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  3. Sandustry>
  4. Buildings

All 74 Buildings and How to Get Them in Sandustry

Updated on November 15, 2026 (about 12 hours ago)

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.

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Category

Production

8 items

Shaker

A Shaker turns Wet Sand into Residue and has a one-in-four chance to drop Gold.
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

The Kinetic Press turns a 25-block drop of Burnt Residue into Gold and Seed.
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

A Planter Box grows Flowers from Wet Seeds.
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

The Synthesizer turns Florinol into Aurixite for advanced production.
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

EElectrolyzer
Electrolyzer splits Water into Hydrogen and Oxygen.
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

GGrinder
Grinder processes Quartz into Silica.
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

EElectromagnet
Electromagnet uses Magnetite and Energy to create a magnetic field.
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

RCReaction Chamber
Reaction Chamber lets certain materials react inside an enclosed area.
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

13 items

Conveyor Belt

Conveyor Belt carries solid pixels through a factory line.
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

Conveyor Belt Mk.2 moves solid pixels faster than the standard belt.
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

A Launcher lifts solid pixels and can send them sideways from its angled outlet.
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

Launcher Mk.2 is the faster upgraded version of the solid-moving Launcher.
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

A Filter sends selected solids through its floor while other materials stay on the belt.
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

An Advanced Filter extends material sorting beyond solid pixels.
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

A Conveyor Portal carries belt contents across a crossing without combining the streams.
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

Clearing Frame slowly moves materials held inside it.
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

An Aerokinetic Fan blows light materials such as petals through a factory.
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

AFAdvanced Filter Mk.2
Advanced Filter Mk.2 filters materials at Mk.2 Conveyor Belt speed.
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

CPConveyor Portal Mk.2
Conveyor Portal Mk.2 moves material between a linked pair of portals.
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

CFClearing Frame Mk.2
Clearing Frame Mk.2 moves material inside the frame twice as fast as Mk.1.
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

BBalancer
Balancer spreads material evenly below itself and nearby Balancers.
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

6 items

Pipe

Pipes carry liquids between Pumps and Liquid Vents.
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

A Pump moves a supported liquid into a connected pipe network.
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

A Liquid Vent releases liquid from a connected pipe network.
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

GPGas Pipe
Gas Pipe carries gases between Gas Pumps and Gas Vents.
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

GPGas Pump
Gas Pump draws nearby gas into a connected Gas Pipe network.
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

GVGas Vent
Gas Vent releases gas from a connected Gas Pipe network.
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

8 items

Steam Dryer

Steam Dryer uses Steam to turn Amethelis into Dry Amethelis.
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

A Condenser changes Florin gas into liquid Florinol.
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

Snowmaker supplies Snow to the factory.
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

A Smelter processes ores into metals.
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

Thermal Buffer stores heat or cold for nearby machines.
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

Burner Belt converts Residue into Burnt Residue for the Kinetic Press.
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

Pyro Dispenser fires bursts of flame when heated.
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

TRThermal Relay
Thermal Relay transfers heat between two Thermal Buffers across a distance.
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

7 items

Florinol Battery

Florinol Battery stores energy from the Florinol production chain.
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

Copper Mold turns Liquid Copper into a Power Brick.
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

Energy Siphon moves energy between power storage devices.
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

Energy Connector links machines into a power network.
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

Steam Turbine converts Steam into factory energy.
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

NMNickel Mold
Nickel Mold turns Liquid Nickel into a Power Cell.
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

FCFuel Cell
Fuel Cell burns Hydrogen to generate Energy for storage.
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

1 items

Collector

Gold only counts as spendable currency while it sits inside a 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

7 items

Void Rift

Void Rift produces a steady stream of Void Seed.
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

The Flux Emanator turns Voidbloom into Fluxite.
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

Aura Extractor draws Aura from Auralite and directs its swarm.
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

Prismite Well releases stored Prismite below it.
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

Prismaline Well releases stored Prismaline above it.
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

GWGold Well
Gold Well converts stored Aura into falling Gold.
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

HPHologram Projector
Hologram Projector pets nearby critters while it is fueled by Voidbloom.
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

4 items

Foundation

Foundation is the standard solid structural block for factory builds.
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

Critter Fence keeps roaming wildlife inside a designated area.
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

Door controls whether materials can pass through its opening.
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

Glass Foundation is a structural building block with a glass finish.
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

1 items

Wall Light

Wall Light illuminates areas around the factory.
Role
Provides lighting in underground factory areas.
Outputs
Light.
Unlock / Progression
Factory Tier 1 research: Wall Light.

Category

Logic

17 items

Signal Linker

Signal Linker carries signals between logic devices.
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

Signal Switch manually holds a linked signal on or off.
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

Signal Button sends a short signal pulse when pressed.
Role
Sends a brief signal pulse when pressed.
Inputs
-
Outputs
Brief on signal pulse.
Unlock / Progression
Conservatory reward: Signal Controls.
Production Links
-

Signal Sensor

Signal Sensor stays on while its 4×4 area is full.
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

Pulse Sensor sends one brief signal when its 4×4 area fills.
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

Presence Sensor stays on while an element is in its 4×4 area.
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

Buffer forwards a linked signal without changing it.
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)

Toggle changes its stored signal state with each input pulse.
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

Signal Lamp gives a visible indication of an on signal.
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

AND Gate turns on only when all inputs are on.
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

OR Gate turns on when any input is on.
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

NOT Gate reverses a single input signal.
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

NAND Gate turns off only when all inputs are on.
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

NOR Gate turns on only when all inputs are off.
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

XOR Gate turns on when an odd number of inputs are on.
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

XNOR Gate turns on when an even number of inputs are on.
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

Repeater delays a linked signal by one tick.
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

2 items

Retro Console

Retro Console lets the player run a built-in game.
Role
Places a playable retro game console in the world.
Inputs
Game Controller input.
Outputs
-
Unlock / Progression
Conservatory reward: Retro Console.

Game Controller

Game Controller provides controls for Retro Console.
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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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