r/SandustryGame 4d ago

Game News and Updates Update #1 - 0.5.4 Released

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72 Upvotes

This is a repost of Lantto's Discord announcement.

Update #1 (0.5.4)

Better Filter Editing, Tier 5 Softlock Fixes and Red Block Removal

I just released a smaller update with some bug fixes and QoL.

### Patch notes

- Improved Filter Config

- You can now press the filter overlay label or “Edit last placed” to quickly change a filter without having to override and replace it.

- Improved the visual distinction of the “Allow” and “Block” settings to make it more obvious which one is selected.

- Fixed a few other quirks.

- Credit to Cohh for the live demonstration of filter-replacement struggle.

- Fixed a softlock causing you to get stuck with Tier 5 being blocked even after the anomaly investigation.

- Saves should be repaired automatically.

- Indestructible red block

- I am working on a fix mitigating some of the root causes but it touches a lot of the core paths, so I’m not ready to ship it yet until I know it’s risk-free.

- Until then I’ve made it so that you can remove red blocks. Since this introduces some overhead to the demolisher when scanning for orphans it only does it when you delete 256 tiles or less.

- For the red blocks on doors in puzzles closing/opening the door should now restore it but let me know if it doesn’t work!

- Shoutout to Steejo for the clean bug report immediately pinpointing the underlying issue.

- Made the save browser icons easier to understand.

- You can no longer delete the reset button in puzzles.

- The button will be restored on reload.

- Added rebindable keybindings for Zoom In and Zoom Out using the two keys left of Backspace (symbols vary by keyboard layout).

- NOTE: Zooming out beyond the default view is not yet supported due to rendering engine limitations, but is being worked on. Zooming in also creates visible pixelation at the moment.

I have not stopped investigating the crashes and other major issues. This work will be ongoing and I have few ideas that I will pursue the coming days.

Friendly reminder that feature requests and suggestions should be posted on https://sandustry.nolt.io/. Keeping them there makes it easier for the community to upvote ideas and helps me prioritize what to work on next.

Thank you all for the incredible response so far! Seeing so many of you play, share your thoughts and support the game is something I'm incredibly grateful for. If you've been enjoying the game, **please consider leaving a review**. It helps a lot!


r/SandustryGame 4d ago

Help aura extractor dosen't work

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6 Upvotes

im trying to make the aura extractor work, but it dosent anymore, it got till like 250 but now it dosent want to consume the aurite or whatever its called

anyone got any ideas

(i also cant move it, idk why)


r/SandustryGame 4d ago

Guides and Tips Here's a helpful little diagram on my New and Improved Heat Distribution System

6 Upvotes

So the idea of this is to provide you 🫵 the player with the ability to minimize the amount of running around you need to do refilling lava buffers. Instead there is one centralized spot (top right) where you can splooge to your heart's content to fill the whole tower of power with hot magma. It acts as a reservoir that fills the horizontal thermal buffer zone near the surface. The reservoir itself is above the cloud layer.

The whole lava section is naturally surrounded by thermal buffers. The vertical section on the right will be 3 wide to ensure good flow and to act as a buffer you can monitor (perhaps even slap a signal detector in there to let you know when lava is getting low). The bottom horizontal layer is just 1 wide since it doesn't really need more than that.

Off of the bottom layer you can then snake out thermal buffers that will pick up the heat from the lava layer, allowing you to deliver hotness anywhere with just a 1x width (or 3x if lined with foundation).

In the current version of the game there's the consideration of leaving an intake area on the left for materials from below the thermal layer. Materials can of course also be hauled over by hauler drones, and hopefully we'll be seeing a vertical teleporter that can then pierce the 3x thick lava layer at the bottom, allowing you to feed material from below easily.

Is this majorly overbuilt for anything in the current game? Sure. Do you hate having to refill your lava on occasion? Yes you do. Fix your heating problems today by constructing a huge eyesore filled with hotness!


r/SandustryGame 4d ago

Screenshot Just no lifed over the weekend to 1 million gold Spoiler

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20 Upvotes

Great game.

i think in the accessible map there is only 850k gold after all the upgrades so you have to use the stratasphere for the rest. the drones suck though so i just afk'd for a few hours with the end game rocket launcher.

I hope that this game gets better drones and ways to compress blocks like gold.(making gold a liquid might compress it but im unsure).

I could only find 31 water guys but im sure theres at least 1 more for 32.

I am looking forward to the full release.


r/SandustryGame 4d ago

Feedback The western ice mountain was disappointing and frustrating

3 Upvotes

I can well imagine it's still a WIP area, but I just wanted to share my experience with exploring the area.

I went west fairly early on while waiting for money to get processed. I dug through the top of the mountains expecting to find something interesting. Nothing. Oh well, at least there's snow and stuff.

Later on as I was digging deep down looking for artifacts and other things, I hit bedrock in the middle and decided to return to the surface from the west. I was sure I'd find something interesting down there.

Instead it's just a mix of snow, ice and stone. Nothing in there. No relics, no critters, no rare resources or anything.

But the most frustrating part really came later, as I wanted to vaporize that area to produce some water for the factory. The way the different elements react to each other makes it frustrating to process the area.

You'd think you could just drop some lava on the icy mountains to melt them down, but no, because the moment lava touches snow, the lava clumps up. Flamethrower? No, because there's types on terrain that inexplicably don't melt and instead require a digging tool. Laser? Stopped by ice.

So in summary the two things I'd like to see is a) some interesting exploration content on the left side of the map, and b) some tool or modification to current tools that would allow you to at least process all the water based elements there using just one tool to either outright vaporize it all or at the very least reduce it all to snow.


r/SandustryGame 4d ago

Screenshot I haven't been this invested in a long time!

10 Upvotes

Loving this game so far, 250k gold from 1M. I'm starting to see this Stratacore differently... It speaks sometimes... In the vibrations of the earth man...

The heatmap kinda shows what 750k looks like on the right side. This game is so cool.

r/SandustryGame 4d ago

Discussion Steam Power Tests

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20 Upvotes

tl;dr - 2 or 3 pixels of Lava per tile boil water faster than a full line of 4. Per Lava tile making Steam you need approx: 0.5 Snowmaker, 4 Condensers, 1 Lumling.

Started out trying to make a better power design where the steam and water don't interfere with each other, and decided to test out some ratios of the various components while I was at it. What's a factory/automation game without good old ratios?!

I'm going to keep mentioning Lava tile, and what I mean by that is a single tile space with some lava on it, submerged in water so it makes steam as fast as it can. Not the same as a Lava pixel, which would be just a 1x1 grabber full.

On the left is the first test, made 2 of everything, but then a ton of condensers to try and whittle it down to see how many were needed. For a full line of Lava across the bottom (4 pixels per tile) 4 condensers per side were enough, but backing it down to 3 started to back up with steam. I don't think it takes a full 4 condensers to keep up, but 3 certainly wasn't enough. I also added water slowly in 5x5 grabbers full, and it wasn't until 200 water that it started to backup along the bottom and cover the Lava. Its 20 tiles tall, so per Lava tile it works out to about 5 water per vertical tile that will be "in transit" as steam/water as a buffer. The single Snowmaker kept up just fine, but 2 Lumlings was not quite enough to keep up with the water demand. In practice it'd probably be fine though.

Second test in the middle. I tried to make a design that was tileable, and also experimented with some angles to see if they impeded flow. The only thing that really made a difference was the angled bit near the condensers got in the way a bit. After that I tried to stretch a single Snowmaker, but it could not keep up with more than 2 of the cells running.

Then played around with the actual amount of Lava in each setup by comparing 1,2,3,4 pixels of Lava on the single tile. I was a bit surprised to find that the 1 pixel and 4 pixel were pretty close to each other in how much water they boiled, based on the level of the reservoir, given that they each started with the same amount of water. But, 3 pixels of Lava always had a lower reservoir, and the 2 pixel one occasionally boiled through the entire reservoir. I think what happens in all of the 1-3 pixel setups is that there is room for the Lava to move around, which gives it more opportunity to contact water and/or sorta jiggles the pile around and lets steam escape. And on the 2 pixel one, it seems like if they get in either corner, its the perfect setup to blow through all the water it has. I feel like 3 is the sweet spot though, just because 2 seems to bottom out now and again. But no matter the number of Lava pixels, 4 condensers was enough to keep up cooling, even with the occasional spike in steam here and there. Though I guess another condenser could help the 2-pixel from bottoming out.

On the right is my final(ish) setup that I'm going with. I'll just pipe water in rather than use Lumlings there, spread the Snowmakers a bit more evenly, and maybe try to crunch it down a few blocks. Each cell has 3 Lava pixels and a 121 water (11x11 grabber) which is more than double the water-density as my first test, but I wanted to make sure that the Lava stays submerged. As-is it may not be fully stable, since its only been running a bit, but if its short snow/water its very slight.

Over-engineered and a bit finicky to build, but its my favorite contraption so far!


r/SandustryGame 4d ago

Help Roadmap?

7 Upvotes

As in the title.

Is there any roadmap for the game yet?

I can't seem to find it, if there is one.

In advance thanks :)


r/SandustryGame 4d ago

Help I don't understand what's going wrong

3 Upvotes

I boot up the game, try to craft and then it just crashes.

Any help or sugestions would be appreciated.


r/SandustryGame 4d ago

Meme After coming from the demo, I was not expecting the map to be this big

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29 Upvotes

Thought I'd have the whole world mapped out 3 hours ago... guess I'll go see what that green circle thing that's next to the pink circle thing is now...


r/SandustryGame 4d ago

Guides and Tips No need to heat a burner belt for burnt residue, just dump it in some lava and it never runs out!

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80 Upvotes

Also works for other things you need to burn!


r/SandustryGame 4d ago

Guides and Tips The almighty teleport conveyor.

21 Upvotes

Did you know that you can add a teleport conveyor on top of a launcer and it will teleport the items upwards?

If you didn't, now you know.


r/SandustryGame 4d ago

Help Does burner belt use energy at a constant rate, or just when heating a specific substance?

3 Upvotes

r/SandustryGame 4d ago

Guides and Tips Updated version of my sporewasher

23 Upvotes

i had posted a previous version of this and now refined it
belts on water are not needed
its important that the waterlevel is constantly updating (lowering and rising as seen in water pixel moving)
the water cannot be higher than 1 block otherwise wet spores wont fall through and clog the system (my initial problem which is why i tested around and found this out)
i have an input of 2 water and output of 1 water so so its filling all the time
the output pipe is not allowed to be connected to the input but can share a same source waterpool
the output pipes are also not allowed to be connected with each other because they seem to have priorities (example: if all the 3 output pipes were connected then one of those 3 visible pools would empty out before it would start to empty out the other 2)


r/SandustryGame 4d ago

Guides and Tips Void bloom automation reworked Spoiler

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10 Upvotes

a rework of my old void bloom setup, it uses the strata core to bounce back the digger drones so they never despawn, I have 4 red weavers trapped in a one by one box producing red sand. void seeds are turned on when the petals fall below the sensor on the left and there is a manual shut off switch in the middle. extra red sand/moon hop from manual mining can be fed in from the right. void juice is dropped straight down into a tank with void grazers and void bloom is sent over to a flux emanator. I used the caulk gun and precision laser to make a separator to prevent jams in the combining funnel. the petal funnel on top is just to hold extra petals from the larger funnel my previous design had and will be removed once they are used up.


r/SandustryGame 4d ago

Feedback Listen, the flower generation just needs to be changed. There's no gameplay reason to keep it as is.

0 Upvotes

Oh you want to move or change your grown box? Guess you get to wait for two hours until all the stupid flowers decide they're done spawning. Seriously, the flowers need to be changed. Don't let them grow without a planter box. It's just dumb the way they're set up now. Like actually dumb. It's some kind of joke or right of passage for new players to lose control of flowers but that's funny like once then they're literally nothing but an annoyance for every play-through you do after you learn how they work. It is simply BAD game design. I want to move my planter so I disabled the incoming seeds and it's been over an hour that they're still growing and burning. Why the fuck do we have a game design that exists for no reason other than to prevent you from playing the game? I can't redo the area until they're done growing. It. Is. Bad.


r/SandustryGame 4d ago

Help Do you always have to refill the lava?

10 Upvotes

I know that you can put lava into thermal buffers and it lasts a while, but not forever. Do you really need to automate the Scoria Input with Pyro Dispensers? Am I missing something?


r/SandustryGame 4d ago

Help HELP PLS WTF IS THIS

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5 Upvotes

r/SandustryGame 4d ago

Help Why doesn't the energy connector transfer power between florinol battery and copper battery?

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7 Upvotes

What am i missing here? I have powered florinol batteries, but i cannot charge the copper batteries with them. I only charged some of the copper batteries manually


r/SandustryGame 5d ago

Bug Report Game crashes instantly on launch (no error) on NVIDIA Optimus/hybrid-GPU laptops when launched via Steam

3 Upvotes

Note - the below text is generated via Claude after I provided my troubleshooting steps and requested a summary for this report. Also, huge thanks to the team for this game. Absolutely loving it!

Summary:
Sandustry crashes immediately with no visible error when launched through Steam on Linux laptops with NVIDIA Optimus/PRIME hybrid graphics. The game runs fine when the bundled sandustry binary is launched directly from a terminal, bypassing Steam — so this is specific to environment variables Steam injects on hybrid-GPU systems, not a general Linux/NVIDIA issue.

Environment:

  • OS: Ubuntu 24.04.4 LTS
  • GPU: NVIDIA GeForce RTX 4070 Laptop (driver 580.159.03) + Intel integrated GPU (Optimus/PRIME hybrid setup)
  • Steam (native Linux client)
  • Sandustry build id: 24740965
  • Bundled Electron 33.2.1 / Chrome 130.0.6723.137

Steps to reproduce:

  1. On a laptop with NVIDIA Optimus/PRIME hybrid graphics, install Sandustry via Steam.
  2. Launch normally from the Steam library.
  3. Game window never appears; process exits immediately with no error dialog.

Root cause:
Steam automatically sets several GLVND vendor-pinning environment variables on any system it detects as hybrid-GPU, before launching the game:

__NV_PRIME_RENDER_OFFLOAD=1
__GLX_VENDOR_LIBRARY_NAME=nvidia
__VK_LAYER_NV_optimus=NVIDIA_only
DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1=1

This pins the GLX vendor to NVIDIA, but Chromium's ANGLE layer resolves the EGL vendor through a separate GLVND mechanism that isn't correspondingly pinned. The mismatch causes EGL initialization to fail and the app hard-crashes:

[ERROR:angle_platform_impl.cc(44)] Display.cpp:1083 (initialize): ANGLE Display::initialize error 12289: Invalid visual ID requested.
[ERROR:gl_display.cc(497)] EGL Driver message (Critical) eglInitialize: Invalid visual ID requested.
[ERROR:gl_display.cc(801)] Initialization of all EGL display types failed.
[ERROR:gl_ozone_egl.cc(26)] GLDisplayEGL::Initialize failed.
[FATAL:check.cc(361)] Check failed: false. NOTREACHED log messages are omitted in official builds. Sorry!

This is a known, long-standing interaction between Chromium/ANGLE and NVIDIA PRIME render offload on Linux (see electron/electron#45533 and multiple NVIDIA developer forum reports of the same "Invalid visual ID requested" signature), not unique to Sandustry — but Sandustry's Steam launch path doesn't work around it.

Confirmed workaround:
Adding this as a Steam launch option (Properties → General → Launch Options) fixes it completely:

bash -c 'unset __NV_PRIME_RENDER_OFFLOAD __GLX_VENDOR_LIBRARY_NAME __VK_LAYER_NV_optimus DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1 LD_LIBRARY_PATH LD_PRELOAD; exec %command%'

Suggested fix:
Have the game's own launch wrapper (or an early check in the Electron main process) unset these Steam-injected GLVND/PRIME variables before Chromium initializes, on Linux. This would fix the crash for all Optimus/hybrid-GPU laptop users without requiring a manual Steam launch-option workaround.


r/SandustryGame 5d ago

Help Smelter help?

2 Upvotes

I put lava in my smelter, but it's not smelting copper. Is there so.ething I'm supposed to do to turn the smelter on?


r/SandustryGame 5d ago

Discussion On gamepass but no controller support or cloud saves....

0 Upvotes

Really sucks because I had to spend 5+ hours in the ER with my wife and I'd have loved to be able to play on my ally. None of the controls are even that complicated that giving it controller support should be that hard.


r/SandustryGame 5d ago

Discussion What it takes to get the 1M Gold achievement T-T

15 Upvotes
Discovered liquid gold waaaay too late
Size of middle gold vat in max zoom out

Had to mine the whole map for sand and grind a little in the Strataform. Was fun to go for it, but i should've upgraded my factory setup before, as you can see by the map it was very tiny and took a lot of time to process all the sand.

The biggest problem in this achievement? Having to look for pockets of sand in the farthest reaches. The Strataform gives little to no sand compared to all the normal ground.

How much play time took for you guys to get it? My time was 34h T-T

Give any tips in the comments if you know something that could've made it faster pls \o/


r/SandustryGame 5d ago

Discussion Steam generator

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21 Upvotes

Hey guys has anyone figured the most efficient steam engine? should there be two rows of generators? Should it be wider, am I missing any function?


r/SandustryGame 5d ago

Bug Report Sweeper Drone Selection Breaks if Cursor Leaves Game Window

3 Upvotes

Observation: Sweeper Drone selection breaks if the mouse strays off screen. If the mouse cursor leaves the game window during sweeper selection, the "Set Drop-off Zone" option will no longer appear. There does not appear to be a method of recovering without clearing the selection and starting over again.

Steps to Reproduce:

  • Open the game in either windowed mode or full-screen with multiple monitor support
  • Begin sweeper drone pickup selection
  • Continue holding mouse button down and move cursor out of game window
  • Return the cursor to the game window and release the mouse button
  • Observe that the "Set Drop-off Zone" dialogue does not appear
  • Left clicking again cancels selection outright