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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.

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

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

StepCurrent inputProcessCurrent outputMain guide
1Sand + WaterCreate Wet SandWet SandMaterials guide
2Wet SandDrop on ShakerGold + ResidueShaker setup
3ResidueIgnite with Fire, Lava, Flamethrower, or Pyro DispenserBurnt Residue, about 25% conversionLava guide
4Burnt ResidueDrop 25+ blocks through Kinetic PressGold + SeedKinetic Press guide
5Seed + WaterWettingWet SeedPlants 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:

SymptomLikely causeFix
Material rests on top of the pressBurnt Residue fell from too lowRaise the drop path to 25+ blocks
Good input stops convertingA non-Burnt Residue particle landed on topUse angled Launchers above the press to clear stagnant pixels
Gold and Seeds mix back into the feedOutput path is not separatedGive the bottom of the press a clear fall-through space and separate exits
Burning area dies outResidue input is too thinFeed 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 wordingCurrent official wording
SlagResidue
Burnt Slag or Burned SlagBurnt Residue
Kinetic Slag PressKinetic Press
Spore or Spores from the pressSeed or Seeds
Wet SporeWet 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.

Sources