Sandustry Processing Line Guide
A factory layout page for what players call a processing plant.
Processing Plant is best treated as a player search term for a production line, not an official building. The core early chain connects Wet Sand, Shaker output, burned byproducts, and press conversion.
Early Access noteLayout diagrams should be produced after game screenshots or current-version playtesting.
Before you build
- You want a complete early factory route rather than one building page.
- Wet Sand, Gold, residue, burned byproduct, and press output are mixing together.
- You are planning a modular production line that can be copied safely.
Avoid this
- Calling Processing Plant an official building.
- Building one huge pile of material instead of repeatable modules.
- Letting water and thermal systems share a cleanup lane.
Early Processing Module
A complete module separates Gold, residue, burned byproduct, press input, and seed/flower progression.
Watered input
Gold plus residue
Separate outputs
Prepare press input
Byproduct becomes progression
Production module anatomy
| Part | Job | Failure mode |
|---|---|---|
| Water feed | Creates Wet Sand | Leaks or drains reservoir |
| Shaker | Processes Wet Sand | Byproduct pileup |
| Filter wall | Separates outputs | Wrong material bypass |
| Thermal stage | Burns byproduct | Overheats or underfeeds |
| Press shaft | Converts burned output | Wrong height clogs |
Build sequence
- Create Wet Sand near a controlled water source.
- Feed Wet Sand into Shakers.
- Collect Gold separately from residue/slag outputs.
- Burn residue/slag only in a contained thermal module.
- Drop burned output into Kinetic Slag Press from sufficient height.
- Collect final output and route Seeds/Spores to planter systems when ready.
Name warning
Processing Plant is a useful SEO page title, but copy should explain that this means a production line or factory module rather than one official building.
Wet Sand line
The first line converts Sand plus Water into Wet Sand and routes it into Shakers for early value.
Byproduct control
Residue or slag output must be isolated and either processed, burned, or removed from the main line. Filters are central to this job.
Scaling pattern
Scale by repeating stable modules with clear input, output, and overflow lanes rather than one giant uncontrolled pile of materials.
Factory layout as a set of lanes
The useful way to think about a processing line is not “one machine after another” but “one material lane per behavior.” Wet Sand needs a water boundary, Gold needs a clean fall path, residue needs a burn path, and burned residue needs a measured drop.
If two materials share a lane, there should be a reason and a filter protecting the next machine. Otherwise the line is waiting to jam.
Advanced chain boundary
Demo notes describe an extended chain through seeds, flowers, purple resources, Voidbloom, and Fluxite. The site can describe this as an advanced route concept while keeping exact rates and tile layouts marked for current-build verification.
Do / Don't
Do
- State that Processing Plant is not an official building.
- Use modular layouts.
- Show future diagrams only after verification.
Don't
- Do not claim a single best factory.
- Do not copy YouTube layouts as text.
- Do not mix custom-map infinite sources into default setup.
FAQ
Is Processing Plant official?
No. Treat it as a player-facing term for a factory layout.
What should the first processing line make?
A reliable early line should produce Gold and handle its byproducts cleanly.