Sandustry begins with a simple loop: excavate material, change its state, separate the useful output, and route everything away before it blocks the machine. Learn that loop on a small scale and the rest of the factory becomes easier to reason about.
The first ten minutes
Do not design a permanent megabase yet. Your opening objective is to unlock one machine and prove one repeatable process.
- Dig Sand. Use the starting tool to collect the most available raw material around you.
- Pan for Gold. Manual processing funds the first research unlocks.
- Unlock the Shaker for 20 Gold. This is the first machine that turns a hand-operated task into a production step.
- Build close to the work area. Short routes make direction and blocked outputs obvious.
| Step | Action | Target |
|---|---|---|
| 1 | Excavate Sand | Secure a steady raw input |
| 2 | Pan for Gold | Reach the first 20 Gold |
| 3 | Research Shaker | Unlock automated separation |
| 4 | Place a compact line | Make every input and output visible |
The opening loop is dig → separate → build. Later systems add more states and machines, but the diagnostic logic stays the same.
Your first production line
The first useful line combines Sand and Water into Wet Sand, then separates that mixture in a Shaker.
Feed Sand and Water at roughly a 1:1 ratio. Excess material remains in the system, so an uneven input eventually slows the line. Give both Shaker outputs somewhere to go: Gold can be collected, while Residue needs its own belt or storage route.
Keep this first line small. A compact build shows whether the mixture formed, whether the Shaker accepted it, and which output is backing up.
Logistics basics
Once machines exist, moving material between them becomes the central design problem.
| System | Use it for | Check first |
|---|---|---|
| Conveyor Belt | Continuous solid-material routes | Direction and free output space |
| Launcher | Crossing a short gap | Landing position and orientation |
| Filter | Separating mixed solid streams | Allow/Block rule on every branch |
| Pump + Pipe + Liquid Vent | Moving Water and other liquids | Source contact, missing pipe, vent direction |
A belt facing the wrong direction blocks everything behind it. A mixed stream without a Filter sends the right material to the wrong machine. A fluid network with one missing connection can look complete while delivering nothing.
A low-friction research order
- Shaker, 20 Gold: automate the first separation.
- Logistics, 30 Gold: move inputs and outputs without carrying each item.
- Filter, 250 Gold: keep mixed outputs on separate routes.
- Kinetic Press, 500 Gold: convert Burnt Residue into Gold and Seed.
After the Kinetic Press, choose research according to the current bottleneck: storage, fluid transport, heat, mobility, or deeper excavation. Costs can change during Early Access, so treat the in-game Research panel as authoritative.
Three failure checks
1. The Shaker stops
Inspect the output before changing the input. Clear the blocked item, add storage or another route, and make output capacity at least as fast as incoming material.
2. Materials arrive in the wrong place
Trace the stream backward from the incorrect storage. Add a Filter before branches merge and verify its Allow/Block rule with one material at a time.
3. The water line runs dry
Follow the entire Pump → Pipe → Liquid Vent chain. Confirm the Pump touches a valid source, every segment connects, and the Vent points toward the intended process.
Change one variable at a time. When you rebuild three systems at once, you lose the evidence that identifies the actual bottleneck.
