Walkthroughs / Sandustry / Sand-to-Fluxite Production Chain (v0.5.7)

Sand-to-Fluxite Production Chain (v0.5.7)

Turn unruly sand into a humming industrial beast with our Sandustry walkthrough—packed with smart build routes, clog fixes, water tricks, vault solutions, and field-tested factory advice.

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Sand-to-Fluxite Production Chain (v0.5.7)

Tested build: Sandustry v0.5.7, Update #4. World seed changes where Redsoil and its Redsand appear, but not the contact recipes listed below. This is a commissioning route, not one perfect footprint or permanent Early Access ratio. A buffer is a small holding bin between stages. A Filter is a belt that lets the selected material fall through while carrying other material onward.

You know the scene: the Shaker is humming, the belts are moving, and the Gold Collector contains nothing but disappointment. Test each handoff alone before joining the cells. Once every input and output behaves by itself, the loose belts can become a self-running industrial organism instead of an expensive sand sculpture.

Important v0.5.7 correction: Normal Flowers produce Gold and Amethelis. Amethelis belongs to the later drying and Florinol chain; it does not make Voidbloom in this build. Fluxite needs Void Petals from the separate Void Seed branch. Keep Amethelis and Void Petals in different bins even though both enjoy drifting wherever they please.

Material-Flow Diagram

Sand, Gold, Seed, and normal Flower branch:
1 Sand + 1 Water → 2 Wet Sand → Shaker → 1 Residue + Gold at about 25%
Residue + Fire → Burnt Residue at about 25% → 25-block-or-higher fall onto Kinetic Press → 1 Gold + 1 Seed
1 Seed + 1 Water → 1 Wet Seed → Planter Box → Flower → 1 Gold + 4 Amethelis

Separate Fluxite branch:
Tier 5 Void Rift → Void Seed → Planter Box → Void Flower Soil → destroy growth → Void Petals
Redsoil → dig → Redsand
1 Void Petal + 1 Redsand, touching vertically → 2 Voidbloom → top of Flux Emanator → 1 Fluxite per Voidbloom

Version check: Seeds → Flowers → Gold and Amethelis, but Amethelis ↛ Voidbloom in v0.5.7. Store Amethelis for the Florinol and Energy route. Send only Void Petals and Redsand to the Voidbloom mixer.

Commission Each Conversion Cell

  1. Wet Sand cell — deterministic. Input: 1 Sand and 1 Water. Interaction: direct contact in a sealed tray. Output: 2 Wet Sand. No fall height, heat, or special orientation is required. Test a tiny batch, close the Water feed, and watch the corners because Water can slip through diagonally touching blocks. Put a Wet Sand-only Filter and buffer below the tray, with a separate dry Sand return.

  2. Shaker cell — Gold is probabilistic. Input: Wet Sand on the top face of a Shaker. Output from every processed pixel: 1 Residue. Extra output: about a 25% chance for 1 Gold. Gold falls through the machine; Residue remains above and is slowly pushed toward the Shaker's facing side. Test a small batch. Moving Residue proves the machine is processing even if an unlucky batch produces no Gold. If neither output moves, clear the top and confirm the input is Wet Sand.

  3. Burning cell — about 25% Burnt Residue. Input: Residue. Interaction: ignition by Fire. Output: about a 25% chance for Burnt Residue; the rest burns away. A Flamethrower works manually. For automation, place Residue on top of a Burner Belt while a heated Thermal Buffer touches another side, or aim a Pyro Dispenser powered by a Thermal Buffer into the chamber. The recipe needs ignition, not a fall or material orientation. Test a contained pile before opening the Residue buffer. Keep Water, Seeds, Flowers, and the main belt outside unless industrial confetti was part of the blueprint.

  4. Kinetic Press cell — deterministic after a valid fall. Input: Burnt Residue falling onto the top face of a Kinetic Press. Place the release point at least 25 blocks above the impact face and keep the shaft clear. Output: exactly 1 Gold and 1 Seed for each valid impact. A short fall or wrong material rests on top and blocks later drops. Test one pixel first. Angled Launchers along the Press top can sweep failed material into a recovery bin without disturbing pixels still falling.

  5. Wet Seed cell — deterministic contact, awkward motion. Input: 1 Seed and 1 Water. Interaction: direct contact; no heat, height, or orientation requirement. Output: 1 Wet Seed, with the Water consumed. Wet Seed has the same density as Water, so it can remain suspended instead of sinking to the exit. Use a shallow cup, a tiny Water feed, and a Clearing Frame to push finished Wet Seeds toward their buffer. Loop dry Seeds back to the input instead of letting them enter the farm.

  6. Normal Flower cell — fixed head, variable growth path. Input: Wet Seed touching a Planter Box. Output after growth and harvest: a Flower head containing exactly 4 Amethelis and 1 Gold. No Water or heat is added during planting. Give the top and sides room, then enclose the plot before the first Seed arrives; a growing plant can wander through open space and absorb additional Wet Seeds. Destroy the finished Flower with a weapon or controlled Fire. Gold and Amethelis pass through the Planter Box, so build a wide catch below. Filter Gold toward a Collector and route drifting Amethelis into its own enclosed bin.

  7. Redsand source cell — location varies by world. Input: underground Redsoil, often found at middle to lower depths. Interaction: break it with any digging tool. Output: loose Redsand. Test a small patch and confirm the material before joining it to the Void line. Redsand needs its own Filter and metered hopper because a full Redsand chute can bury the much lighter Void Petals.

  8. Void Flower cell — do not plan from one captured batch. A Tier 5 Void Rift supplies Void Seeds. Void Seeds are separate from normal Seeds, need no Water, and cannot be moved by Launchers. Let one fall through a short enclosed gravity route onto its own Planter Box. When the Void Flower Soil finishes growing, destroy it; shooting the growth works. The destroyed soil releases a large spread of Void Petals that can pass through the Planter Box. Capture losses and plant shape can change what reaches the hopper, so measure several harvests before choosing a rate. Keep the reserve gated away from the harvest room because smoke and loose growth can erase or bury waiting Seeds.

  9. Voidbloom mixing cell — deterministic with vertical contact. Inputs: 1 Void Petal and 1 Redsand. Orientation: one material must land vertically on top of the other; either order works. Side-by-side contact does not force the reaction. Output: exactly 2 Voidbloom. Test two small hoppers feeding one enclosed drop shaft. Filter Voidbloom below and return unmatched Redsand and Void Petals to separate buffers. Do not substitute Amethelis.

  10. Flux Emanator cell — deterministic conversion, space-sensitive placement. Input: Voidbloom touching the top face of the Flux Emanator. Output: 1 Fluxite per Voidbloom, produced slowly beneath the machine. The Fluxite spreads outward in a roughly circular mass. Test one small batch over an open harvest chamber. If no space remains for another Fluxite pixel, growth stops and the repeated placement checks can hurt performance. Mine the mass before it reaches the chamber walls.

Buffers, Filters, and Safe Overflow

MaterialSeparate buffer or filterOverflow or disposal path
SandSand-only Filter into a dry hopperDry spill bay that cannot touch Water
WaterClosed tank with a gated drip or ventIsolated drain basin away from Sand and Seeds
Wet SandWet Sand-only Filter feeding Shaker topsReturn lane to the Shaker feed; quarantine mixtures
ResidueResidue-only cold buffer before FireSide dump that cannot backfill the Gold shaft
Burnt ResidueBurnt Residue-only gated hopper above the PressLauncher-swept recovery bin for another drop
GoldGold-only Filter route into CollectorsExtra Collector or isolated holding bin
SeedDry, fire-free Seed-only reserveGated reserve that cannot spill toward Planter Boxes
Wet SeedSmall live buffer with a Clearing FrameClosed recovery cup away from growing surfaces
FlowerWalled growth room; the room is its containment filterStop Wet Seed input, harvest, and clear loose growth
AmethelisAmethelis-only Filter or Fan route into a wide binSeparate Florinol-chain storage; never use the Void mixer
Void SeedShort enclosed gravity route from the Void RiftGated holding cell; do not use a Launcher
Void Flower SoilClosed Planter Box room with a wide catch belowStop Void Seed input before harvesting or clearing the room
Void PetalVoid Petal-only Filter into a wide sealed hopperPetal return loop or a separate reserve for the Void Juice branch
RedsandRedsand-only Filter and metered hopperReturn unmatched Redsand instead of burying the Petal lane
VoidbloomVoidbloom-only Filter directly above the EmanatorClose both mixer feeds when its bin is full
FluxiteOpen mining chamber below the EmanatorStop Voidbloom input and mine the growth before it meets the walls

Fast Stalled-Line Checks

  • No Wet Sand: close the Sand feed and test one Water drop. A leak or exposed Sand pile may be drinking the supply.
  • Shaker looks idle: look for Residue first. Residue proves processing even when the roughly 25% Gold roll misses.
  • No Burnt Residue: confirm the Residue actually ignites, then test a larger sealed batch. A few failed 25% rolls can look like a broken burner.
  • Press produces nothing: clear its top, then measure at least 25 blocks from the release point to the impact face.
  • Wet Seeds float forever: lower the Water level and use a Clearing Frame. More Water usually makes this clog fancier, not better.
  • Plants escape: stop both Seed feeds, close the room, remove loose growth, and repair every boundary before planting again.
  • Void materials touch but do not react: rebuild the junction as a vertical drop. Belts pushing the materials together sideways will not do the job.
  • Emanator stops: check its top for Voidbloom and its bottom for free growth space. Mine the Fluxite mass before blaming the machine.

If several buildings stop together, close every input gate, save, and reload once before rebuilding. Update #4 fixed several causes of buildings stopping, but its notes also warn that lingering errors may remain. Restart with the last proven test cell and reconnect one buffer at a time. Measure your own sustained yield after the full line settles; the Shaker roll, Residue burn, plant paths, capture losses, and physical pile shapes prevent one whole-chain ratio from matching every run.

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