Sandustry Blueprints & Factory Build Map
Quick answer
A Sandustry blueprints and factory build-map guide for placing zones, service lanes, routes, and exploration paths after the factory build logic is clear.
Sandustry Blueprints and Factory Build Map
Use this Sandustry blueprints and factory build-map guide for placement decisions: where factory zones sit, where service lanes fit, where fluids are isolated, and how exploration routes avoid crossing the main production line. It is not a fixed official challenge map, not a full blueprint library, and it should not replace a complete factory layout.
For Sandustry factory builds, layouts, and general blueprints, start with Factory Builds and Layouts. Return to this Factory Build Map when you need blueprint placement, routes, location checks, or separation between factory modules.
How to Read a Sandustry Build Map
Every Sandustry build map should answer four placement questions before you copy it into a save:
| Map field | What to verify |
|---|---|
| Input edge | Where Sand, Water, Residue, heat, or fluids enter the zone |
| Output edge | Where Gold, Seed, Steam, byproducts, or overflow leave the zone |
| Service lane | How you reach blocked Filters, machines, or fall shafts |
| Expansion space | Where the second copy of the same zone can fit |
If a shared map only shows the finished shape, translate it into those fields first. The placement is not reliable until every input, output, route, and service lane has a destination. Treat screenshots as ideas, then convert them into a checked build-map plan.
Core Zones to Mark
| Zone | Main materials | Why it needs space |
|---|---|---|
| Sand intake | Sand, Water, Wet Sand | Lets you control how much Wet Sand reaches Shakers |
| Shaker line | Wet Sand, Gold, Residue | Needs separate output paths |
| Residue storage | Residue | Prevents byproduct piles from burying the factory |
| Burn zone | Residue, Burnt Residue, fire or Lava | Needs containment and maintenance access |
| Press tower | Burnt Residue, Gold, Seed | Needs a 25+ block drop and clear output space |
| Fluid lane | Water, Steam, Snow, Lava | Reactions can flood or heat nearby areas |
| Exploration route | Fluxite, artifacts, caverns | Keeps player travel separate from factory belts |
Starter Build Map
Start with a small rectangle, not a full megabase. A reliable starter Sandustry build map has one intake zone, one processor zone, one byproduct route, and enough service space to clear blocked material:
- Put the Water basin on one side.
- Feed Sand into the basin and let Wet Sand leave in a thin stream.
- Place Shakers with room below or beside them for Gold and Residue separation.
- Send Gold to collectors immediately.
- Send Residue to a side bin, not back through the Wet Sand input.
Once that works without clogging, add a burn zone and Kinetic Press tower as a separate module. Keep each module readable enough that you can compare it with another placement later.
Press Tower Placement
The Kinetic Press is vertical-space hungry. Burnt Residue needs a long fall, and failed particles can sit on top of the machine. Do not squeeze the tower into the center of your first factory.
Good map placement:
- Put the tower near the edge of the main factory.
- Leave a service shaft so you can clear blocked material.
- Keep Seeds away from Gold collectors until you deliberately route them into Water.
- Put the burn zone before the tower, not directly over the Shaker output.
See Kinetic Press Setup for the machine-specific layout.
Fluid and Thermal Space
Water, Steam, Lava, and Snow deserve their own lanes. They are useful, but they also create the easiest-to-miss failures because they move differently from solid materials.
Reserve space for:
- A Water basin that can be expanded.
- Pipe and Pump access once unlocked.
- A Steam path with enough vertical room to condense.
- Lava or fire chambers separated from conveyors carrying Gold or Seeds.
For current Lava behavior, use the Lava guide. For Water, use the Water guide.
Old Production Terms
If you are following an older build map, translate the resource names before copying it:
| Older map label | Current label |
|---|---|
| Slag pit | Residue pit |
| Burnt Slag lane | Burnt Residue lane |
| Kinetic Slag Press | Kinetic Press |
| Spore overflow | Seed output |
| Wet Spore bath | Wet Seed lane |
Do not copy a layout that depends on "Wet Spores + Red Sand" or "Flower Box" unless you have verified it in your current build. The current official chain uses Seed -> Wet Seed -> Planter Box -> Flower for the basic plant branch, and Void Petal + Redsand for Voidbloom.
Build Map Checklist
| Question | Pass condition |
|---|---|
| Can every blocked material leave the filter? | Yes, via side lane, storage, or return loop |
| Can you reach every machine? | Yes, without dismantling the line |
| Does every output have a destination? | Gold, Residue, Burnt Residue, and Seed are all separated |
| Are thermal reactions isolated? | Fire and Lava cannot spread into core logistics |
| Is exploration traffic separate? | The player can move without crossing every conveyor |
Sources
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