Automation

How to Build an Efficient Sandustry Processing Plant from Scratch

Quick answer

Learn how to design, automate, and optimize a Sandustry processing plant with shakers, conveyors, filters, and slag burners for maximum gold output.

Review record
Published: Last reviewed: Patch-sensitive facts are marked for recheck

Why Your First Factory Matters

Sandustry turns a simple premise—dig sand, wet it, shake out gold—into a deeply satisfying automation challenge. But building your first Sandustry processing plant is where the game truly clicks. A well-designed processing plant transforms manual shoveling into a self-sustaining factory that churns out gold while you focus on exploration and expansion. Whether you're working through the demo or diving into Early Access, understanding how buildings interact, how materials flow, and where bottlenecks hide will make or break your operation.

The core loop is deceptively straightforward: mine sand with your shovel or gun, dump it into water to create wet sand, feed that wet sand onto a Shaker, and collect the gold. But scaling that loop into a fully automated Sandustry processing plant requires careful planning around logistics, water management, and byproduct handling.

Core Buildings Every Processing Plant Needs

Your factory rises or falls based on which buildings you unlock and how you arrange them. Research milestones gate access to critical machinery, so spending gold wisely early on determines how quickly your operation scales.

BuildingResearch TierPrimary FunctionUnlock Cost (Gold)
ShakerRefiningSeparates Wet Sand into Gold + SlagTutorial (Free)
ConveyorLogisticsSteady horizontal material transport500
LauncherLogisticsVertical/diagonal material launching500
FilterFiltersDensity-based material separationPost-Guns
Kinetic Slag PressRefining IIProcesses burnt slag into gold + spores1,000
FlamethrowerToolsBurns slag, melts ice, vaporizes waterPost-Guns
Pipes & PumpsFluidsLiquid transport and flood control1,000+
Drones (Digger/Hauler)DronesAutomated bulk material relocationLate-game

The Shaker: Your First Real Machine

According to community reports, the Shaker yields approximately 20–25% gold from wet sand input. Built on a diagonal frame, it accepts wet sand from above and splits outputs—gold and slag—downstream. Feed consistency matters more than raw volume. A starved Shaker wastes floor space, while one overloaded with dry sand produces nothing useful.

Player experience suggests pairing Shakers with Conveyors and Launchers so wet sand arrives steadily from your water line, while both gold and slag route automatically to their respective storage zones.

Conveyors vs. Launchers: Knowing the Difference

Both unlock under the Logistics milestone, but they serve distinct purposes:

  • Conveyors handle steady horizontal flow. They're reliable but require clear, flat paths—any debris on the belt halts construction and flow.
  • Launchers throw materials vertically or diagonally, making them essential for cliff crossings and multi-level factories. They can even be built through existing material piles, queuing construction until the path clears.

One common mistake players report: Conveyors and Launchers look nearly identical in the build menu, leading to frequent misplacement. Double-check before committing gold.

Designing Your Factory Layout

A productive Sandustry processing plant follows a logical flow from mining to storage. Here's a proven layout strategy based on player experience:

Stage 1: Mining and Wetting

StepActionKey Consideration
1Dig sand using shovel or gunConserve water—it's finite per pool
2Transport sand to water poolUse launchers for vertical lifts
3Submerge sand to create wet sandMonitor water levels constantly
4Move wet sand to Shaker feed lineConveyors preferred for steady flow

Stage 2: Shaking and Gold Collection

Place Shakers diagonally so gravity assists material flow. Route gold outputs into collector boxes—expandable storage that visually fills as gold accumulates. Community testing shows that multiple Shakers fed in parallel handle throughput spikes better than a single overloaded unit.

Stage 3: Slag Management

Slag is the inevitable byproduct of gold extraction, and it piles up fast. Unmanaged slag will clog your entire production line, backing up Shakers and stalling gold output. Three approaches work well:

  • Containment pens: Build dedicated slag pits away from active processing
  • Launcher relays: Use launchers to fling slag to remote piles, keeping main lines clear
  • Burning: Unlock the Flamethrower to burn slag, drastically reducing its volume before further processing

Advanced Processing: Slag, Filters, and Fluids

Once your basic Sandustry processing plant is running, the real optimization begins. Mid-game research unlocks transform slag from a nuisance into a secondary revenue stream.

The Kinetic Slag Press Workflow

The Kinetic Slag Press takes burnt slag and produces additional gold plus spores. However, it requires a specific input chain:

  1. Raw slag must be burned with the Flamethrower first
  2. Burnt slag travels via conveyor to the press
  3. The press drops material a set distance to function
  4. Outputs split into gold (filter through) and spores (store separately)
InputProcessOutputByproduct
Wet SandShakerGold (20–25%)Raw Slag
Raw SlagFlamethrower burnBurnt SlagVolume reduction
Burnt SlagKinetic Slag PressGold (bonus)Spores

Filters: Density-Based Sorting

Filters exploit material density differences to separate mixed piles automatically. Community density charts rank materials from lightest to heaviest:

  • Sand (lightest)
  • Wet Sand
  • Slag
  • RedSand
  • Lava
  • Gold (heaviest)

Setting a filter to allow only slag through, for example, lets wet sand bypass upward for reprocessing while slag drops down to the burner. This loop approach dramatically improves efficiency and reduces manual intervention.

Water Management: The Hidden Bottleneck

Water is the most overlooked constraint in any Sandustry processing plant. Sand consumes water to become wet sand, meaning every gold cycle drains your water supply. When pools run dry, production stops entirely.

Player experience reveals several solutions:

  • Steam-to-rain conversion: Heating water with the Flamethrower creates steam, which rises and converts to rain—effectively recycling water
  • Pipes and pumps: Transport water from remote caverns to your processing basin
  • Ice melting: Underground ice deposits provide additional water when melted
  • Exploration: Larger water caverns exist deeper underground, often behind frost bed or crack stone barriers

Common Pitfalls and How to Avoid Them

Even experienced factory builders stumble in Sandustry's physics-driven sandbox. Here are the most reported issues:

ProblemCauseSolution
Shaker produces nothingDry sand on feed lineFilter wet sand only; check water supply
Slag overflows everywhereNo containment or burningBuild dedicated slag pits; unlock Flamethrower
Conveyor stops randomlyDebris blocking belt pathClear obstacles; queue builds for auto-placement
Water pool runs dryOver-mining without recyclingUse steam-to-rain loop; pump from remote sources
Spores accumulateNo disposal systemBurn spores or store in dedicated collection area
Can't reach deep resourcesCrack stone blocks pathUnlock rocket launcher (Guns II research)

Tips for Scaling Up

  • Unlock Fluxite upgrades early: Destroying Fluxite deposits grants immediate inventory upgrades—material scanner, thrust amplifier, rapid fire, and more
  • Build contingencies into layouts: Leave space for additional Shakers and conveyors before you need them
  • Use launchers creatively: They can build through obstacles and serve as emergency material movers
  • Explore aggressively: Underground caverns hide artifacts, massive sand deposits, and water sources critical to expansion
  • Layer your filters: Three-tier filter systems separate wet sand, slag, and gold simultaneously for hands-off operation

Research Priority Roadmap

Spending gold efficiently accelerates your path to full automation. Based on community tier lists and player experience, here's a recommended unlock order:

PriorityResearchCostWhy It Matters
1Logistics (Conveyors + Launchers)500Enables all automation
2Guns500Long-range mining; unlocks upgrade path
3Tools (Flamethrower)Post-GunsBurns slag; melts ice; vaporizes water
4FiltersPost-GunsAutomated material separation
5Refining II (Kinetic Slag Press)1,000Bonus gold from slag
6Pipes, Pumps & Liquid Vents1,000+Water transport and recycling
7Guns II (Rocket Launcher)1,000+Breaks crack stone; accesses deep caverns
8DronesLate-gameAutomated hauling for deep pit operations

Sandustry launched into Early Access on August 13, 2026, across Steam, GOG, and Game Pass, with a 35% launch discount and support for Mac and Linux. The full roadmap promises additional buildings and deeper automation systems beyond what the demo and current EA build offer.

FAQ

What is a Sandustry processing plant and why do I need one?

A Sandustry processing plant is an automated factory system that converts raw sand into gold through a chain of buildings—Shakers, conveyors, filters, and slag burners. Without one, you're stuck manually shoveling sand, which becomes unsustainable as resource demands scale.

How do I stop slag from overflowing my factory?

Build dedicated slag containment pits away from active Shaker lines, use launchers to relocate slag to remote piles, and unlock the Flamethrower to burn slag before processing it through the Kinetic Slag Press for bonus gold.

What's the best way to manage water in a Sandustry processing plant?

Water is finite per pool, so recycle it using the steam-to-rain loop—heating water creates steam that rises and returns as rain. Additionally, unlock pipes and pumps to transport water from remote underground caverns to your processing basin.

When should I invest in drones versus conveyors?

Drones become worthwhile when haul distance or vertical depth makes conveyor belts impractical. For early and mid-game operations, conveyors and launchers handle most material transport needs at lower cost. Reserve drone investment for deep pit mining where belt length becomes excessive.