- Snow can be used in heat and material handling processes; exact links vary by setup.
Smelter
- Role
- Processes ores into metal outputs.
- Inputs
- Ores.
- Outputs
- Metals.
- Unlock / Progression
- Factory Tier 5 research: Smelter.
- Production Links
- Feeds refined metals into later construction or production.
Thermal Buffer
- Role
- Stores heat or cold and transfers thermal energy to nearby buildings.
- Inputs
- Heat from Fire or Lava, or cold from Snow.
- Outputs
- Heat or cold transferred to nearby buildings.
- Unlock / Progression
- Factory Tier 2 research: Thermal Buffer.
- Production Links
- Fire, Lava or Snow → Thermal Buffer → nearby thermal buildings.
Burner Belt
- Role
- Burns Residue into Burnt Residue.
- Inputs
- Residue and heat.
- Outputs
- Burnt Residue.
- Unlock / Progression
- Factory Tier 2 research: Burner Belt.
- Production Links
- Residue → Burner Belt → Burnt Residue → Kinetic Press.
Pyro Dispenser
- Role
- Fires bursts of flame when supplied with heat from an adjacent Thermal Buffer.
- Inputs
- Heat from an adjacent Thermal Buffer.
- Outputs
- Streams of fire that ignite flammable material.
- Research Cost
- -
- Unlock / Progression
- Factory Tier 3 research: Pyro Dispenser.
- Production Links
- Thermal Buffer → Pyro Dispenser → fire for nearby processes.
Thermal Relay
- Role
- Links two Thermal Buffers so they exchange heat across a distance.
- Inputs
- Thermal energy from one linked Thermal Buffer.
- Outputs
- Thermal energy transferred to the paired Thermal Buffer.
- Research Cost
- 8,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Thermal Relay.
- Production Links
- Thermal Buffer → Thermal Relay pair → Thermal Buffer.
Category
Energy
Florinol Battery
- Role
- Stores energy supplied by Florinol.
- Inputs
- Florinol.
- Outputs
- Stored energy.
- Unlock / Progression
- Factory Tier 5 research: Florinol Battery.
- Production Links
- Condenser → Florinol → Florinol Battery → factory power grid.
Copper Mold
- Role
- Forms a Power Brick from Liquid Copper.
- Inputs
- Liquid Copper.
- Outputs
- Power Brick.
- Unlock / Progression
- Factory Tier 5 research: Copper Mold.
- Production Links
- Smelter → Liquid Copper → Copper Mold → Power Brick.
Energy Siphon
- Role
- Transfers energy between power storage devices when used as a tool.
- Inputs
- Energy from a storage device.
- Outputs
- Transferred energy in another storage device.
- Unlock / Progression
- Factory Tier 5 research: Energy Siphon.
- Production Links
- Energy storage → Energy Siphon → energy storage.
Energy Connector
- Role
- Connects buildings to a power network.
- Inputs
- Power-network connection.
- Outputs
- Connected energy path.
- Research Cost
- -
- Unlock / Progression
- Factory Tier 5 research: Energy Connector.
- Production Links
- Links generators and energy storage to powered machines.
Steam Turbine
- Role
- Generates energy from Steam.
- Inputs
- Steam.
- Outputs
- Energy.
- Research Cost
- -
- Unlock / Progression
- Factory Tier 5 research: Steam Turbine.
- Production Links
- Steam supply → Steam Turbine → energy network.
Nickel Mold
- Role
- Turns Liquid Nickel into a Power Cell that stores Energy.
- Inputs
- Liquid Nickel.
- Outputs
- Power Cell that stores Energy.
- Research Cost
- 6,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Nickel Mold.
- Production Links
- Liquid Nickel → Nickel Mold → Power Cell.
Fuel Cell
- Role
- Burns Hydrogen to generate Energy for connected storage.
- Inputs
- Hydrogen and ignition; connected energy storage.
- Outputs
- Energy stored in a Copper Mold or Nickel Mold.
- Research Cost
- 8,000 Gold
- Unlock / Progression
- Factory Tier 7 research: Fuel Cell.
- Production Links
- Hydrogen → Fuel Cell → Energy storage.
Category
Economy
Collector
- Role
- Counts Gold inside its tiles as spendable player currency.
- Inputs
- Gold pixels.
- Outputs
- Available Gold balance.
- Unlock / Progression
- Required for Gold in the world to count toward the spendable balance.
- Production Links
- Shaker or Kinetic Press Gold output → Collector.
Category
Special
Void Rift
- Role
- Produces a steady stream of Void Seed.
- Inputs
- -
- Outputs
- Void Seed.
- Unlock / Progression
- Factory Tier 5 research: Void Rift.
- Production Links
- Void Seed → Planter Box → void-element production.
Flux Emanator
- Role
- Produces Fluxite from supplied Voidbloom.
- Inputs
- Voidbloom.
- Outputs
- Fluxite.
- Unlock / Progression
- Factory Tier 5 research: Flux Emanator.
- Production Links
- Voidbloom → Flux Emanator → Fluxite.
Aura Extractor
- Role
- Extracts Aura from Auralite and directs a swarm to form Auralite Crystals.
- Inputs
- Auralite.
- Outputs
- Aura and Auralite Crystals.
- Unlock / Progression
- Factory Tier 6 Aura progression, through the Swarm Console.
- Production Links
- Synthesizer → Aurixite → Shaker → Auralite → Aura Extractor → Aura.
Prismite Well
- Role
- Drains the Prismite buffer and emits Prismite below at a fixed rate.
- Inputs
- Stored Prismite buffer.
- Outputs
- Prismite.
- Unlock / Progression
- Aura Extractor progression at 1,407 Aura/Crystal progress.
- Production Links
- Aura Extractor → Prismite Well → Prismite.
Prismaline Well
- Role
- Drains the Prismaline buffer and emits Prismaline above at a fixed rate.
- Inputs
- Stored Prismaline buffer.
- Outputs
- Prismaline.
- Unlock / Progression
- Aura Extractor progression at 10,000 Aura/Crystal progress.
- Production Links
- Aura Extractor → Prismaline Well → Prismaline.
Gold Well
- Role
- Drains the Aura buffer and emits Gold below at a fixed rate.
- Inputs
- Aura buffer.
- Outputs
- Gold.
- Unlock / Progression
- Aura Extractor progression.
- Production Links
- Aura Extractor → Aura buffer → Gold Well → Gold.
Hologram Projector
- Role
- Projects a copy of the player that pets nearby critters while fueled by Voidbloom.
- Inputs
- Voidbloom.
- Outputs
- A player projection that boosts nearby critter production while active.
- Unlock / Progression
- Artifact upgrade: unlock through found and completed puzzle Artifacts.
- Production Links
- Voidbloom → Hologram Projector → nearby critters receive the petting effect.
Category
Blocks
Foundation
- Role
- Provides a solid building surface and factory structure.
- Inputs
- Construction placement.
- Outputs
- A placed solid foundation.
- Unlock / Progression
- -
- Production Links
- Supports factory floors, walls, and enclosures.
Critter Fence
- Role
- Contains roaming critters in an enclosure.
- Inputs
- Critters entering the enclosure.
- Outputs
- A bounded critter area.
- Unlock / Progression
- Conservatory reward.
- Production Links
- Keeps critters away from factory routes.
Door
- Role
- Opens or closes to control material flow and can respond to logic signals.
- Inputs
- Manual toggle or a signal from a linked logic device.
- Outputs
- Materials pass when the door is open.
- Unlock / Progression
- Conservatory reward: Doors.
- Production Links
- Signal device → Signal Linker → Door.
Glass Foundation
- Role
- Provides a solid structural surface with a glass finish.
- Inputs
- Construction placement.
- Outputs
- A placed glass foundation.
- Unlock / Progression
- Conservatory reward.
- Production Links
- Used for factory floors or enclosures where a glass surface is wanted.
Category
Lighting
Wall Light
- Role
- Provides lighting in underground factory areas.
- Outputs
- Light.
- Unlock / Progression
- Factory Tier 1 research: Wall Light.
Category
Logic
Signal Linker
- Role
- Connects a signal sender to one or more signal receivers.
- Inputs
- On/off signal from a sending device.
- Outputs
- Linked signal to a receiving device.
- Unlock / Progression
- Conservatory reward: Signal Devices.
- Production Links
- Signal sender → Signal Linker → signal receiver.
Signal Switch
- Role
- Manually toggles a constant on or off signal.
- Inputs
- -
- Outputs
- Constant on or off signal.
- Unlock / Progression
- Conservatory reward: Signal Devices.
- Production Links
- -
Signal Button
- Role
- Sends a brief signal pulse when pressed.
- Inputs
- -
- Outputs
- Brief on signal pulse.
- Unlock / Progression
- Conservatory reward: Signal Controls.
- Production Links
- -
Signal Sensor
- Role
- Sends a constant signal while its 4×4 area is full of elements.
- Inputs
- Any elements filling its 4×4 area.
- Outputs
- Constant on signal while full.
- Unlock / Progression
- Conservatory reward: Signal Devices.
Pulse Sensor
- Role
- Sends a brief signal when its 4×4 area becomes full.
- Inputs
- Any elements filling its 4×4 area.
- Outputs
- One brief signal pulse when full.
- Unlock / Progression
- Conservatory reward: Signal Controls.
Presence Sensor
- Role
- Sends a constant signal while any element is in its 4×4 area.
- Inputs
- Any element in its 4×4 area.
- Outputs
- Constant on signal while an element is present.
- Unlock / Progression
- Conservatory reward: Signal Controls.
Buffer
- Role
- Forwards its input signal unchanged.
- Inputs
- Signal from one or more linked devices.
- Outputs
- The same signal state.
- Unlock / Progression
- Conservatory reward: Signal Devices.
Toggle (T-FlipFlop)
- Role
- Toggles its stored on or off state on each input pulse.
- Inputs
- One or more linked signal pulses.
- Outputs
- Stored on or off signal state.
- Unlock / Progression
- Conservatory reward: Signal Controls.
Signal Lamp
- Role
- Lights when its linked signal is on.
- Inputs
- Signal from one or more Signal Linkers.
- Outputs
- Visible light while the signal is on.
- Unlock / Progression
- Conservatory reward: Signal Devices.
AND Gate
- Role
- Outputs on only when all its inputs are on.
- Inputs
- One or more linked signals.
- Outputs
- On only if every input is on; otherwise off.
- Unlock / Progression
- Conservatory reward: Logic Gates.
OR Gate
- Role
- Outputs on when any input is on.
- Inputs
- One or more linked signals.
- Outputs
- On if at least one input is on; otherwise off.
- Unlock / Progression
- Conservatory reward: Logic Gates.
NOT Gate
- Role
- Inverts one input signal.
- Inputs
- Exactly one linked signal.
- Outputs
- The inverse of its input signal.
- Unlock / Progression
- Conservatory reward: Logic Gates.
NAND Gate
- Role
- Outputs off only when all its inputs are on.
- Inputs
- One or more linked signals.
- Outputs
- Off only if every input is on; otherwise on.
- Unlock / Progression
- Conservatory reward: Logic Gates.
NOR Gate
- Role
- Outputs on only when all its inputs are off.
- Inputs
- One or more linked signals.
- Outputs
- On only if every input is off; otherwise off.
- Unlock / Progression
- Conservatory reward: Logic Gates.
XOR Gate
- Role
- Outputs on when an odd number of inputs are on.
- Inputs
- One or more linked signals.
- Outputs
- On for an odd number of on inputs; otherwise off.
- Unlock / Progression
- Conservatory reward: Logic Gates.
XNOR Gate
- Role
- Outputs on when an even number of inputs are on.
- Inputs
- One or more linked signals.
- Outputs
- On for an even number of on inputs; otherwise off.
- Unlock / Progression
- Conservatory reward: Logic Gates.
Repeater
- Role
- Forwards its input signal after a one-tick delay.
- Inputs
- One or more linked signals.
- Outputs
- The same signal state after one tick.
- Unlock / Progression
- -
Category
Misc
Retro Console
- Role
- Places a playable retro game console in the world.
- Inputs
- Game Controller input.
- Outputs
- -
- Unlock / Progression
- Conservatory reward: Retro Console.
Game Controller
- Role
- Controls a placed Retro Console.
- Inputs
- Arrow-key input while hovering over a Retro Console.
- Outputs
- Player control of the Retro Console.
- Unlock / Progression
- Conservatory reward: Retro Console.
How Sandustry Buildings Work
Buildings follow the same simple rules as the materials they handle. Density decides what sinks and what floats, so gold is the heaviest material and always sinks, while water sits lighter. When two materials swap places, their weight decides the order, not which one you dropped first, and that is why some layouts work while others quietly jam.
The type of material decides how it moves. Solids fall straight down, slushy materials like Wet Sand pile up, liquids spread out and level off, and gases rise and collect under ceilings. Light, drifting materials such as petals sway sideways as they fall, so anything meant to catch them needs a wide opening.
Most stalls come from one of two problems: the wrong material is heavier than the one it has to push aside, or a material changes while it sits inside a machine. Buildings also sort by material rather than by shape, so a machine can let one material pass through itself while holding everything else on top. Logistics pieces like belts and filters run without power, while the buildings that refine, extract or store things need it.
Logistics Buildings: Moving and Sorting Materials
Logistics buildings carry material from one spot to another and sort it along the way. Conveyor Belts run only sideways, with direction set by the way you drag them, so for height you build a tower of Launchers. A Launcher throws material upward and can send it out to the side through an angled outlet, and holding Shift when you place it keeps its output pointing straight up.
Filters sort by material type. A basic Filter lets one solid type through or blocks it, depending on its setting, and everything else keeps moving along the belt. The Advanced Filter handles solids, liquids and gases, and two materials meeting across a filter only interact when both of them and their result are allowed through. Tall mixed piles can also trap a lighter material above heavier ones, unless it sits close to the Filter.
Conveyor Portal pairs carry belt contents across a crossing without mixing the two streams, and the Mk.2 version offers more flexible placement. Conveyor Belt Mk.2 and Launcher Mk.2 move material faster than their standard versions, and so does the Advanced Filter Mk.2, which runs at twice the speed of a standard belt.
A few other pieces handle material in more specific ways. The Clearing Frame slowly pushes material held inside it to the left or right, and the Mk.2 version moves it twice as fast. The Balancer spreads material evenly across the spot underneath it and any Balancers next to it, so you set it above the row it feeds, with its neighbors side by side. The Aerokinetic Fan blows light materials such as petals through a factory line.
Production Buildings: Turning Sand Into Gold and Flowers
The Shaker is usually the first production building players meet. Wet Sand goes in, Residue stays on top and slides off slowly, and each Wet Sand has a one-in-four chance of dropping a Gold pixel out the bottom into a Collector. Shakers work best on a downward diagonal rather than a flat bed, because the incoming sludge pushes Residue off each one and onto the next. On a flat bed, Residue piles up until it covers the Shaker and the Gold stops falling through.
The Kinetic Press refines Burnt Residue, but only when it drops onto the press from at least 25 blocks up. A press under a shorter drop does nothing, so the height is part of the recipe. Each Burnt Residue turns into one Gold and one Seed, and a Burner Belt is the automated way to make Burnt Residue, since it sets flammable material on fire while carrying it along.
Seed mixed with Water becomes Wet Seed, and a Planter Box turns each Wet Seed into one Flower, so extra seeds aren't wasted. Other production buildings work on other materials: the Electrolyzer splits Water into Hydrogen and Oxygen, the Grinder grinds Quartz into Silica, and the Reaction Chamber lets certain materials react inside an enclosed space, such as Silica and Charcoal turning into Silicon. The Electromagnet uses Magnetite to create a magnetic field that attracts magnetic material, and the Grinder and Electromagnet both draw 200 Energy per element, so they need a strong power supply.
Fluid and Gas Buildings: Pumps, Pipes and Vents
Liquids move through a set of Pumps, Pipes and Liquid Vents. A Pump picks up a supported liquid that touches it and pushes it into the connected pipes, and a Liquid Vent releases liquid from the network wherever you place it. If several liquids share one network, the network spreads them out evenly, and each vent releases whichever liquid is closest, so it pays to keep different liquids on separate networks.
Gases use their own network. A Gas Pump draws the gas touching it into a Gas Pipe network, and a Gas Vent releases gas from that network into the space around it. Gas Pipes can share a tile with other blocks, which helps in a crowded build.
Gas also follows density, and lighter gas rises above heavier gas.
Thermal Buildings: Heat, Cold and Steam
Thermal buildings store and move heat or cold, and many later chains depend on them. The Thermal Buffer holds heat from Fire or Lava, or cold from Snow, and passes it to nearby buildings. A Pyro Dispenser fires bursts of flame when a Thermal Buffer next to it supplies heat, and a Smelter can take the heat it needs from a nearby buffer.
Hot machines turn solids into liquids and liquids into gases, while cold machines reverse that. One Thermal Buffer can act as a heater in one setup and a chiller in another, though not both at the same time. Steam forms when Water meets fire, and a Steam Dryer uses that Steam to dry Amethelis into Dry Amethelis. Burning Dry Amethelis makes Florin gas, and a Condenser cools that gas into liquid Florinol.
The Snowmaker produces the Snow that Thermal Buffers use as cold. The Thermal Relay links two Thermal Buffers so they exchange heat across a distance, which lets a machine far away get heat without any material being moved.
Energy Buildings: Storing and Making Power
Energy buildings store and make the power that refining and storage machines run on. Florinol Batteries store energy from Florinol, while a Copper Mold turns Liquid Copper into a Power Brick that holds far more. Breaking a Power Brick gives back its copper, so the material you put in is not lost.
Steam Turbines turn Steam into energy, and the leftover steam isn't wasted: it becomes Depleted Steam, which a Condenser turns back into Water. Fuel Cells burn Hydrogen to make energy for connected storage, and the Electrolyzer makes that Hydrogen from Water.
Nickel Molds turn Liquid Nickel into a Power Cell that stores energy. Energy Connectors link generators and storage to the machines they power, so the whole factory draws from one network.
Special Buildings: Aura, Wells and Void Rifts
Aura is the one resource in Sandustry you can't dig, burn or condense, so it has to come out of a chain of machines. A Synthesizer turns Florinol into Aurixite, and a Shaker turns Aurixite into Auralite. Once Auralite is in range, the Aura Extractor forms Auralite Crystals and releases Aura through a nanobot swarm, which you steer by clicking the extractor. Once the crystals form, no player tool can touch them.
Wells unlock as the extractor progresses, and they turn its stored output into something you can use. The Gold Well turns stored Aura into falling Gold, while the Prismite and Prismaline Wells release their stored material at a steady rate. The Prismite Well opens at 1,407 progress and the Prismaline Well at 10,000. Each well has to sit just outside the extractor's circle, because inside it the well won't work.
The Void Rift produces a steady stream of Void Seed, the starting point for void-element production. The Flux Emanator turns Voidbloom into Fluxite.
Logic Buildings: Signals, Sensors and Gates
Logic buildings send simple on-or-off signals, so a factory can respond to what happens inside it. A Signal Linker carries a signal from a sender to one or more receivers, which is how a Door or Signal Lamp gets its signal. Senders include the Signal Switch, which you set on or off by hand, and the Signal Button, which sends one short pulse each time you press it.
Sensors watch the material around them. The Signal Sensor stays on while its four-by-four area is full, the Presence Sensor stays on while anything is in that area, and the Pulse Sensor sends one short pulse when the area fills up. The Buffer passes a signal along unchanged, the Toggle flips its stored on-or-off state with each pulse, and the Repeater passes a signal on after a one-tick delay.
The gates combine signals. The AND gate turns on only when all of its inputs are on, the OR gate turns on when any one input is on, and the NOT gate reverses a single input. NAND, NOR, XOR and XNOR are the variations: NAND is off only when every input is on, NOR is on only when every input is off, XOR turns on when an odd number of inputs are on, and XNOR turns on when an even number are on.
Structures, Gold Collectors and Other Buildings
Foundations are the standard solid blocks for factory floors, walls and enclosures, and the Glass Foundation gives the same kind of structure a glass finish. Placing Foundations diagonally builds a stair-step line automatically, so you don't have to place each step by hand. Critter Fences keep roaming critters inside a marked area, away from factory routes.
A Door controls whether material can pass through its opening, and you can switch it by hand or let a signal from a linked logic device do it. Wall Lights provide light in underground factory areas.
The Collector is where gold counts. Gold from a Shaker or Kinetic Press only counts as spendable currency while it sits inside a Collector, and Liquid Gold is worth twice as much as a Gold pixel. The denser the gold, the more a Collector can hold.
For something more playful, the Retro Console lets you run a built-in game once it's placed, and the Game Controller is how you play it. Hover over the console and use the arrow keys to control it.
How to Unlock Buildings in Sandustry
Most buildings unlock through research, and research is gated by Factory Tiers. Each tier asks you to produce a set amount of work, and finishing it opens the next batch of research. Research costs Gold, so you need a steady supply of it as you go.
The early tiers open the basics. The Shaker, belts and launchers, the Filter and the Wall Light come first, followed by the Kinetic Press, Burner Belt, Thermal Buffer and Conveyor Portal. Tier 3 adds the Planter Box, Fluids, Aerokinetic Fan, Clearing Frame and Pyro Dispenser, and Tier 4 brings the Steam Dryer, Condenser, Advanced Filter and the Mk.2 belts and launchers. Tier 5 unlocks the energy buildings, Smelter, Snowmaker, Void Rift and Flux Emanator, and Tier 6 adds the Synthesizer and Aura Extractor.
Tier 7 adds the gas pipe set, Electrolyzer, Grinder, Balancer, Thermal Relay and more. Its research runs from 2,500 Gold for the gas pipe, pump and vent unlock up to 12,000 Gold for the Reaction Chamber.
Other buildings come from different places. Logic gates, signal devices, Doors, Critter Fences, Glass Foundations and the Retro Console are unlocked with Conservatory tickets, which you earn by catching critters and recording each new kind. Artifact upgrades add more, including the Hologram Projector, once you find and complete puzzle Artifacts.
Which Buildings to Get First
If you're just starting, get the Shaker first, because nothing in the early factory works without it. Logistics and the Filter come next, since you need belts to move material and a way to sort what the Shaker makes. The Thermal Buffer is worth getting early too, because the heat and cold setups that follow rely on it.
After that, the Kinetic Press and Burner Belt turn leftover Residue into Gold and Seed, and the Planter Box and Fluids open up flowers and liquids in Tier 3. When you reach the energy tier, the Power Brick is the upgrade that makes it practical. Tier 7 is also gated on power, so build the power side before the rest of the new chain.
FAQ
Can you pump lava in Sandustry?
No. Lava is too hot to be pumped at all, so Pumps and Pipes can't carry it. If you need lava somewhere else, Snow can freeze it into Scoria, digging the Scoria turns it into Cinder, and a direct flame melts the Cinder back into lava. If the goal is only heat in a different place, a Thermal Relay between two Thermal Buffers is usually the simpler route.
Why won't my pipes connect in Sandustry?
Pipes don't join the pipes beside them automatically, so a run only connects when you start or end it on a pipe tile that's already there. If a new line crosses an existing pipe, the game creates a Pipe Bridge at the crossing instead of joining the two. Check both ends of a run before you expect liquid to move through it.
Can you move an Aura Extractor once it has started?
Yes. You can remove the extractor partway through crystallizing, and the crystals it has already formed are held. When you rebuild it, those crystals are released as Auralite, so picking up a misplaced extractor doesn't mean losing the run.
What does the Hologram Projector do?
The Hologram Projector creates a copy of your player that pets nearby critters, and it only runs while it's fueled by Voidbloom. While it's active, that petting boosts critter production in the area around it.


