Sandustry Slag: Current Residue Chain and Old Name Clarification
Quick answer
Clarifies old Slag terminology and maps it to the current official Residue and Burnt Residue processing chain.
Quick Answer
If you are searching for Sandustry Slag, the current Hooded Horse Official Wiki uses the names Residue and Burnt Residue for this production chain. Wet Sand on a Shaker produces Gold and Residue. Burning Residue creates Burnt Residue at roughly a 4:1 rate, and dropping Burnt Residue through a Kinetic Press from at least 25 blocks produces 1 Gold and 1 Seed.
This page keeps the old Slag search wording because many players and older pages still use it, but the actionable setup should follow the current Residue names used across the materials guide and recipes page.
Current Chain
| Step | Current input | Process | Current output | Main guide |
|---|---|---|---|---|
| 1 | Sand + Water | Create Wet Sand | Wet Sand | Materials guide |
| 2 | Wet Sand | Drop on Shaker | Gold + Residue | Shaker setup |
| 3 | Residue | Ignite with Fire, Lava, Flamethrower, or Pyro Dispenser | Burnt Residue, about 25% conversion | Lava guide |
| 4 | Burnt Residue | Drop 25+ blocks through Kinetic Press | Gold + Seed | Kinetic Press guide |
| 5 | Seed + Water | Wetting | Wet Seed | Plants and Seeds hub |
The most important correction is the final output: the current chain produces Seed, not Spore. Seeds become Wet Seeds when they touch Water, and Wet Seeds are the planter input.
How to Handle Residue Without Clogging
Residue is useful, but it is still a byproduct stream. Treat it like a separate lane as soon as your Shaker line grows:
- Keep Shaker output shallow so filters see the material they are supposed to sort.
- Route Gold straight toward storage and route Residue away from the main Wet Sand feed.
- Burn Residue in a contained area; fire can spread through touching Residue.
- Expect losses during burning, because each Residue pixel only has a chance to become Burnt Residue.
- Send Burnt Residue to the Kinetic Press only after you can give it a clean 25+ block fall.
For a compact first build, keep the burning area separate from your Shaker feed. It is better to store Residue in a side bin than to let mixed output pile on the Shaker and stop the whole factory.
Why Your Press Jams
Most Kinetic Press failures come from one of three causes:
| Symptom | Likely cause | Fix |
|---|---|---|
| Material rests on top of the press | Burnt Residue fell from too low | Raise the drop path to 25+ blocks |
| Good input stops converting | A non-Burnt Residue particle landed on top | Use angled Launchers above the press to clear stagnant pixels |
| Gold and Seeds mix back into the feed | Output path is not separated | Give the bottom of the press a clear fall-through space and separate exits |
| Burning area dies out | Residue input is too thin | Feed a steadier stream or reignite manually |
The Kinetic Press guide covers the exact height requirement and blockage pattern in more detail.
Old Names You May Still See
Older community content may use these names:
| Old/common wording | Current official wording |
|---|---|
| Slag | Residue |
| Burnt Slag or Burned Slag | Burnt Residue |
| Kinetic Slag Press | Kinetic Press |
| Spore or Spores from the press | Seed or Seeds |
| Wet Spore | Wet Seed |
Use the current terms when setting filters and reading newer guides. Keeping names consistent matters because the same factory may also handle real plant materials such as Flower, Amethelis, Void Petal, and Voidbloom later.
Recommended Next Pages
- Kinetic Press setup for the 25+ block drop and anti-jam layout.
- Materials guide for the full material table.
- Factory setup for a beginner production line.
- Plants and Seeds hub for the Seed and Wet Seed branch.
Sources
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