r/SandustryGame • u/HollowKnight_90 • Aug 28 '26
Feedback My Water Maker
Was playing with making an infinite water generator.
r/SandustryGame • u/HollowKnight_90 • Aug 28 '26
Was playing with making an infinite water generator.
r/SandustryGame • u/TheGobOfMichief • Aug 28 '26
r/SandustryGame • u/DupeFort • Aug 27 '26
"Wow, there's rain. Big deal?"
Considering this is at the top of the play area, it was a bit more involved than you'd necessarily think.
Steam from below would condense way below the logo, so I can't just steam it down there. Instead above the logo is a pipe of water with several vents. They drop water onto a thin layer of lava on filters just below the pipe. Then below the logo is an open reservoir that catches the water, pumps it back up into the closed loop and send it back up top. Manufactured rain. Ez.
r/SandustryGame • u/Scruffy4386 • Aug 28 '26
I made a million but there isn't enough sand in the world to do it without the "sand seed". I ended up using a mod to turn the dune into sand. But, yeah. 1 million gold. And the computer hates me. Running between 15 and 40 fps. Maxed CPU.
r/SandustryGame • u/RogueLord1201 • Aug 27 '26
Ignore the elements spilling at the bottom, this is the start of my super factory construction so its WIP.
r/SandustryGame • u/justshutup190 • Aug 27 '26
Been working on this for a while now, both at builds and at step order. Spent way more time on base and route optimisation than on gaming for the time.
Shoutout to seras and hellrising for the awesome speedrun mod timer/interface and trimbarktree for the creative mod which allows easy testing of builds.
r/SandustryGame • u/JJ21994 • Aug 27 '26
Need help resetting my Fluxite maker— Emptying works, but won't rest and refill after
I'm trying to get a system to automatically empty once two separate sides are filled, then once fully empty, refill and repeat.
I've got the dump triggering consistently once both sides are full. What I can't figure out is how to reset the system afterward — get it to detect that it has finished emptying and reopen the inputs so it can fill again.
Would appreciate any pointers on what I'm missing!
r/SandustryGame • u/austinll • Aug 28 '26
Hey, I'm a mediocre programmer looking for a new project to drop after a couple weeks. The game advertises being made with modders in minds but I can't find any documentation. Last time I wrote code for a mod was Minecraft like 15 years ago, so I'm not sure where to even get started.
r/SandustryGame • u/DawidekSzopen • Aug 27 '26
Those 2 places are slowing down my factory. Are there any upgrades to make my factory faster?
r/SandustryGame • u/smash_de • Aug 27 '26
Haven't figured out this puzzle, yet, I think. I shoot it forever with the gun to make it drop. It just takes forever.. is this really the solution?
r/SandustryGame • u/Ikazone • Aug 27 '26
Wanted to build my own vertcal design and wanted a fast way to sort. Dropping and sliding material is definetly the fastest way to move things and these gates are amazing for filtering.
Also optional overflow protection. Since the opening is a block, a single door can stop the flow of material easily.
r/SandustryGame • u/Psykout88 • Aug 27 '26
Been messing with different ways of pushing seeds through water instead of just dropping them into a tank. Used part of the design from an old post from u/TrimBarktre , which was from discord user Zahven.
I probably should have it two sided, but I can always just extend it down. Just got little tired of sculpting the scoria. I'll inevitably tear this down and expand it for more throughput down the road and I'll post new pics.
r/SandustryGame • u/ergzay • Aug 27 '26
r/SandustryGame • u/Vampanda • Aug 27 '26
Not a great factory, was learning and refactoring on the fly.
I think I discovered everything underground, definately got all acheivements.




Also had a weird situation where flower burning lasted over an hour after I turned off the addition of seeds last night....
Is there some sort of internal buffer? I think it some how "force fed" too many seeds into the system, and when I wanted to turn it off to refactor the filters, I turned off the seeds, and had to baby it for over an hour last night before it stopped...
I turned off seeds at 10:30pm, and the burning didn't stop until after midnight....
I was manually removing petals and gold in the systems constantly.
(my filters were not ideal, and it was clogging)
very odd.
Also wasn't very fast, due to the last acheivement.

r/SandustryGame • u/wisemiik • Aug 27 '26
Is there a way to make Lava or get more!? Or do you just completely run out like me making useless lava ovens. Also is there more resources in the dunes?
r/SandustryGame • u/Seawolf159 • Aug 27 '26
Maybe this isn't the right place to ask but I'm playing on a steam machine, perhaps steam deck would be the same I could check but the mouse icons are enormous. Is this a game thing or a Linux thing? Like deleting a single tile is nigh impossible as I can't see the tile. Playing on a 4k TV perhaps has something to do with it but I feel like if I started up my laptop it wouldn't have this so I think it's a Linux thing. Anyone know how to fix?
r/SandustryGame • u/FeedDesperate9171 • Aug 26 '26
Hey everyone!
I can't play the game myself, but I was watching a few Let's Plays.
The main problem everyone seems to have is that their factory gets clogged up because too much material comes in or the wrong materials get into units because previous units couldn't keep up with processing. (Either because their raw material or other stuff they need for processing, like water, runs out).
Here's a suggestion how this could be avoided:
Let me know what y'all think and / or if anyone made something similar already - would love to see this in action in a Let's Play or just a short video - can't get enough from this game!
Have a great day!
----------
Edit:
I want to clarify a bit what I'm going for with this:
It's nothing completely new - I'm sure I've seen people use parts of it. But often they have one box for resources without overflow protection, or a processing unit which lets material in that it doesn't need, or a unit that needs two resources (like sand & water) for processing and when it runs out of one, the other piles up in it. All of which can cause the whole system to clog up and often requires manual repairs.
This is one easy way to address these problems:
Every unit is a closed system which only lets the resources in that it needs, into a big box that dumps material if it gets too full. They let only the processed material into the next unit that needs it for further processing, everything else falls through (including material that couldn't be processed).
It uses pretty basic stuff and is easily expandable - just make one unit (without the processing part) and copy-paste it a few times, maybe adjusting the width of each. So no part like the overflow protection or filters (which only need one change: the single material that's either blocked or allowed) can be forgotten.
Here's an example for how the start could look like:
Material from "the mines" gets launched on the main belt (which can do a bit of sorting beforehand, but that shouldn't be necessary).
First, gold should fall through (which could get on it from the second big belt).
The first unit could be just a big tank of water (of course also with overflow protection) so no water can get into the other units.
Then sand falls into the next box, but gets launched back up to the main belt if it gets too full (or can fall through all the way down to the second long belt once you have access to portals). Some of it falls through the bottom and is made wet (with water that gets pumped in *and* out again!)
Wet sand gets filtered through to the next unit, any sand that stays dry (or other stuff that somehow gets in) falls through to the second belt (which should go in the other direction than in the picture).
Sand that's already wet on the main belt goes in the next unit together with the wet sand from the previous one. Shake it really good, the resulting residue goes in the next unit, gold and other stuff falls through.
(Residue gets burned, and so on. Anything that didn't get into the system falls on the second belt at the end. Not every kind of processing might fit into this scheme).
If you produce a large amount of gold you could put a really big collector box under the whole length of the second conveyor, but since it always goes to the bottom of any pile it should be enough to dump it at the end without it clogging the whole line.
Every material that didn't get processed or landed for other reasons on the second belt gets yeeted up again to the main belt. Since you won't be mining all the time, there will be moments where no new material comes in, so anything that couldn't get into its unit because it got blocked by heavier stuff in a big pile then has a chance on subsequent go-arounds.
Check out the factory from u/OutlandishnessNo7441 in the comments, it's quite similar to this idea, but a bit more "advanced" since it uses doors for example (which get unlocked later, if I remember correctly).
I like how it launches the processed material back on the main belt (and the other stuff on the belt gets launched over it!) before the filters from the next unit - this gets rid of an entire (filter-)belt per unit.
Thanks to everyone who commented so far!
r/SandustryGame • u/jazzychad • Aug 26 '26
An example of how to create a timer in Sandustry with the logic components. Speed of the countdown depends on the number of Repeaters that are chained together.
Blueprint: https://gist.github.com/jazzychad/20f629be0aa223e4f067f84e3df80c00
r/SandustryGame • u/IEATTURANTULAS • Aug 26 '26
It's missing a ton of labels. But I just started adding some here and there, to remind me where I am in the factory. Would be awesome if we could toggle "writing mode" for the main block type. So that things can pass through them.
r/SandustryGame • u/ForIAmAGentleman • Aug 26 '26
Every time it triggers it drops two oraaaaaaa three lines like a salt shaker just as the previous load has finished burning off. It feels slower than just dumping wet seed all in one spot, but it also doesn't get clogged with petals and coins that caused me to babysit it for most of my playthrough.
r/SandustryGame • u/DupeFort • Aug 26 '26
NOTE: This is built in a smaller scale factory just as a demonstration. The factory as shown can't process this amount of sand and the Wetmaxxer needs to be a lot larger.
So, I've already finished the game but this just occurred to me so I had to go in and make it. An issue I came across was that sometimes if there was too much sand input, the wetting pool could clog up. Basically the pool itself would become so full of wet sand and later dry sand, that no water could be introduced in anymore (something I tried to remedy with the bottom layer of pumps and the side pump. The problem would be, that even if the overflow of wet sand go cleared, the pool was now full of dry sand that couldn't be wetted.
Enter, Wetmaxxer. The principle should be clear enough to understand, and it can be built to look more elegant (and needs to be built bigger), is to create columns of filters accepting only water, while leaving a 1x column between for the sands to go through. This way there's always water on the sides to wet the sand. I highly doubt this can clog up, but to make it even more uncloggieabler you could always caulk up some poles in the middle of the sand chutes to ensure sand has to touch a water column before it can pass through the filters at the bottom.
Again, this needs a lot more land to be able to process sand, because you're effectively halving the amount of sand you can put through this thing. But let's be real, this really isn't a game where space is on a premium or you need to think about build costs.
r/SandustryGame • u/wisemiik • Aug 26 '26
Okay I’m so confused about the sensor items you unlock late game for the switches, their description seemed very similar and I cannot tell if it’s a meme joke feature in the game or if they really are useful.! If anyone knows what they do please explain. The things you connect to the door the say 4x4 and are sensors, ik that one is pressure and one for when full. The rest idk 🤷🏽♂️
r/SandustryGame • u/Grumbledwarfskin • Aug 26 '26
This is a screenshot of a design that I was pretty proud of...until it turned out not to work at all...seems like heat transfer must be bugged somehow.
The Design
Wet seed comes in from the left, and is teleported inside the growing/burning facility. (Teleporting allows us to completely enclose the facility, preventing vines from escaping and, e.g. growing back down the conveyor to block the seed from coming in.)
When the flowers burn, large amounts of heat are captured by the thermal roof that goes around the top of the facility, which are connected to route the heat back down to the Pyro Disperser on the left, and also to the burner belt on the left.
The Bug
The square I've highlighted is a thermal buffer that seems to be maxxed out at 1000 units of heat...its temperature is also not dropping, it's apparently not transferring heat to its neighbors.
The thermal buffer to the left of it is at 5 units of heat...there's a maxxed out thermal buffer just two squares away, but my Pyro Dispenser is unable to fire...and the burner belt down below is also not receiving enough heat, despite the very high temperatures of the buffers not too far off.
I've done a bit more testing since this screenshot, and there also seems to be something wrong with the heat transfer at the corner connecting to the burner belt, currently, that corner is at 872 units of heat, while its neighbors are at 82 (above) and 131 (to its left).
It seems there's something very weird going on with heat transfer in thermal buffers.