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  4. Materials

All 72 Materials and How to Get Them in Sandustry

Updated on November 15, 2026 (about 11 hours ago)

Sandustry is a factory game where the ground itself is the resource. Dig dirt and you get sand, pour water on that sand and you get Wet Sand, and shaking Wet Sand can release Gold. Every material in the game, from solid ground and liquid water to gas and the wisps that drift as they fall, follows its own rules for how it moves and what it turns into. Knowing those rules is how you get what you need.

View

Type

Terrain

23 items

Auralite Crystal

ACAuralite Crystal
The Aura Extractor condenses Auralite into this formation, which extractor nanobots break to release Aura.
Type
Terrain
Source
Auralite, condensed by the Aura Extractor
Processing
Aura Extractor condenses Auralite; extractor nanobots release Aura
Useful Reactions
The Aura Extractor condenses Auralite into crystals; only its extractor nanobots can break them.

Bark

BBark
Bark forms the trunks of trees grown in Planter Boxes with Carbon Dioxide, and fire turns it into Burnt Bark.
Type
Terrain
Source
Trees grown in Planter Boxes with Carbon Dioxide
Processing
Fire → Burnt Bark
Useful Reactions
Bark forms the trunks of trees grown in Planter Boxes with Carbon Dioxide. Burning it creates Burnt Bark.

Burnt Bark

BBBurnt Bark
Burnt Bark is the charred terrain left after Bark burns, and destroying it yields Charcoal.
Type
Terrain
Source
Burning Bark
Processing
Destroy Burnt Bark → Charcoal
Useful Reactions
Burnt Bark is the terrain left after Bark burns; destroying it yields Charcoal.

Copper Ore

Underground Copper Ore yields Copper when mined.
Type
Terrain
Source
Small pockets underground
Processing
Yields Copper
Useful Reactions
Copper Ore breaks into Copper and requires stronger digging tools than Dirt.

Crackstone

Crackstone is hard terrain with 1 HP that yields no material when destroyed.
Type
Terrain
Source
-
Processing
No material yield
Useful Reactions
Crackstone has 1 HP and yields no material when destroyed.

Dirt

DDirt
Dirt is soft, common terrain that yields Sand when dug.
Type
Terrain
Source
Common ground terrain
Processing
Yields Sand
Useful Reactions
Dirt is a soft terrain source of Sand.

Dune

DDune
Breaking a Dune releases Sunsand, which reforms into a Dune when it stops falling.
Type
Terrain
Source
Desert terrain
Processing
Yields Sunsand
Useful Reactions
Dune yields Sunsand, which changes back into Dune when it stops falling.

Florinol Soil

FSFlorinol Soil
Florinol Soil is flammable terrain that yields Florinol when destroyed.
Type
Terrain
Source
-
Processing
Yields Florinol
Useful Reactions
Destroying Florinol Soil yields Florinol; the terrain is burnable.

Fluxite

FFluxite
Fluxite is found in small natural deposits and can also be generated from Voidbloom.
Type
Terrain
Source
Small natural deposits; Flux Emanator
Processing
Flux Emanator → Fluxite
Useful Reactions
The Flux Emanator processes Voidbloom into Fluxite; natural Fluxite also occurs in small deposits.

Frostbed

FFrostbed
Frostbed terrain yields Snow when dug.
Type
Terrain
Source
Natural terrain
Processing
Yields Snow
Useful Reactions
Frostbed yields Snow when mined.

Ice Crystal

ICIce Crystal
Ice Crystal is a dense underground formation that reflects Lasers and is harder than Stone.
Type
Terrain
Source
Underground
Processing
No material yield
Useful Reactions
Ice Crystal has 24 HP, is harder than Stone, and reflects Lasers. Drills can damage it; the Void Gun has only a small effect.

Indestructible

IIndestructible
Indestructible bedrock forms a world boundary that cannot be damaged or altered.
Type
Terrain
Source
-
Processing
Cannot be mined or processed
Useful Reactions
Nothing can damage or alter the bedrock boundary.

Limestone

LLimestone
Limestone is durable terrain that yields no material when destroyed.
Type
Terrain
Source
-
Processing
No material yield
Useful Reactions
Limestone has 40 HP and yields no material when destroyed.

Mooncrystal

MMooncrystal
Mooncrystal outcrops yield Moonhop when broken.
Type
Terrain
Source
Deep underground outcrops
Processing
Yields Moonhop
Useful Reactions
Mooncrystal yields Moonhop when broken.

Moss

MMoss
Moss is a burnable cave growth that yields no material when destroyed.
Type
Terrain
Source
Underground cave growth
Processing
No material yield
Useful Reactions
Moss can burn but yields no material when destroyed.

Pentlandite

PPentlandite
Pentlandite is a tough underground rock that yields Pentlandite Ore when mined.
Type
Terrain
Source
Underground veins, often beneath mountains
Processing
Yields Pentlandite Ore when mined
Useful Reactions
Pentlandite has 16 HP and yields Pentlandite Ore, which is used to make Liquid Nickel.

Puff

PPuff
Puff is a fragile terrain block that collapses without yielding material.
Type
Terrain
Source
-
Processing
No material yield
Useful Reactions
The fragile Puff terrain collapses but yields no material.

Redsoil

RRedsoil
Redsoil yields Redsand and can be damaged by Lava.
Type
Terrain
Source
Underground terrain
Processing
Yields Redsand
Useful Reactions
Redsoil yields Redsand and Lava can damage it.

Scoria

SScoria
Snow freezes Lava into Scoria, which yields Cinder when destroyed.
Type
Terrain
Source
Lava + Snow
Processing
Yields Cinder
Useful Reactions
Snow freezes Lava into Scoria; destroying Scoria yields Cinder.

Shatterstone

SShatterstone
Shatterstone is a terrain block.
Type
Terrain
Source
-
Processing
-
Useful Reactions
-

Solidite

SSolidite
Solidite is terrain with 1 HP that yields no material when destroyed.
Type
Terrain
Source
-
Processing
No material yield
Useful Reactions
Solidite has 1 HP and yields no material when destroyed.

Stone

SStone
Stone is hard terrain with 8 HP and no material yield.
Type
Terrain
Processing
No material yield
Useful Reactions
Stone has 8 HP and yields no material when destroyed.

Vine

VVine
Vine is burnable terrain that yields no material when destroyed.
Type
Terrain
Processing
No material yield
Useful Reactions
Vine can burn but yields no material when destroyed.

Type

Solid

25 items

Auralite

AAuralite
A Shaker separates Auralite from Aurixite, and the Aura Extractor turns it into Aura.
Type
Solid
Density
-
Source
Aurixite
Processing
Aura Extractor → Aura
Useful Reactions
The Aura Extractor uses Auralite to produce Aura; Auralite also serves Research progression.

Aurixite

The Shaker processes Aurixite into Auralite for the Aura production chain.
Type
Solid
Density
200
Source
Florin
Processing
Shaker → Auralite
Useful Reactions
A Shaker processes Aurixite and produces Auralite.

Blacksand

BBlacksand
A Magnet separates Blacksand from dry Sand, and a Steam Dryer processes it into Gold Vapor and Magnetite.
Type
Solid
Density
-
Source
Magnet applied to dry Sand
Processing
Steam Dryer → Gold Vapor + Magnetite
Useful Reactions
A Magnet separates Blacksand and Quartz from dry Sand. A Steam Dryer processes Blacksand into Gold Vapor and Magnetite.

Burnt Residue

Igniting Residue can create Burnt Residue, which a Kinetic Press turns into Gold and Seed.
Type
Solid
Density
50
Source
Residue
Processing
Kinetic Press → Gold + Seed
Useful Reactions
Igniting Residue has a 25% chance to produce Burnt Residue; the Kinetic Press then outputs 1 Gold and 1 Seed.

Charcoal

CCharcoal
Charcoal combines with Silica in a Reaction Chamber to make Silicon.
Type
Solid
Density
-
Source
Burnt Bark
Processing
Reaction Chamber + Silica → Silicon
Useful Reactions
Charcoal and Silica combine in a Reaction Chamber to make Silicon.

Cinder

Breaking Scoria yields Cinder, and fire turns Cinder back into Lava.
Type
Solid
Density
50
Source
Scoria
Processing
Fire → Lava
Useful Reactions
Fire changes Cinder back into Lava; Snow freezes Lava into Scoria that yields Cinder.

Copper

Copper comes from Copper Ore and can be smelted into Liquid Copper.
Type
Solid
Density
200
Source
Copper Ore
Processing
Smelter → Liquid Copper
Useful Reactions
The Smelter converts Copper into Liquid Copper.

Flower

Flowers grow from Seed and drop Amethelis and Gold when destroyed.
Type
Solid
Density
-
Source
Seed
Processing
Drops Amethelis + Gold
Useful Reactions
Flowers grow from Seed and release Amethelis and Gold when destroyed.

Gold

Gold funds Research and settles below lighter materials in a pile.
Type
Solid
Density
300
Source
Shaker, Kinetic Press, Flower
Processing
Shaker, Kinetic Press, or Flower; Smelter → Liquid Gold
Useful Reactions
Gold is a Research currency and settles below lighter solids. Shakers, Kinetic Presses, and Flowers can produce it.

Gold Granulate

GGGold Granulate
Gold Granulate is a denser form of Gold made from Liquid Gold in the Synthesizer.
Type
Solid
Source
Synthesizer (Liquid Gold)
Processing
Synthesizer (Liquid Gold) → Gold Granulate
Useful Reactions
The Synthesizer converts Liquid Gold into Gold Granulate.

Ice

Snow and Water can form Ice, and Fire melts it back into Water.
Type
Solid
Source
Natural world formations; Snow + Water
Processing
Fire → Water
Useful Reactions
Snow and Water make Ice; Fire melts Ice into Water.

Magnetite

MMagnetite
Magnetite is produced by processing Blacksand in a Steam Dryer.
Type
Solid
Source
Blacksand + Steam Dryer
Processing
-
Useful Reactions
Processing Blacksand in a Steam Dryer produces Magnetite.

Moonhop

Moonhop is a solid resource found by breaking Mooncrystal outcrops.
Type
Solid
Source
Mooncrystal
Processing
-
Useful Reactions
Moonhop is the output of breaking Mooncrystal outcrops.

Pentlandite Ore

POPentlandite Ore
Pentlandite Ore is mined from Pentlandite and used to make Liquid Nickel.
Type
Solid
Source
Pentlandite
Processing
Used to make Liquid Nickel
Useful Reactions
Pentlandite yields the ore used to make Liquid Nickel.

Prismite

PPrismite
Prismite is a solid material.
Type
Solid
Source
-
Processing
-
Useful Reactions
-

Quartz

QQuartz
A Magnet separates Quartz from dry Sand, and a Grinder turns Quartz into Silica.
Type
Solid
Density
-
Source
Magnet applied to dry Sand
Processing
Grinder → Silica
Useful Reactions
Magnets separate Quartz and Blacksand from dry Sand; a Grinder turns Quartz into Silica.

Redsand

Redsand combines with Void Petals to make Voidbloom.
Type
Solid
Density
160
Source
Redsoil
Processing
Void Petals → Voidbloom
Useful Reactions
Void Petals combine with Redsand to make Voidbloom.

Sand

Dirt yields Sand, and one Sand pixel touching Water becomes two Wet Sand pixels.
Type
Solid
Density
150
Source
Dirt
Processing
Water → Wet Sand
Useful Reactions
One Sand and one Water pixel become two Wet Sand pixels on contact.

Seed

Seed can be wetted with Water to make Wet Seed for growing Flowers.
Type
Solid
Density
150
Source
Kinetic Press
Processing
Water → Wet Seed
Useful Reactions
Water turns Seed into Wet Seed, which Planter Boxes use to grow Flowers.

Silica

SSilica
Silica is ground from Quartz and combines with Charcoal to make Silicon.
Type
Solid
Density
-
Source
Grinder (Quartz)
Processing
Reaction Chamber + Charcoal → Silicon
Useful Reactions
A Grinder makes Silica from Quartz; Silica combines with Charcoal in a Reaction Chamber to make Silicon.

Silicon

SSilicon
Silicon is made by combining Silica and Charcoal in a Reaction Chamber.
Type
Solid
Density
-
Source
Reaction Chamber (Silica + Charcoal)
Processing
-
Useful Reactions
Silica and Charcoal combine in a Reaction Chamber to make Silicon.

Sunsand

Dunes release Sunsand while it falls, but it reforms into Dune when it stops.
Type
Solid
Source
Dune
Processing
Reforms into Dune when no longer falling
Useful Reactions
Sunsand is the temporary falling form from a Dune and reforms when it stops falling.

Void Husk

Void Husk is a solid material.
Type
Solid
Source
-
Processing
-
Useful Reactions
-

Void Petal

Void Petals combine with Redsand to make Voidbloom.
Type
Solid
Source
-
Processing
Redsand → Voidbloom
Useful Reactions
Void Petals react with Redsand to form Voidbloom.

Void Seed

Void Seed is a solid material.
Type
Solid

Type

Liquid

8 items

Acid

AAcid
Sulfur Dioxide and Water make Acid, which heat turns back into Sulfur Dioxide.
Type
Liquid
Density
-
Source
Sulfur Dioxide + Water
Processing
Heat → Sulfur Dioxide
Useful Reactions
Sulfur Dioxide reacts with Water to make Acid; heat turns Acid back into Sulfur Dioxide.

Florinol

Florinol is a liquid in the Amethelis energy chain and is used by Florinol Batteries.
Type
Liquid
Density
-
Source
Florin
Processing
Synthesizer → Aurixite; Florinol Battery → Energy
Useful Reactions
Florinol can be stored in a Florinol Battery or used by the Synthesizer to make Aurixite.

Lava

Snow freezes Lava into Scoria; the resulting Cinder can be moved and reignited elsewhere.
Type
Liquid
Density
200
Source
Deep Lava Cave; Cinder + Fire
Processing
Snow → Scoria → Cinder; Fire → Lava
Useful Reactions
Snow converts Lava into Scoria, which yields transportable Cinder when mined.

Liquid Copper

Smelting Copper produces Liquid Copper, which can be used in a Copper Mold.
Type
Liquid
Source
Copper
Processing
Copper Mold → copper power brick
Useful Reactions
Copper becomes Liquid Copper in the Smelter; a Copper Mold uses the liquid in power production.

Liquid Gold

Liquid Gold is a molten form of Gold that can still serve as Research currency when collected.
Type
Liquid
Source
Smelter
Processing
-
Useful Reactions
Gold can be smelted into Liquid Gold, which still counts as Research currency in a Collector.

Liquid Nickel

LNLiquid Nickel
Smelting Pentlandite Ore produces Liquid Nickel for casting Power Cells in Nickel Molds.
Type
Liquid
Source
Smelted Pentlandite Ore
Processing
Nickel Mold → Power Cell
Useful Reactions
Smelting Pentlandite Ore produces Liquid Nickel for Nickel Molds; Sulfur Dioxide is a byproduct.

Void Juice

Void Juice is a liquid material.
Type
Liquid
Density
-
Source
-
Processing
-
Useful Reactions
-

Water

Water wets Sand and Seed, freezes into Ice, and becomes Steam when heated or when it touches Lava.
Type
Liquid
Density
100
Source
Surface lakes; Ice; Steam rain; Snow melting
Processing
Sand → Wet Sand; Seed → Wet Seed; Fire → Steam; Snow → Ice
Useful Reactions
Water reacts with Sand, Seed, Fire, Snow, and Lava; Water touching Lava becomes Steam without reducing Lava.

Type

Gas

9 items

Carbon Dioxide

CDCarbon Dioxide
Carbon Dioxide is a gas used to grow Bark in Planter Boxes.
Type
Gas
Source
Oxyblubs fed Oxygen
Processing
Planter Box → Bark
Useful Reactions
Carbon Dioxide is used to grow Bark in Planter Boxes.

Depleted Steam

Steam Turbines produce Depleted Steam, which Condensers turn into Water.
Type
Gas
Source
Steam Turbine exhaust
Processing
Condenser → Water
Useful Reactions
Steam Turbines produce Depleted Steam, and Condensers convert it into Water.

Florin

Florin is a gas in the Amethelis energy chain and condenses into Florinol.
Type
Gas
Source
Dry Amethelis
Processing
Condenses into Florinol
Useful Reactions
Florin is condensed into Florinol for the battery energy chain.

Gold Vapor

GVGold Vapor
Gold Vapor is produced from Blacksand in a Steam Dryer and can be condensed into Liquid Gold.
Type
Gas
Source
Blacksand + Steam Dryer
Processing
Condenser → Liquid Gold
Useful Reactions
Processing Blacksand in a Steam Dryer produces Gold Vapor and Magnetite; condensing Gold Vapor produces Liquid Gold.

Hydrogen

HHydrogen
An Electrolyzer separates Water into Hydrogen and Oxygen, and a Fuel Cell burns Hydrogen for Energy.
Type
Gas
Source
Electrolyzer (Water)
Processing
Fuel Cell → Energy
Useful Reactions
An Electrolyzer separates Water into Hydrogen and Oxygen; a Fuel Cell burns Hydrogen to produce Energy.

Oxygen

OOxygen
An Electrolyzer separates Water into Oxygen and Hydrogen; Oxyblubs use Oxygen to produce Carbon Dioxide.
Type
Gas
Source
Electrolyzer (Water)
Processing
-
Useful Reactions
Oxyblubs use Oxygen to produce Carbon Dioxide.

Prismaline

PPrismaline
Prismaline gas rises until it reaches its atmospheric height limit.
Type
Gas
Source
-
Processing
-
Useful Reactions
Prismaline gas rises until it reaches its atmospheric height limit.

Steam

Heating Water or Snow creates Steam, which rises and can condense back into Water.
Type
Gas
Source
Heating Water or Snow
Processing
Condenser → Water; Steam Turbine → Depleted Steam
Useful Reactions
Heating Water or Snow produces Steam; it rises, can condense into rain, and can feed a Steam Turbine.

Sulfur Dioxide

SDSulfur Dioxide
Sulfur Dioxide is released when Pentlandite Ore is smelted and combines with Water to form Acid.
Type
Gas
Source
Smelting Pentlandite Ore
Processing
Water → Acid; heat → Sulfur Dioxide
Useful Reactions
Sulfur Dioxide combines with Water to form Acid, and heat releases the gas again.

Type

Slushy

4 items

Residue

The Shaker separates Residue from Wet Sand, and fire can turn it into Burnt Residue.
Type
Slushy
Density
50
Source
Wet Sand
Processing
Shaker → Residue; Fire → Burnt Residue
Useful Reactions
Wet Sand processing produces Residue; fire may turn Residue into Burnt Residue.

Voidbloom

Combining Void Petals with Redsand produces Voidbloom, which the Flux Emanator turns into Fluxite.
Type
Slushy
Density
30
Source
Void Petals + Redsand
Processing
Flux Emanator → Fluxite
Useful Reactions
Voidbloom combines Void Petals and Redsand; Flux Emanator processing produces Fluxite.

Wet Sand

Water and Sand form Wet Sand, which the Shaker separates into Gold and Residue.
Type
Slushy
Density
150
Source
Sand + Water
Processing
Shaker → Gold + Residue
Useful Reactions
Shakers split Wet Sand into Gold and Residue.

Wet Seed

Water and Seed form Wet Seed, which the Planter Box processes into Flowers.
Type
Slushy
Density
100
Source
Seed + Water
Processing
Planter Box → Flower
Useful Reactions
Wet Seed is processed in a Planter Box to produce Flowers.

Type

Wisp

3 items

Amethelis

Flowers drop Amethelis petals and Gold when destroyed, and the wisps drift as they fall.
Type
Wisp
Density
40
Source
Flower
Processing
Dryer → Dry Amethelis
Useful Reactions
Destroying a Flower drops 4 Amethelis and 1 Gold; Amethelis drifts side to side as it falls.

Dry Amethelis

Dryers turn Amethelis into Dry Amethelis, which fire converts into Florin.
Type
Wisp
Density
39
Source
Amethelis
Processing
Fire → Florin
Useful Reactions
Drying Amethelis produces Dry Amethelis; Fire turns it into Florin.

Snow

Snow can freeze Lava into Scoria or deep Water into Ice, and fire turns it into Steam.
Type
Wisp
Density
150
Source
Cryoblaster, Frostbed
Processing
Fire → Steam; Snow + deep Water → Ice; Snow + Lava → Scoria
Useful Reactions
Snow freezes Lava into Scoria and can turn deep Water into Ice; burning Snow produces Steam. Shallow Water or Lava may consume Snow without producing Ice or Scoria.

Sandustry material types and how they move

Every material in Sandustry belongs to a type, and the type tells you how it behaves. Terrain is the ground, rock and boundaries you dig through, and the rest move and react. Solids fall straight down, liquids spread out and level off, and slushy materials like Wet Sand and Residue act like damp sand and pile up. Gases rise and gather under ceilings, while wisps such as Amethelis and Snow drift sideways as they fall, so anything meant to catch them needs a wide opening, not a narrow funnel.

Density decides what sinks and what floats. Heavier materials sink under lighter ones based on weight, not on which one you added first, which is why a layout that looks right on paper can still get stuck. Gold is the heaviest at 300, Lava sits at 200 and Water at 100. Lower-density gases rise higher.

Terrain in Sandustry: what digging gives you

Dirt is the everyday ground in Sandustry, and digging it gives you Sand, which is where the first chain starts. Deeper down, Copper Ore sits in small pockets and gives Copper, though it needs stronger digging tools than dirt does. Pentlandite is a tough underground rock that gives Pentlandite Ore, and Mooncrystal outcrops deep underground yield Moonhop.

Some ground is more specific. A Dune in the desert releases Sunsand when it breaks, and that Sunsand settles back into Dune once it stops falling. Redsoil gives Redsand when dug.

Some ground gives nothing back. Stone and Limestone are tough, and Crackstone, Solidite and Puff break without giving anything in return. Moss and Vine can burn, but they yield nothing either.

A couple of cases are worth knowing. Indestructible forms the bedrock edge of the world and can't be damaged or changed, while Ice Crystal, found underground, is harder than Stone and reflects lasers.

How to get Gold in Sandustry

Gold pays for research, so it's one of the first materials worth setting up. The main route starts with Sand: dig Dirt, pour Water on the Sand to make Wet Sand, and let it fall onto a Shaker. A Shaker sorts by material, so only Gold drops through, each Wet Sand has a 25% chance of giving you one, and the Residue that's left stays on top and slowly slides off the side.

Build your Shakers in a descending diagonal, not a flat field. On a diagonal, the incoming Wet Sand pushes the Residue off each Shaker onto the next one down, so the Gold keeps falling through. On a flat field the Residue piles up over the Shaker and the Gold stops coming.

The second route starts with Residue. Fire turns Residue into Burnt Residue, at roughly four Residue for each one, and that fire can come from a Flamethrower, Lava, a Pyro Dispenser or a Burner Belt. Drop Burnt Residue from at least 25 blocks onto a Kinetic Press, which turns it into Gold, because the height is part of the recipe and a shorter drop does nothing.

Gold can also be smelted into Liquid Gold, which still counts as Research currency in a Collector. A Synthesizer can turn Liquid Gold into Gold Granulate, a denser form of gold, and density matters because a Collector holds more gold the denser it is. The Gold Granulate recipe is a late research unlock.

How to get Water in Sandustry

Water wets Sand and Seed, so early lines need a steady supply nearby. Surface lakes and underground layers hold plenty, and Ice, rain from Steam and melting Snow add more. Lumling critters produce Water too, and a mining Laser fired steadily at Ice melts it straight into Water, which helps in cold biomes far from a lake.

If you start far from any lake, melting Snow is the quickest fix. Snow from a Cryoblaster, sprayed into a small sealed box and hit with heat, melts into pure Water almost at once. It's a fast answer while you set up something steadier.

Water spreads out to a flat level and can slip through a diagonal gap where two blocks only meet at a corner. Seal those seams with an extra block, or your pool will drain somewhere you didn't plan for.

Heat and cold in Sandustry: Steam, Ice, Snow and Lava

Heat and cold change materials from one form into another. Fire turns Water into Steam, and Water that touches Lava does the same without using up the Lava. Steam rises, and with nothing above it, it condenses and falls back as Water, while a ceiling holds it in place where you want it inside a machine.

Cold works in reverse. Snow dropped into deep Water turns it into Ice, while in shallow water the Snow is simply used up, and fire melts Ice back into Water. Snow comes from a Cryoblaster, which gives an endless supply, or from Frostbed terrain when you dig it.

Snow can also freeze Lava into Scoria, a terrain block that gives Cinder when broken. Lava can't be pumped, so moving it takes three steps: freeze it with Snow, dig out the Scoria for Cinder, and melt the Cinder with a direct flame, since passive heat won't do it. Lava is found in deep caves and destroys Fluxite and Redsoil, so keep those away from it.

How to grow Flowers and Bark in Sandustry

Flowers start with Seed, which a Kinetic Press produces. Water turns Seed into Wet Seed, and Wet Seed hangs in water rather than sinking the way plain Seed does. A Planter Box turns one Wet Seed into one Flower, and a plant that's still growing soaks up extra Wet Seed without wasting it.

Break a Flower's head and it drops 4 Amethelis and 1 Gold. Amethelis drifts sideways as it falls, so catch it with a wide opening or a fan rather than a single-tile funnel.

Bark works differently. Trees grow in Planter Boxes when they're fed Carbon Dioxide, and their trunks are Bark. Fire turns Bark into Burnt Bark, and destroying Burnt Bark gives you Charcoal.

How to make energy in Sandustry: Florinol, Copper and Steam

Florinol starts with Amethelis. Dry Amethelis comes out of a Steam Dryer, and fire burns it into Florin, at roughly two Dry Amethelis per Florin. A Condenser with cold above and Florin underneath turns Florin into Florinol and pays out 2 Gold for each one.

A Florinol Battery holds 16 energy. Once a battery is spent, its Florinol turns into Florinol Soil, which you can dig up or burn to get Florinol back.

Copper gives you a bigger store. Liquid Copper, made by smelting Copper, poured into a Copper Mold becomes a Power Brick holding 1,000 energy, and breaking the brick returns the 16 Copper it was made from. A Smelter needs heat from a Thermal Buffer or Lava to work.

Steam can make energy too. A Steam Turbine turns Steam into 10 energy for each unit, and it gives back Depleted Steam, which a Condenser turns into Water again.

Belts, launchers, filters and portals run without power. You only need energy for the machines that refine, extract or store things.

How to make Aura in Sandustry: Aurixite and Auralite

Aura is the one resource in the game you can't dig, burn or condense, so it comes out of one machine fed by another. A Synthesizer turns Florinol into Aurixite, a dense solid, and a Shaker splits Aurixite into Auralite.

Auralite placed in range of an Aura Extractor condenses into Auralite Crystal, which no hand tool can dig, shoot or melt. The extractor's nanobots break the crystal open to release Aura, and you steer them by clicking the extractor.

Wells must sit just outside the extractor's ring, because building them inside the radius stops them working. Prismaline builds up in storage while the extractor runs and a Prismaline Well releases it, and Gold Wells and Prismite Wells pull Gold and Prismite from the void at a steady rate.

If you pick up the extractor mid-crystallizing, the crystals are held and come back as Auralite when you rebuild it. A misplaced extractor doesn't mean starting over.

Silicon, Hydrogen, Acid and other refined materials in Sandustry

Dry Sand has a refined side too. A Magnet pulls Quartz and Blacksand out of it, and a Grinder turns Quartz into Silica. Silica and Charcoal go into a Reaction Chamber to make Silicon.

Blacksand goes into a Steam Dryer to make Gold Vapor and Magnetite. Gold Vapor can be condensed into Liquid Gold, and Magnetite feeds an Electromagnet, which uses it along with energy to create a steady magnetic field.

Grinders use 200 energy per element, and Electromagnets draw 200 energy as well, so get your power running first. An Electrolyzer splits Water into Hydrogen and Oxygen, and a Fuel Cell burns the Hydrogen to make energy. Gases move through Gas Pipes, a network of their own, and Oxygen feeds Oxyblob critters, which turn it into Carbon Dioxide.

Smelting Pentlandite Ore makes Liquid Nickel and Sulfur Dioxide. Liquid Nickel poured into a Nickel Mold becomes a high-capacity Power Cell, and Sulfur Dioxide mixed with Water makes Acid, which heat turns back into Sulfur Dioxide.

Void Petals mixed with Redsand make Voidbloom, which a Flux Emanator turns into Fluxite. Fluxite also turns up in small natural deposits.

FAQ

Q.

Can Launchers move Water or Lava?

Launchers can throw Gold and Residue, but Water and Lava can't be launched. Water can still be moved with a Pump, and a fully submerged Pump moves 16 pixels per tick, with every Pump on a network feeding every Liquid Vent on it.

Q.

Does Water disappear over time?

Loose droplets that never settle evaporate after about 45 seconds, so a stray splash won't stick around for long. It's better to route your water into a pool than let it spray around.

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