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1import{r as e}from"./rolldown-runtime-C60lm6uB.js";import{i as t,n,r}from"./framework-BgSIrAUN.js";import i from"./image-BtyTUleJ.js";var a=e(r(),1),o=`sandustry-theme`;function s(e){return e===`light`?`dark`:`light`}function c(e,t,n){return e===`light`?n:t}function l(e,t,n){t.theme=e;try{n().setItem(o,e)}catch{}}function u(e,t){return t.type===`toggle`?!e:!1}function d(e){e?.focus()}var f={en:``,"zh-Hant":`/zh-hant`,es:`/es`};function p(e){return f[e]}function m(e,t){let n;switch(t.kind){case`home`:n=`/`;break;case`about`:n=`/about/`;break;case`contact`:n=`/contact/`;break;case`privacy`:n=`/privacy/`;break;case`terms`:n=`/terms/`;break;case`not-found`:n=`/404/`;break;case`category`:n=`/${t.category}/`;break;case`article`:n=`/${t.category}/${t.slug}/`;break}return`${p(e)}${n}`}var h=t();function g({href:e,children:t,...n}){return(0,h.jsx)(`a`,{href:e,...n,children:t})}var ee=e(n(),1);function _(e,t){return(t===1?e.resultCountTemplates.one:e.resultCountTemplates.other).replace(`{count}`,String(t))}var v=[{slug:`sandustry-factory-troubleshooting`,title:`Sandustry Factory Troubleshooting: Find the First Broken Step`,description:`A practical method for isolating supply, processing, and output problems without rebuilding a whole factory.`,sections:[{heading:`Define the symptom before changing the layout`,paragraphs:[`A factory that has stopped producing does not yet tell you which component failed. Start by writing the visible symptom in one sentence: the input is empty, material accumulates before a machine, the output destination is full, or production happens intermittently. These observations describe different boundaries in the same chain. Do not replace several machines or redirect every conveyor before you have located the first boundary where expected movement stops. A large rebuild can remove evidence while introducing new problems.`,`This guide provides a diagnostic method rather than a tested blueprint or a list of guaranteed machine rates. Use the resource and machine references for supported inputs and reactions, and compare their source dates with your installed version. Record whether the world uses mods. A layout that behaves differently after an update may need a version comparison before it needs a redesign. Preserve a recoverable copy before experimenting with an important world.`]},{heading:`Trace a single material from source to destination`,paragraphs:[`Choose one output you expect to receive and trace its dependencies backward. At each boundary, ask whether the required material is present, whether it reaches the intended input, and whether processed material has somewhere to go. Work with the actual visible route rather than the route you remember building. A small gap, an unintended landing point, or a shared destination can interrupt the chain even when the machinery appears correctly placed.`,`Then observe the same route forward during a short, defined interval. If the source supplies material but the next stage never receives it, investigate that connection first. If the next stage receives material but does not produce, check its documented requirements. If it produces but cannot empty, follow the output. This sequence prevents a downstream blockage from being mistaken for an upstream supply shortage. Avoid changing the observation interval between comparisons unless you record the difference.`]},{heading:`Separate shortages from temporary buffering`,paragraphs:[`A stored reserve can keep a line running after its source has stopped. Conversely, a newly started line may take time to deliver its first output even when nothing is wrong. Record the reserve level at the beginning and end of an observation. Falling inventory during apparently normal production means the reserve is supporting demand; it does not prove the upstream supply is sustainable. Rising inventory before a process points toward a different constraint.`,`For example, imagine a hypothetical supply delivering 80 units per minute while a process consumes 100. A reserve of 200 units can conceal the 20-unit deficit for about ten minutes. These are illustrative numbers, not Sandustry specifications. The useful conclusion is that a temporary period of uninterrupted operation cannot establish long-term balance. Repeat the observation after the startup effects settle and compare both movement and inventory, not only the final output counter.`]},{heading:`Change one condition and keep a recovery point`,paragraphs:[`Once you have a candidate cause, choose the smallest change that can distinguish it from another explanation. Temporarily reducing input can help reveal whether a destination is unable to clear; restoring a missing supply can test whether a machine was simply waiting. Keep other conditions steady. If you alter input, output, and geometry together, a successful result tells you little about which change mattered and makes the next failure harder to diagnose.`,`Write down the original arrangement before changing it. A screenshot, a brief route description, and the current inventory are often enough to preserve context. Use a disposable test area when the change involves uncertain interactions or a valuable production line. Do not describe the result as a universal fix after one successful run. It is evidence about this setup, with these materials, this version, and this observation interval.`]},{heading:`Work through an output-blockage example`,paragraphs:[`Suppose a line initially runs, then material accumulates near its processing stage. Start at the destination. If its receiving space is full, create or restore a legitimate output route and observe again without increasing upstream supply. If the accumulation clears and stays clear, the destination was a plausible constraint. If it returns, measure whether the destination is being filled faster than it is emptied. A larger buffer may delay the symptom while leaving the imbalance intact.`,`If the destination was already clear, inspect the connection from the processing stage instead. Material beside an input is not necessarily material entering it, and an apparent opening does not prove the route is usable. Keep the test small enough to see individual stages. This example is a reasoning exercise, not a claim about a particular machine's geometry. The important evidence is the earliest location where material stops behaving as expected.`]},{heading:`Verify stability and write a useful report`,paragraphs:[`After a fix, test the line through the condition that originally triggered the problem: a restart, a full reserve, an empty reserve, or an extended run. Check that another stage is not accumulating the displaced problem. Successful output for a few seconds 
1is encouraging, but the verification should match the time scale of the original failure. Keep the recovery copy until the saved world can be reopened successfully.`,`If you still need help, report the game version, relevant mods, exact material, first blocked location, expected behavior, actual behavior, and the single changes already tried. Include a focused image rather than an unexplained view of the whole factory. Remove personal information from shared files. Use the linked resource and machine guides to identify terminology, and contact the site maintainer with an article URL when the published explanation itself appears wrong. A reproducible report makes the next investigation much shorter.`]}]},{slug:`sandustry-production-planning`,title:`Sandustry Production Planning: Measure Bottlenecks Before Expanding`,description:`Plan a readable production line using observed rates, inventory changes, buffers, and explicitly illustrative calculations.`,sections:[{heading:`Choose an output and a measurement boundary`,paragraphs:[`Production planning starts with a question you can measure: how much usable output reaches a particular destination during a defined interval? Specify the destination and unit before discussing efficiency. Counting material leaving a process is different from counting material that arrives in storage. Losses, shared routes, and temporary accumulation between those locations can make both observations correct while producing different numbers. Keep the boundary consistent when comparing two layouts.`,`The calculations in this guide are planning examples, not extracted Sandustry machine specifications. Use current official references to identify valid transformations, then measure your own configuration when a rate is not documented. Record the game version, active mods, initial inventories, and observation duration. A screenshot of a busy factory cannot establish sustained throughput on its own. Good planning combines a clear model with observations that can prove the model wrong.`]},{heading:`Measure supply, processing, and delivery separately`,paragraphs:[`Divide the route into a source, a processing stage, and a destination. Measure how much crosses each boundary over the same interval. Let startup effects settle before treating a short observation as steady operation. If inventories are changing, record that change alongside the delivered amount. A line can deliver more than it currently produces by consuming a reserve, or produce more than it delivers by building inventory along the route.`,`For a simple inventory check, compare starting stock plus incoming material with ending stock and outgoing material, allowing for documented transformations. Do not assume that every material uses the same unit or conversion ratio. If the accounting does not match, inspect your measurement boundaries before declaring a bug. You may have missed a second destination, mixed a processed material with an input material, or counted a transient accumulation as permanent output.`]},{heading:`Find the limiting stage with an illustrative example`,paragraphs:[`Imagine that stage A can supply 120 units of an intermediate material per minute, while stage B can receive only 90 of those units per minute. Assume the units match, supply is continuous, and there are no other routes or losses. The stable transfer between these stages cannot exceed B's receiving capacity. Adding more capacity to A does not resolve that limit. It increases the potential amount waiting before B.`,`Under those assumptions, inventory grows by 30 units per minute. If a buffer has 300 units of free capacity, it fills in about ten minutes. The arithmetic is free capacity divided by net accumulation. These numbers are deliberately hypothetical. Their purpose is to distinguish a capacity problem from a storage problem. Replacing a small buffer with a larger one changes how long the symptom takes to appear; it does not automatically change the sustainable rate.`]},{heading:`Use buffers for interruptions rather than permanent imbalance`,paragraphs:[`A buffer can bridge a temporary interruption when its usable inventory is large enough for the interruption's duration. If demand is 40 units per minute and supply stops for three minutes, the illustrative reserve requirement is 120 units, before allowing for uncertainty. This calculation assumes the stored material can actually reach the consumer at the required rate. A large reserve behind an inadequate connection does not guarantee uninterrupted delivery.`,`Distinguish this 
1situation from a source that remains below demand indefinitely. No finite buffer can cover a permanent deficit forever. Plan where you can observe inventory and where material should go when a destination is unavailable. Keep buffer locations legible and avoid hiding several different materials in a route that is difficult to inspect. The best size depends on your measured interruption pattern and the recovery behavior you want, not on a universal rule about how every factory should look.`]},{heading:`Expand the bottleneck and remeasure the whole route`,paragraphs:[`When the limiting stage is clear, change that stage or the demand it must serve. Possible planning choices include improving its input connection, reducing competition for a shared output, or adding processing capacity where the game supports it. The correct action depends on the actual constraint. Duplicating a process that was already waiting for supply does not create new supply. Adding storage after a blocked connection does not improve the connection itself.`,`After the change, repeat the original observation using the same output boundary. The bottleneck may move elsewhere. Record whether delivered output increased, upstream accumulation decreased, and downstream inventory remained manageable. A successful local improvement can expose a second limit without making the first change useless. Keep expansion space accessible so the next adjustment does not require tearing apart unrelated routes. Favor a layout whose operating state you can read while it runs.`]},{heading:`Keep a small planning record`,paragraphs:[`For each line, record the objective, observed source rate, observed destination rate, starting and ending inventory, observation duration, and the condition that limits delivery. Add the game version and a short description of the layout. Separate measured values from assumptions. If a value comes from an official source, keep the source URL and date; if it comes from your own run, keep the conditions. This makes future comparisons meaningful when an update changes behavior.`,`Before calling the design stable, check startup, normal running, and recovery after a destination fills or supply pauses. Use a disposable area for uncertain experiments and keep backups for valuable worlds. Do not publish your example measurements as universal machine rates. Link them to the setup that produced them. A useful production plan is not the most complicated spreadsheet: it is a small set of observations that tells you what to improve next and how you will know the improvement worked.`]}]},{slug:`sandustry-save-and-mod-recovery`,title:`Sandustry Save and Mod Recovery: Keep a Known Working Baseline`,description:`Prepare recoverable saves and isolate mod problems with version records, disposable worlds, and controlled recovery steps.`,sections:[{heading:`Define what you need to recover`,paragraphs:[`A recovery plan needs more than a file named backup. You need to know which world it contains, which game version opened it successfully, and which modifications were active at the time. A save copied after a failure may preserve the failure rather than the earlier working state. Keep a clearly identified baseline before updating or changing a mod configuration. Do not overwrite that baseline while investigating an uncertain combination.`,`This guide describes a general recovery workflow for Sandustry players. It does not claim a universal save directory, a guaranteed downgrade path, or compatibility between particular mods. Obtain platform-specific file locations and installation instructions from the relevant official documentation or current mod author. When a detail is not verified, stop at that boundary instead of guessing a path. The goal is to retain options and produce useful evidence, not to force an unsupported installation to work.`]},{heading:`Create a copy while the game is closed`,paragraphs:[`Close the game before copying its save data so that the copy is not taken during an active write. Identify the correct files using documentation for your platform, then store the copy somewhere separate from the working location. Give it a label containing the date, world name, and configuration reference. If several files belong to the documented save format, preserve the required set rather than choosing only the largest file by appearance.`,`If cloud synchronization is active, establish how it interacts with local copies before restoring anything. A synchronized replacement can propagate an unwanted state or replace the copy you intended to keep. Preserve an untouched copy outside the synchronized working location where appropriate. Do not assume that a platform's cloud feature provides unlimited version history. Confirm the available recovery behavior in its own documentation and keep the original baseline until recovery has actually been verified.`]},{heading:`Record the complete configuration`,paragraphs:[`Write down the installed game build, distribution channel, selected branch if any, active mods, dependencies, and any documented launch configuration. Include source links for the modifications rather than only their display names. Similar names do not guarantee the same project or release. Keep this record alongside the backup so that you can reconstruct the conditions under which the world last worked.`,`Read removal instructions before adding content that changes a world. Some modifications may introduce data that a save subsequently depends on;
1 removing the mod is therefore not automatically equivalent to reversing its effects. Do not assume that an older game version can open a world saved by a newer version. Compatibility needs evidence from the relevant release or author. Where that evidence is absent, a disposable test world is the safer place to learn what happens.`]},{heading:`Test one change in a disposable world`,paragraphs:[`Begin from a configuration that launches and opens a test world successfully. Introduce one change, follow its documented setup, and check whether the expected feature appears. Save, close, and reopen the disposable world before trying a valuable one. A successful launch alone does not establish that the saved state will load again. Record each result and preserve the sequence of changes.`,`If a failure appears after several simultaneous additions, return to the known baseline and introduce them separately. You are trying to distinguish installation failure, missing dependencies, conflicts, and save-specific problems. Do not repeatedly use your only important world as the diagnostic sample. If the feature works in a new world but not an old one, that difference is valuable evidence. It narrows the question without proving which piece of old-world data is responsible.`]},{heading:`Restore deliberately and preserve the failed state`,paragraphs:[`When restoring, first retain a separate copy of the current failed state if it may be needed for diagnosis. Then follow the documented procedure to restore the known working files and their matching configuration. Avoid merging unknown pieces from several saves. Mixing files can make it harder to explain what is being tested and may remove the possibility of reproducing the original failure. Keep labels clear throughout the process.`,`For example, suppose a world opened before a mod change and fails afterward. A sensible test is the earlier copy with the recorded earlier configuration, not a new collection of unrelated fixes. If that baseline opens, you have evidence that recovery is possible under those conditions. If it does not, investigate whether the copy is complete, whether the installed version changed, or whether synchronization replaced the intended files. This is an illustrative decision process, not a promise that every damaged save can be repaired.`]},{heading:`Verify reopening and prepare a concise support report`,paragraphs:[`A recovery is not complete when the loading screen disappears. Inspect the relevant area of the world, confirm expected content is present, and test saving and reopening a disposable recovered copy. Keep the untouched baseline until you are satisfied that the restored configuration behaves normally. Avoid immediately reapplying every modification that preceded the problem. Reintroduce changes one at a time only when their compatibility is understood.`,`If you need assistance, provide the game build, mod versions, source links, the last working configuration, the first failing change, and the shortest steps that reproduce the issue. Where logs exist, include the first relevant error with nearby context. Remove personal paths, account identifiers, credentials, and unrelated private data before sharing. Contact the mod author for mod-specific behavior and official support for the base game. Send website corrections to this wiki only when a published instruction needs review; this fan site cannot guarantee file recovery.`]}]}],y={label:`Sandustry Official Wiki`,url:`https://wiki.hoodedhorse.com/Sandustry/Sandustry_Official_Wiki`},b={label:`Sandustry on Steam`,url:`https://store.steampowered.com/app/2764460/Sandustry/`},x={label:`Official Sandustry Steam news`,url:`https://steamcommunity.com/app/2764460/allnews/`},S={label:`Update #3 — v0.5.6 official announcement`,url:`https://steamcommunity.com/games/2764460/announcements/detail/710033888216351311`},te={label:`Official Sandustry Steam FAQ`,url:`https://steamcommunity.com/app/2764460/discussions/0/587308895728364001/`},C={label:`Sandustry Steam Workshop`,url:`https://steamcommunity.com/app/2764460/workshop/`};function w(e,t){return{label:e,url:`https://wiki.hoodedhorse.com/Sandustry/`+t}}var T=`2026-09-07`;function ne(e){let t=v.find(t=>t.slug===e);if(!t)throw Error(`Missing practical guide: `+e);return t}var re={slug:`sandustry-update-0-5-6`,category:`game-info`,keyword:`Sandustry v0.5.6 Update 3`,title:`Sandustry v0.5.6 Update #3: Complete Patch Guide`,description:`What changed in Sandustry v0.5.6 Update #3, including Lava, Aura Extractor, critters, Voltblubs, mods, crashes, and factory fixes.`,quickAnswer:`Sandustry v0.5.6, released as Update #3 on September 3, 2026, changes several live factory interactions: Lava is denser and destroys more terrain, cold Thermal Buffers return Cinder, Aura Extractors preserve removed crystals, critters can be petted for a temporary boost, and the mods branch now runs 0.5.6.`,updatedAt:T,gameVersion:`v0.5.6`,verification:`official`,accuracyNote:`This guide separates changes stated in the official Update #3 announcement from layout advice. Existing factories can behave differently after the patch, so test destructive materials in a recoverable copy.`,sections:[{id:`install-and-confirm`,heading:`Install the patch and confirm the active branch`,paragraphs:[`Update #3 identifies the release as v0.5.6. Before diagnosing a changed factory, open Steam, allow the game to finish updating, and check whether the installation is using the normal branch or the separate mods branch. The announcement says that the mods branch also moved to 0.5.6. A subscribed Workshop item can still have its own compatibility limits, so the game version and the mod version are two different checks.`,`Make a recoverable copy of an important world before testing the changed Lava and Aura interactions. Record the version, branch, and active mod list with the copy. That small note makes it possible to distinguish a patch regression from a layout problem later. If Steam has not completed its download, avoid repeatedly opening and closing the same save while files are changing.`],bullets:[`Official release label: v0.5.6 — Update #3.`,`Announcement date: September 3, 2026.`,`Normal and mods branches should be checked separately.`,`Major Update #1 was still in development when Update #3 shipped.`]},{id:`critters-and-voltblubs`,heading:`Pet critters and reassess Voltblub power`,paragraphs:[`Players can now pet critters by moving over a creature. The interaction makes the critter happy and temporarily boosts its capabilities. This is a timed effect rather than a permanent research upgrade, so judge a critter-assisted process across both boosted and ordinary periods. If a layout depends on the boost to avoid a backlog, it is operating with a maintenance requirement that should be documented.`,`Voltblub energy output received a general boost as well. The announcement does not publish a new exact rate, so this guide does not invent one. Measure the output in the current build before resizing batteries or removing another energy source. Watch peak energy and the reserve over a repeatable interval; a rising reserve shows surplus under those test conditions, while a falling reserve shows that the factory still consumes more than it receives.`]},{id:`lava-and-thermal`,heading:`Rebuild Lava containment around density 200`,paragraphs:[`Lava now has density 200 and destroys Fluxite, Redsoil, and Strataform terrain. Both changes matter to older routes. A channel that relied on one of those materials as a boundary can fail, and a junction that sorted materials by settling order can behave differently after the density change. Inspect every place where Lava touches terrain or shares a chamber before leaving the factory unattended.`,`A cold Thermal Buffer, meaning one with a negative temperature, now receives less heat from Lava and converts that Lava back into Cinder instead of fully consuming it. This creates a recoverable material loop, but it also changes calculations based on total consumption. Keep returned Cinder clear of the input, measure whether the buffer remains 
1negative, and provide overflow space before scaling the interaction.`],bullets:[`Do not use Fluxite, Redsoil, or Strataform as trusted Lava containment in v0.5.6.`,`Retest density-based separators that share space with Lava.`,`Route returned Cinder away from the Thermal Buffer input.`,`Treat heat balance and material throughput as separate limits.`]},{id:`aura-extractor`,heading:`Move Aura Extractors without losing crystallized progress`,paragraphs:[`The Aura Extractor can now be removed after crystallization has started. When removed, its Auralite Crystals are held in a buffer and released as Auralite after the extractor is rebuilt. This makes relocation safer, but the released material still needs a controlled landing area. Clear nearby conveyors and launch paths before rebuilding so the restored Auralite does not enter an unintended line.`,`Aura tree rendering received a crash fix because refreshing the full Tech Tree could trigger renderer failures. The patch reduces that specific risk; it does not prove that every crash near late-game progression has the same cause. If a crash persists, reproduce it with the current version, capture the official log location, note whether mods are active, and report the smallest repeatable sequence.`]},{id:`factory-fixes`,heading:`Check flower, portal, artifact-room, and laser fixes`,paragraphs:[`The Flower calamity is easier to recover from. Shooting or digging seedlings can return Wet Seeds, stuck seedlings eventually give up and produce Wet Seeds, and one Wet Seed now becomes exactly one Flower. A Flower may appear to spread indefinitely because it consumes nearby Wet Seeds; it is not creating Flowers without input. Separate seed storage from the growth chamber if you want predictable inventory.`,`Update #3 also fixes Conveyor Portals that became stuck, red-block behavior, and Thermal Buffers that consumed Lava inside artifact rooms where terrain could self-heal. Lasers now melt Ice. Revisit any workaround built around those older failures. Remove one workaround at a time, then save, reload, and observe the repaired route long enough to confirm that the original trigger no longer returns.`]},{id:`modding-hooks`,heading:`Use the new mod hooks with a versioned test world`,paragraphs:[`The release adds hooks, events, and methods for mod authors, including building removal, fire-terrain burn, and melt-at-cell behavior, and points authors to Sandkit documentation. These interfaces widen what a mod can observe or change. They also increase the number of interactions that should be tested when several mods touch the same materials or buildings.`,`Update mods in a disposable copy before opening a long-lived factory. Confirm that every dependency supports the active branch, enable a small group at a time, and keep the last known-good list. If a failure appears only with mods enabled, reduce the set until one repeatable combination remains. That evidence is more useful to authors than a large unfiltered list.`]},{id:`post-update-audit`,heading:`Run a ten-minute post-update factory audit`,paragraphs:[`Start with destructive and irreversible-looking areas: Lava channels, artifact rooms, late-game Aura production, and any portal that crosses a production line. Continue with power reserves, Flower growth, Ice near Lasers, and modded buildings. For each area, identify the expected input, expected output, and a safe overflow path. A visual inspection alone will miss slow accumulation, so compare inventories at the beginning and end.`,`Keep the first clean v0.5.6 save after the audit. If everything remains stable, label that copy as a recovery point and then resume expansion. If a line fails, use the relevant mechanic guide linked below rather than rebuilding the entire factory. The patch changes several unrelated systems; isolating one boundary at a time prevents a Lava change from being confused with a mod or power problem.`]}],facts:[{label:`Release`,value:`v0.5.6 — Update #3`},{label:`Published`,value:`September 3, 2026`},{label:`Lava density`,value:`200`},{label:`Mods branch`,value:`Updated to v0.5.6`},{label:`Next major release`,value:`Major Update #1 in development`}],troubleshooting:[{symptom:`An old Lava channel leaks or changes its settling order.`,solution:`Pause the feed, inspect Fluxite, Redsoil, and Strataform boundaries, then rebuild containment with material verified in the current version.`},{symptom:`Aura material appears after rebuilding an extractor.`,solution:`The patch returns buffered crystallization progress as Auralite. Provide a clear collection area before rebuilding.`},{symptom:`A modded save fails after updating.`,solution:`Confirm the mods branch and each depen
1dency, restore a copy, then enable mods in small groups until the failing combination is reproducible.`}],faqs:[{question:`What version is Sandustry Update #3?`,answer:`The official announcement labels Update #3 as Sandustry v0.5.6 and published it on September 3, 2026.`},{question:`What changed about Lava in v0.5.6?`,answer:`Lava density increased to 200, it destroys Fluxite, Redsoil, and Strataform, and a negative Thermal Buffer converts Lava back to Cinder while taking less heat.`},{question:`Did v0.5.6 release Major Update #1?`,answer:`No. The developer said Major Update #1 was still in development and that another bug-fix and quality-of-life update would probably come first.`},{question:`Can the Aura Extractor be moved after crystallization starts?`,answer:`Yes. Removed crystals are buffered, and rebuilding the extractor releases their progress as Auralite.`}],relatedSlugs:[`sandustry-lava`,`sandustry-aura`,`sandustry-mods`,`sandustry-conveyor-portal`],sources:[S,x,y]},ie={slug:`sandustry-controls-hotkeys`,category:`guides`,keyword:`Sandustry controls hotkeys`,title:`Sandustry Controls and Hotkeys Guide`,description:`A version-aware Sandustry controls guide for movement, building, digging, filters, tools, hover mode, and reliable shortcut troubleshooting.`,quickAnswer:`For blueprint work, the official Steam FAQ lists C for selection mode, Ctrl + C to copy, Ctrl + V to paste, and Ctrl + H to flip a copied or selected structure. Alt + Enter toggles fullscreen. Check the live bindings screen because player remaps and later Early Access updates can change defaults.`,updatedAt:T,gameVersion:`v0.5.6`,verification:`change-sensitive`,accuracyNote:`Bindings can change with updates, keyboard layout, controller support, and player customization. This page explains control workflows and explicitly sends exact key checks back to the live settings screen.`,sections:[{id:`verify-bindings`,heading:`Start with the live bindings screen`,paragraphs:[`Open the controls or key-bindings screen before memorizing a list from a guide. Sandustry is in Early Access, and a key that was correct in a demo build or community post can move. Search results also mix default bindings with customized ones. Reset only the individual action you need unless you intend to replace every personal binding.`,`The official Steam FAQ provides a stable blueprint workflow: enter selection mode with C, copy the selection with Ctrl + C, paste with Ctrl + V, and flip copied or selected structures with Ctrl + H. Update #2 separately documents Alt + Enter for switching between fullscreen and windowed mode. These are documented defaults, so confirm them after a remap or when using a non-US keyboard layout.`,`Record the action name as well as the key. Action names survive keyboard-layout differences better than physical-key descriptions. If two actions share a key, test them in a quiet area and note the context that separates them. A building selected in the construction interface can change what a click or drag does compared with normal movement.`],bullets:[`Blueprint selection — C — enter select mode before marking the structure.`,`Copy selection — Ctrl + C — place the marked structure in Clipboard History.`,`Paste selection — Ctrl + V — place the current copied structure.`,`Flip selection — Ctrl + H — mirror a copied or selected structure.`,`Display mode — Alt + Enter — toggle fullscreen and windowed mode.`]},{id:`movement-and-hover`,heading:`Practice movement, hover, and safe navigation`,paragraphs:[`Movement is part of factory design because the world is fully destructible and a compact line can obstruct the player. Practice walking, moving vertically where unlocked, and passing around buildings in an empty area. The official material describes exploration, mining, and base building as connected systems, so a route that produces correctly but traps access is still a weak layout.`,`Hover or air movement may allow the player to phase through buildings depending on the current settings and progression. Earlier official demo notes changed this behavior and retained a harder option for players who preferred the traversal constraint. Confirm the current setting in y
1our build rather than assuming an older demo rule still applies.`]},{id:`building-controls`,heading:`Use build, drag, and remove actions deliberately`,paragraphs:[`Construction controls usually combine a selected building with pointer placement, drag shapes, or a confirmation action. Build a one-cell test before dragging a long wall or belt. Watch the preview for blocked cells and material already occupying the route. Queued structures can interact with fluids, so a plan drawn across Water or another moving material may change the world before the final line is complete.`,`Learn the remove or cancel action beside the build action. Update #3 added a modding event for building removal, which also means modded buildings may attach behavior to that operation. In a modded world, remove one unfamiliar object in a disposable copy before clearing an entire module. Keep production paused while editing a shared junction.`]},{id:`tools-and-materials`,heading:`Select tools by the material interaction`,paragraphs:[`Sandustry tools dig, move, heat, cool, launch, or otherwise interact with pixel materials. Select the tool first, verify the reticle or action indicator, and make a short stroke away from valuable boundaries. The same visual area may contain terrain, a loose material, a building, and fluid, each with a different response.`,`Update #3 makes Lasers melt Ice. That is useful when opening a frozen route, but it can also release Water into a nearby line. Trace where the resulting material will settle before firing. The safest control habit is to predict the input and output of the action, create room for the output, then perform the smallest useful action.`]},{id:`filter-editing`,heading:`Edit Filters and verify the active mode`,paragraphs:[`The Filter is a wall that allows or blocks one selected solid material while liquids and gases can pass through. Update #1 improved Filter editing, and the official wiki remains the best reference for the current interaction. Select the Filter, use the displayed edit control, choose the target material, and confirm whether the mode is allow or block before opening the upstream feed.`,`Do not rely on color alone when two materials look similar. Send a tiny labeled sample through each side and observe the result. Density and wet reactions can move or transform pixels inside the structure, creating a jam that looks like a bad key binding. Clear the chamber before changing the mode again.`]},{id:`controller-and-layouts`,heading:`Resolve controller and keyboard-layout differences`,paragraphs:[`A controller prompt can differ from a keyboard prompt, and non-US keyboard layouts can place a named symbol on another physical key. Compare the action name shown in settings, not a screenshot of somebody else's keyboard. If the game switches prompt sets unexpectedly, move the unused input device, disconnect it for one test, and reopen the bindings screen.`,`For remote play or remapping software, test without the extra layer before reporting a game control as broken. Steam Input, operating-system accessibility tools, and mouse software can each translate one action into another. Preserve your preferred profile, then isolate those layers one at a time.`]},{id:`recovery`,heading:`Recover when an input stops responding`,paragraphs:[`First close overlays or text fields that may capture the key, then press the action in the bindings screen and watch whether the interface detects it. Check for duplicate assignments. Return to a safe world area and test a basic action, an interface action, and the problem action separately. This distinguishes a device issue from a context-specific building or tool rule.`,`If the failure began after an update, restart Steam and the game after the patch completes. If it happens only with mods, use the normal branch or a clean test world to compare. Report the version, branch, input device, action name, displayed binding, active tool, and a short reproduction sequence. Those details make a control report testable.`]},{id:`practice-routine`,heading:`Use a five-minute control practice routine`,paragraphs:[`Create a small training area near a recoverable save. Move across uneven terrain, place and remove a short construction, select two tools, move a small amount of material, and edit one Filter. End by reopening settings and naming the action behind each key. This builds task memory without risking a production line.`,`Repeat the routine after a major update or when changing devices. You do not need to memorize every shortcut. You need reliable access to movement, construction, removal, tool selection, and the live binding reference. Add specialized actions only when the relevant machine enters your factory.`]}],faqs:[{question:`Where can I find the current Sandustry controls?`,answer:`Open the in-game controls or key-bindings screen. It reflects your game version, device, keyboard layout, and any custom assignments.`},{question:`Why does a Sandustry key differ from a guide?`,answer:`The guide may use an older build, another keyboard layout, a controller, or customized bindings. Compare the action name in the current settings.`},{question:`How do I change a Sandustry Filter?`,answer:`Select the Filter and follow the current edit prompt to choose a material and allow or block mode. Test with a small sample before restoring full flow.`},{question:`Do Lasers melt Ice?`,answer:`Yes in v0.5.6. Leave space for the resulting material so released Water does not enter an unintended line.`}],relatedSlugs:[`sandustry-guide`,`sandustry-early-game-tips`,`sandustry-filter`,`sandustry-map`],sources:[te,x,b,w(`Official Wiki tools index`,`Tools`),w(`Official Wiki Filter page`,`Filter`)]},ae={slug:`sandustry-achievements`,category:`guides`,keyword:`Sandustry achievements guide`,title:`Sandustry Achievements: 16 Steam Goals and Unlock Checks`,description:`Find the 16 published Sandustry Steam achievements, their unlock conditions, stored-Gold milestones, and targeted checks when a completion does not register.`,quickAnswer:`Steam lists 16 S
1andustry achievements. Four Gold goals require a balance held in Collectors at the same time; the other goals cover progression, plants, exploration, creatures, Energy, Aura, and research. The checklist below paraphrases the public conditions and separates them from our suggested checks.`,updatedAt:`2026-09-13`,gameVersion:`v0.5.6`,verification:`change-sensitive`,accuracyNote:`Public Steam achievement names and conditions checked September 13, 2026. The checks are editorial interpretations of those conditions, not a claim of completing the achievements in a test save. Completion percentages are omitted because they change.`,sections:[{id:`published-list`,heading:`Published achievement checklist`,paragraphs:[`Use the achievement name to match the entry in your Steam client. Each item gives the published condition in plain language, followed by a practical distinction to check.`],bullets:[`Promotion Protocol — Receive the first factory promotion. Follow the current objective panel; this checks progression, not how large the factory looks.`,`Flux It Up — Obtain Fluxite by mining it. Track mining separately from spending Fluxite on an upgrade.`,`Gold in the Bin — Reach a simultaneous Collector balance of 1,000 Gold. Wait before spending on research; lifetime production is a different measurement.`,`Ancient Technology — Retrieve the alien artifact in the dunes. Record the location and return route before altering the surrounding terrain.`,`First Bloom — Produce a first flower using a Planter Box. Check the plant input and growth result, rather than only placing the building.`,`Void Touched — Investigate the anomaly. This is the public description; no invented hidden trigger is added here.`,`Critter Catcher — Make a first capture using the Corraller. Finding a creature and capturing it are different actions.`,`First Spark — Charge an initial unit of Energy. Building an energy device is not the same as obtaining a charged unit.`,`Quartermaster — Reach 10,000 Gold held in Collectors at the same time. Pause discretionary research spending while building the reserve.`,`Stratacore Secured — Resolve a first Strataform event. Use the event state as evidence; defeating an unrelated hazard is not the stated condition.`,`Conservatory Curator — Capture every distinct creature type. Keep a species checklist so repeat captures do not conceal a missing type.`,`Aura Extractor — Enable Aura Extraction at the Swarm Console. Check the console unlock, not merely the presence of an Aura-related structure.`,`Full Circle — Complete the Aura ring to make the next factory tier available. Read the ring and tier state together before treating a partial fill as completion.`,`Final Schematic — Complete all research nodes. Check remaining nodes in the current build, since the tree can change during Early Access.`,`Vaultkeeper — Accumulate 100,000 Gold simultaneously in Collectors. Track current stored Gold rather than cumulative output.`,`Heliodyne Tycoon — Accumulate 1,000,000 Gold simultaneously in Collectors. Use the same stored-balance distinction as the earlier Gold milestones.`]},{id:`gold-balance`,heading:`Stored Gold is different from lifetime production`,paragraphs:[`The Collector milestones check simultaneous balances of 1,000, 10,000, 100,000 and 1,000,000 Gold. Research spending can reduce the balance before it reaches the next target. Gold lying outside the collection system should not be counted as an available reserve.`,`A simple planning worksheet has three entries: current Collector balance, the next milestone, and planned research spending before reaching it. Subtract the current balance from the milestone to find the remaining reserve. This arithmetic is a planning aid, not an estimate of production speed.`]},{id:`unlock-checks`,heading:`When the condition appears complete but no unlock appears`,paragraphs:[`Compare the exact verb in the list with the observed action: capture, charge, unlock and hold are different checks. Open Steam achievements for the correct account, verify the connection, and retain the current game version and mod list. Recheck the live condition before repeating an expensive action.`,`For a reproducible issue, record the achievement name, expected condition, actual state and the smallest final action. Preserve a recoverable save before troubleshooting. This guide does not assert that all mods disable achievements or that every unlock needs a restart; report only the behavior you can reproduce.`]}],faqs:[{question:`Does Sandustry have Steam achievements?`,answer:`Yes. The official Steam store lists Steam Achievements; use the client or Global Achievements view for the current set.`},{question:`Do Sandustry mods disable achievements?`,answer:`Compatibility can change and individual mods can alter triggers. Use a recoverable vanilla save as the comparison when an unlock fails.`},{question:`Why did an achievement not unlock immediately?`,answer:`Confirm the exact live condition, Steam connectivity, version, branch, and mods. Some checks may complete after the final action, inventory update, tier transition, or save event.`},{question:`Should Steam Cloud be my only achievement backup?`,answer:`No. Keep a named local recovery copy before major milestones or experimental actions, especially during Early Access.`}],relatedSlugs:[`sandustry-guide`,`sandustry-map`,`sandustry-updates`,`sandustry-save-and-mod-recovery`],sources:[{label:`Steam global achievements — Sandustry`,url:`https://steamcommunity.com/stats/2764460/achievements/`},{label:`Sandustry on Steam`,url:`https://store.steampowered.com/app/2764460/Sandustry/`},{label:`Official Sandustry Steam news`,url:`https://steamcommunity.com/app/2764460/allnews/`},{label:`Official Wiki Viability Tiers`,url:`https://wiki.hoodedhorse.com/Sandustry/Viability_Tiers`}]},oe={slug:`sandustry-material-density`,category:`resources`,keyword:`Sandustry material density`,title:`Sandustry Material Density and Settling Order Guide`,description:`Understand Sandustry density, settling order, solid-liquid-gas movement, and version-sensitive separator design with source-based explanations.`,quickAnswer:`Density controls how pixel materials rearrange when they can move through the same space. Use documented values such as Sand at 150 and Lava at 200 as a starting point, then test the exact pair in v0.5.6 because reactions, buildings, and constrained geometry can override a simple heavier-below rule.`,updatedAt:T,gameVersion:`v0.5.6`,verification:`official`,accuracyNote:`This page quotes only density values confirmed in the cited official pages. It teaches a measurement method for every other pair rather than publishing an unverified universal table.`,sections:[{id:`density-model`,heading:`Use density as a movement model, not a full recipe`,paragraphs:[`Sandustry simulates materials as pixels with different matter types and properties. Density helps determine which material tends to settle below another when both can move through a shared space. A larger documented value can therefore change the vertical order of a mixture, but the result still depends on whether the materials are solids, liquids, gases, or terrain and whether either material reacts on contact.`,`A density comparison is not a production recipe. Sand and Water, for example, react to form Wet Sand instead of remaining as two clean layers. A building may al
1so attract, consume, block, or vent a material before gravity can establish an order. Write the expected reaction first, then use density to predict movement among materials that remain.`]},{id:`confirmed-values`,heading:`Anchor calculations to confirmed current values`,paragraphs:[`The official Sand page lists Sand density as 150 and documents the reaction of one Sand pixel plus one Water pixel producing two Wet Sand pixels. Update #3 raises Lava density to 200. These values are useful anchors for testing, especially when an older v0.5.5 separator changes after installing v0.5.6.`,`Do not fill missing cells in a density table from appearance or real-world intuition. A game material may be tuned for factory design rather than physical realism, and a patch can rebalance it. Open the current official material page or inspect a controlled in-game sample before publishing an exact number.`],bullets:[`Sand: density 150 on the official Sand page.`,`Lava: density 200 in the v0.5.6 announcement.`,`One Sand plus one Water produces two Wet Sand.`,`Unlisted values require a current source or a labeled test.`]},{id:`test-chamber`,heading:`Build a two-material density test chamber`,paragraphs:[`Use a narrow transparent chamber with a controlled entry for each material, enough height to separate, and a safe drain or collection area. Add equal small samples rather than connecting the production line immediately. Observe initial contact, the final vertical order, and any new material created during the test.`,`Repeat the sample after clearing the chamber. Reverse the input order to see whether the result is stable or trapped by geometry. Then save and reload once. A separator that works only with one loading order or only before a reload needs a buffer and monitoring before it can be trusted in continuous production.`]},{id:`states-and-reactions`,heading:`Separate density effects from state changes`,paragraphs:[`Heat, cold, wetting, burning, melting, and drying can turn one material into another. When that happens, the output follows its own properties. Update #3 makes Lasers melt Ice and changes cold Thermal Buffer interaction with Lava, so a route can generate Water or returned Cinder where an older diagram expected the original input to disappear.`,`Label every state-changing boundary on the factory sketch. Provide space for both the desired output and any documented byproduct. If a mixture sorts correctly at first and later jams, inspect whether a small amount reacted inside a Filter, Pipe intake, or output pocket rather than blaming density alone.`]},{id:`filters-and-buildings`,heading:`Combine passive settling with explicit machines`,paragraphs:[`A Filter allows or blocks one selected solid while liquids and gases pass through. That behavior can reinforce a density separator, but the material must reach the relevant side of the Filter. A wet reaction inside the structure can occupy space and make the configured material appear blocked. Keep the reaction boundary upstream when possible.`,`Pumps, Pipes, and Liquid Vents move liquids on a separate network with their own capacity and placement rules. They are often safer than forcing several fluids through a gravity chamber. Use passive density where it simplifies a stable pair, and use a documented machine where the route needs predictable direction or separation.`]},{id:`lava-retrofit`,heading:`Audit pre-v0.5.6 Lava separators`,paragraphs:[`Pause Lava input before opening an older separator. Identify every boundary made from Fluxite, Redsoil, or Strataform because Lava now destroys those materials. Check the lower pocket and every shared junction after the density increase to 200. A system may fail even when the outer wall survives if the new settling order feeds Lava into an internal contact point.`,`Rebuild a small test cell with verified containment, then introduce a limited amount of Lava. If a negative Thermal Buffer is involved, collect returned Cinder and measure temperature over time. Only reconnect the full source after the cell reaches a repeatable state without erosion or accumulation.`]}
1,{id:`throughput`,heading:`Measure whether settling keeps up with throughput`,paragraphs:[`A correct final order does not guarantee a useful separator rate. Record how much mixed input enters, how much clean output leaves each branch, and how much inventory remains in the chamber over the same interval. Rising internal inventory means the chamber is a bottleneck even if every visible pixel eventually reaches the right layer.`,`Increase supply in small steps. Leave overflow space and a shutoff point before the chamber. If one input arrives in bursts, size the buffer for the largest observed burst rather than the average. Density separators are easiest to maintain when the operator can isolate, drain, and reload them without dismantling the surrounding factory.`]},{id:`documentation`,heading:`Document a density result so it survives updates`,paragraphs:[`Record the game version, active mods, exact materials, sample size, chamber shape, input order, final order, reactions, and observation time. State whether a number came from an official page or from a community test. A screenshot should show the full chamber and labels, not only the final layers.`,`Retest after a patch mentions density, material physics, filters, fluids, or performance. Keep the old result with its version instead of silently replacing it; that history explains why a working factory changed. Publish exact values only when the source is clear and current.`]}],facts:[{label:`Sand density`,value:`150`},{label:`Lava density`,value:`200 in v0.5.6`},{label:`Sand wetting ratio`,value:`1 Sand + 1 Water → 2 Wet Sand`},{label:`Primary test`,value:`Two-material chamber, repeated in both input orders`}],troubleshooting:[{symptom:`A separator changed after v0.5.6.`,solution:`Retest any Lava pair because its density increased to 200, and inspect boundaries made from the three terrain types Lava now destroys.`},{symptom:`Correct materials stop inside a Filter.`,solution:`Clear the chamber and check for a contact reaction or occupied cell before changing the selected allow or block rule.`},{symptom:`Layers form but production backs up.`,solution:`Measure chamber inventory over time; increase separation area or reduce input if inventory rises continuously.`}],faqs:[{question:`What is Lava density in Sandustry v0.5.6?`,answer:`The official Update #3 announcement states that Lava density increased to 200.`},{question:`What is Sand density in Sandustry?`,answer:`The official Sand page lists density 150.`},{question:`Does higher density guarantee a clean separator?`,answer:`No. Matter type, contact reactions, buildings, flow rate, and geometry can change or block the expected settling order.`},{question:`How should I test two materials?`,answer:`Use equal small samples in a clear chamber, reverse the input order, repeat after clearing, and record the version and any reactions.`}],relatedSlugs:[`sandustry-lava`,`sandustry-water`,`sandustry-filter`,`sandustry-production-planning`],sources:[w(`Official Wiki Sand page`,`Sand`),S,y]};function E(e,t,n,r,i,a,o,s,c,l){let u=ne(e);return{slug:e,category:`guides`,keyword:t,title:n,description:r,quickAnswer:i,updatedAt:T,gameVersion:`v0.5.6`,verification:`community-tested`,accuracyNote:`Exact machine rates must be measured in the installed build unless an official source publishes them. All numerical examples on this page are explicitly illustrative.`,sections:[{id:`sandustry-specific`,heading:a,paragraphs:o},...u.sections.map((e,t)=>({id:`method-`+(t+1),heading:e.heading,paragraphs:e.paragraphs}))],faqs:s,relatedSlugs:c,sources:l}}var D=[re,ie,ae,oe,E(`sandustry-production-planning`,`Sandustry production ratios throughput`,`Sandustry Production Ratios and Throughput Guide`,`Measure Sandustry production ratios, buffers, bottlenecks, and sustainable throughput without confusing stored inventory with steady output.`,`Measure one production boundary at a time in a versioned test: incoming pixels, processed output, delivered output, and inventory change. Use official ratios where documented, such as one Sand plus one Water producing two Wet Sand, and label every other rate as measured for your build.`,`Translate Sandustry pixel flow into a measurable production plan`,[`Begin with a named final output and trace its official transformations backward. Sandustry mixes falling solids, fluids, gases, temperature, machines, and destructible terrain, so a diagram must show both the intended recipe and the physical route. Mark every place where material can escape, react early, settle into a dead pocket, or share c
1apacity with another product.`,`Use v0.5.6 as the version label for current observations. The patch changed Lava density and Thermal Buffer output, boosted Voltblub power, and adjusted several machines and failure cases. A ratio measured before the patch can remain mathematically correct while the surrounding transport or heat balance changes.`],[{question:`How do I calculate a Sandustry production ratio?`,answer:`Start with an official transformation ratio when one exists, then measure the actual input, output, and inventory change over the same interval in your layout.`},{question:`Why does a line run well and fail later?`,answer:`A reserve or free buffer may hide a sustainable-rate deficit. Compare starting and ending inventory after startup effects settle.`},{question:`Does a larger buffer increase throughput?`,answer:`A buffer can absorb bursts and interruptions, but it does not increase the sustainable rate of the limiting source, machine, or connection.`},{question:`Should modded rates be mixed with vanilla data?`,answer:`Keep them separate and record the mod version, branch, dependencies, and test conditions.`}],[`sandustry-guide`,`sandustry-material-density`,`sandustry-factory-troubleshooting`,`sandustry-shaker`],[y,w(`Official Wiki materials index`,`Materials`),w(`Official Wiki buildings index`,`Buildings`),S]),E(`sandustry-factory-troubleshooting`,`Sandustry factory troubleshooting bottleneck`,`Sandustry Factory Optimization and Bottleneck Guide`,`Find Sandustry bottlenecks by tracing materials, power, heat, fluids, outputs, and version changes before rebuilding a working factory.`,`Find the first boundary where expected movement stops. Check the input, transformation, output clearance, power or temperature requirement, and inventory change there before altering another part of the factory.`,`Start with the failure modes Sandustry exposes`,[`Classify the stopped line before touching it: dry input, wrong material, blocked building cell, full output, inadequate power, missing heat or cold, destructive contact, or version/mod mismatch. Observe the earliest failed boundary rather than the most dramatic pile. In a pixel factory, downstream accumulation can reach far enough to make an upstream machine look broken.`,`For v0.5.6, audit Lava paths, negative Thermal Buffers, Aura Extractor relocation, Conveyor Portals, Flower growth, Ice near Lasers, and modded hooks first when they overlap the symptom. These are explicitly changed areas. A factory elsewhere should still be traced normally instead of receiving an update-shaped guess.`],[{question:`Where should I start troubleshooting a Sandustry factory?`,answer:`Choose the missing final output, trace its dependencies backward, and find the first boundary whose observed input or output differs from the expected flow.`},{question:`How do I tell a shortage from a blocked output?`,answer:`Record inventory before and after a fixed interval. Falling upstream stock suggests insufficient supply; rising stock before a machine suggests a downstream limit.`},{question:`What should I recheck after v0.5.6?`,answer:`Prioritize Lava containment and density, cold Thermal Buffers, Aura Extractor moves, Conveyor Portals, Flower recovery, Laser and Ice interactions, and mod compatibility.`},{question:`What information belongs in a bug report?`,answer:`Include version, branch, mods, expected and actual behavior, first failed boundary, exact reproduction steps, and a focused screenshot or log.`}],[`sandustry-production-planning`,`sandustry-update-0-5-6`,`sandustry-material-density`,`sandustry-save-and-mod-recovery`],[y,S,x]),E(`sandustry-save-and-mod-recovery`,`Sandustry crash red blocks save recovery`,`Sandustry Crash, Red Blocks, Save and Mod Recovery Guide`,`Recover from Sandustry crashes, red blocks, incompatible mods, and uncertain Steam Cloud saves while preserving useful diagnostic evidence.`,`Stop writing to the affected world, copy the save and current log, record v0.5.6 plus the active branch and mods, then reproduce the problem in a duplicate. Update #3 fixed several red-block, renderer, and mod-related cases, but persistent failures still need isolated evidence.`,`Preserve the world and logs before attempting repairs`,[`Update #2 documented Sandustry log locations and expanded diagnostics; Update #3 replaced problematic GPU diagnostics and reduced an Aura Tech Tree renderer crash. Those fixes make the current version the first recovery check, but they do not justify deleting an unexplained save. Copy the world and log before Steam Cloud, a mod, or another launch changes their timestamps.`,`Treat red blocks as a visible symptom rather than a diagnosis. Update #3 includes red-block fixes, and older saves may also contain a missing mod building or a state from an earlier branch. Compare a duplicate on the same branch and mod set, then compare a clean vanilla test. Keep every irreversible experiment away from the original.`],[{question:`What should I copy after a Sandustry crash?`,answer:`Copy the affected save, the current main.log, the mod list, and a note with the game version and branch before relaunching repeatedly.`},{question:`Did v0.5.6 fix all red blocks?`,answer:`The announcement includes red-block fixes, but a persistent red block can have another cause such as an incompatible mod or older saved state.`},{question:`How do I test a mod conflict?`,answer:`Work in a duplicate and disable mods in groups, preserving dependencies, until the smallest failing combination remains.`},{question:`Should I overwrite a Steam Cloud conflict immediately?`,answer:`No. Preserve both local and cloud candidates, compare timestamps and expected progress, then test a copy before choosing the authoritative file.`}],[`sandustry-mods`,`sandustry-update-0-5-6`,`sandustry-factory-troubleshooting`,`sandustry-steam`],[x,S,C,b])];function O(e){return{slug:e.slug,category:`machines`,keyword:e.keyword,title:e.title,de
1scription:e.description,quickAnswer:e.quickAnswer,updatedAt:`2026-09-13`,gameVersion:`v0.5.6`,verification:e.verification??`official`,accuracyNote:`Mechanics and fixed ratios come from the cited official sources. Layout, capacity, and monitoring advice is an editorial application of those rules and should be checked against the installed version and active mods.`,sections:[{id:`role`,heading:`Understand the machine's job before placing it`,paragraphs:e.overview},{id:`mechanics`,heading:`Follow the documented input and output rules`,paragraphs:e.mechanics},{id:`layout`,heading:`Build a serviceable layout`,paragraphs:e.layout},{id:`diagnostics`,heading:`Diagnose the first failed boundary`,paragraphs:e.diagnostics},{id:`version`,heading:`Apply the v0.5.6 version notes`,paragraphs:e.versionNotes}],facts:e.facts,troubleshooting:e.troubleshooting,faqs:e.faqs,relatedSlugs:[...new Set([...e.relatedSlugs,`sandustry-production-planning`,`sandustry-factory-troubleshooting`])],sources:e.sources}}var k=[O({slug:`sandustry-shaker`,keyword:`Sandustry Shaker guide`,title:`Sandustry Shaker Guide: Wet Sand, Residue and Gold`,description:`Build a reliable Sandustry Shaker line for Wet Sand, Residue, and Gold, with official ratios, diagonal separation, and bottleneck checks.`,quickAnswer:`Feed Wet Sand into the Shaker. Each processed input produces Residue and has a 25 percent chance to produce Gold; Gold can pass through the machine, which makes the official diagonal layout useful for separating the streams.`,machine:`Shaker`,input:`Wet Sand`,output:`Residue and occasional Gold`,overview:[`The Shaker is an early production building that turns Wet Sand into the materials needed for progression. Its output is asymmetric: Residue is the dependable stream, while Gold is a chance output. Plan storage and downstream capacity around both behaviors rather than treating every input as guaranteed Gold.`,`Gold can pass through the Shaker. The official wiki recommends a diagonal arrangement that uses this property to separate Gold from the main material flow. That geometry is part of the process, not decoration. Preserve access to both sides so a misplaced pixel can be removed without dismantling the feed.`],mechanics:[`The official Shaker page states that Wet Sand produces Residue every time and has a 25 percent chance to produce Gold. A chance per processed unit converges only over a large sample. Four inputs do not promise exactly one Gold, and a brief unlucky run does not establish a broken machine.`,`Wet Sand itself comes from contact between Sand and Water. The official Sand page documents one Sand plus one Water becoming two Wet Sand. Keep that wetting reaction upstream and provide a buffer so the Shaker receives a controlled solid input rather than an active mixture that can occupy unintended cells.`],layout:[`Begin with the official diagonal concept: give Wet Sand a clear route into the active area, let Gold use the pass-through path, and collect Residue in a separate pocket. Make each destination visible during commissioning. A hidden shared cavity makes chance output difficult to count and lets Residue conceal Gold.`,`Provide an overflow or shutoff before the input. Residue is produced consistently and can fill its destination before the Gold route looks busy. If the output backs into the Shaker, adding more Wet Sand worsens the evidence. Pause supply, clear both destinations, and reopen a small measured batch.`],diagnostics:[`If nothing processes, verify that the input is Wet Sand rather than dry Sand, Water, or a visually similar product. Inspect the final cell before the Shaker and the active cell inside it. Material beside a building is not proof that the documented input reached the processing position.`,`If Residue appears but Gold does not, count a larger sample before diagnosing failure. If Gold appears in the wrong stream, inspect the pass-through direction and diagonal geometry. If both outputs stop after a period, check the Residue destination first because its guaranteed flow usually fills faster.`],versionNotes:[`The v0.5.6 announcement does not publish a new Shaker conversion ratio, so the current official Shaker and Sand pages remain the factual basis for this guide. Record v0.5.6 on new rate measurements instead of combining them with demo or playtest observations.`,`Aura production later attracts Auralite globally toward the Aura Extractor. The official Aura tip recommends keeping relevant Shakers near the extractor radius. Treat that late-game Auralite arrangement as a separate module from the early Wet Sand Shaker line unless the route and material are explicitly documented.`],facts:[{label:`Input`,value:`Wet Sand`},{label:`Guaranteed output`,value:`Residue`},{label:`Chance output`,value:`Gold, 25% per processed input`},{label:`Useful property`,value:`Gold passes through the Shaker`}],troubleshooting:[{symptom:`The Shaker has material nearby but does not process.`,solution:`Confirm that Wet Sand reaches the active input cell and that neither output pocket is full.`},{symptom:`A short batch produces no Gold.`,solution:`The Gold result is probabilistic. Clear the output and test a substantially larger counted batch before reporting a fault.`},{symptom:`Gold mixes with Residue.`,solution:`Recheck the pass-through direction and diagonal separation geometry, then test with a limited batch.`}],faqs:[{question:`What does the Shaker produce in Sandustry?`,answer:`Wet Sand produces Residue every time and has a 25 percent chance to produce Gold.`},{question:`Is one Gold guaranteed for every four Wet Sand?`,answer:`No. Twenty-five percent is a chance for each processed input, so small batches can be above or below the average.`},{question:`Why use a diagonal Shaker layout?`,answer:`Gold can pass through the Shaker, and the diagonal layout uses that property to keep Gold and Residue on different routes.`},{question:`How is Wet Sand made?`,answer:`The official Sand page documents one Sand pixel plus one Water pixel producing two Wet Sand pixels.`}],relatedSlugs:[`sandustry-guide`,`sandustry-early-game-tips`,`sandustry-filter`,`sandustry-production-planning`],sources:[w(`Official Wiki Shaker page`,`Shaker`),w(`Official Wiki Sand page`,`Sand`)]}),O({slug:`sandustry-filter`,keyword:`Sandustry Filter guide`,title:`Sandustry Filter Guide: Allow, Block and Prevent Jams`,description:`Configure Sandustry Filters for one solid material, understand liquids and gases, and diagnose density or wet-reaction jams.`,quickAnswer:`A Filter can allow or block one selected solid material. Liquids and gases pass through, so it is not a sealed fluid wall. Confirm the selected material and mode, then test a small sample because density and reactions inside the structure can create apparent filter failures.`,machine:`Filter`,input:`a mixed solid stream`,output:`the selected allowed or blocked solid route`,overview:[`The Filter provides explicit material selection where gravity alone is too ambiguous. It can be configured around one solid material and used in either an allow or block plan. The rest of the layout must still give accepted and rejected pixels somewhere to move; configuration does not create output space.`,`Liquids and gases can pass through the structure according to the official page. That makes the Filter unsuitable as the only barrier beside Water, Steam, or another fluid. Design containment independently, then use the selection behavior for the solid stream it is meant to control.`],mechanics:[`Choose the target material and verify whether the current state allows that material or blocks it. Use the on-screen editing interface in the installed build because Update #1 improved Filter editing and key prompts can change. Send one known sample from each relevant material before trusting a mixed production feed.`,`Density continues to affect how pixels approach and leave the Filter. A heavier or more mobile material may settle against a different face than the diagram suggests. Contact reactions can also create a new material inside a cell, especially when a solid arrives wet. The Filter then appears incorrectly configured even though its passage is physically occupied.`],layout:[`Build a staging pocket before the Filter and two visible collection paths after it. The staging area evens out bursts and gives you a place to stop input. Keep the selected stream away from the rejected stream after separation; allowing the routes to rejoin makes a successful filter look ineffective.`,`Leave direct access to the building and the cells immediately around it. You should be able to clear a jam, change the target, and sample both outputs without opening the surrounding factory. Use a dedicated fluid drain when Water or another liquid accompanies the solids.`],diagnostics:[`When the wrong solid passes, pause the feed and inspect the selected material and allow or block state. Clear every cell around the Filter before retesting; an old sample trapped inside can make the first result misleading. Confirm that the source did not transform before reaching the building.`,`When all solids stop, inspect output clearance and material inside the structure. Remove liquid or a reacted solid from the test cell, then try one dry known sample. If liquids are the concern, remember that normal pass-through is documented behavior and add a proper fluid route rather than repeatedly changing the solid rule.`],versionNotes:[`Update #1 introduced better Filter editing. This page avoids hard-coding one physical key because bindings and prompts can differ, but the allow-or-block material model is documented on the current official wiki. Check the live interface after any control update.`,`Update #3 raises Lava density and changes several material interactions. Never use a Filter as trusted Lava containment, and retest any shared separator whose order depended on the older density. A destructive material belongs in a limited test cell before it reaches a general sorting bank.`],facts:[{label:`Selection`,value:`One solid material`},{label:`Modes`,value:`Allow or block`},{label:`Liquids`,value:`Pass through`},{label:`Gases`,value:`Pass through`}],troubleshooting:[{symptom:`Every solid stops.`,solution:`Clear the Filter cells and both outputs, verify the mode, and retry with one dry labeled sample.`},{symptom:`Water crosses the Filter.`,solution:`That is expected; liquids and gases pass. Add dedicated fluid containment or transport.`},{symptom:`The selected material reaches the wrong side.`,solution:`Confirm allow versus block, then inspect whether density, geometry, or a contact reaction changed the material before the boundary.`}],faqs:[{question:`What can a Sandustry Filter select?`,answer:`It selects one solid material and can be configured to allow or block that material.`},{question:`Does a Filter stop Water or Steam?`,answer:`No. The official page states that liquids and gases can pass through.`},{question:`Why does a Filter jam?`,answer:`A full output, occupied building cell, density effect, or wet contact reaction can block movement even when the selected rule is correct.`},{question:`Which key edits a Filter?`,answer:`Use the edit prompt shown by the current in-game bindings and interface; Update #1 changed Filter editing, and customized bindings can differ.`}],relatedSlugs:[`sandustry-controls-hotkeys`,`sandustry-material-density`,`sandustry-shaker`,`sandustry-factory-troubleshooting`],sources:[w(`Official Wiki Filter page`,`Filter`),S]}),O({slug:`sandustry-planter-box`,keyword:`Sandustry Planter Box guide`,title:`Sandustry Planter Box Guide: Wet Seeds and Flowers`,description:`Automate Wet Seed to Flower production in the Sandustry Planter Box, separate pass-through solids, and apply the v0.5.6 Flower changes.`,quickAnswer:`Place Wet Seeds into the Planter Box to grow Flowers. In v0.5.6, one Wet Seed produces exactly one Flower. Gold and Amethelis are the only documented solids that pass through, so collect them separately and keep excess Wet Seeds away from an uncontrolled Flower spread.`,machine:`Planter Box`,input:`Wet Seeds`,output:`Flowers, with Gold and Amethelis pass-through`,overview:[`The Planter Box is the controlled step in the Flower production chain. It accepts prepared Wet Seeds and creates Flowers, supporting the later Amethelis route. Its geometry also lets two valuable solids pass, so the output area should distinguish grown material from Gold or Amethelis moving through.`,`A reliable design begins upstream. Produce and store Wet Seeds deliberately, then feed a counted batch into an empty box. Keep the growth chamber separate from general seed storage. Update #3 clarifies that nearby Wet Seeds can be consumed by spreading Flowers, which can look like infinite growth while silently emptying a reserve.`],mechanics:[`The current official Planter Box page documents Wet Seed as the growth input and Flower as the result. It also states that Gold and Amethelis are the only solids that pass through. Other solids can occupy the structure or approach path, so keep a mixed waste stream away from the planter.`,`Update #3 changes the calamity and recovery behavior: one Wet Seed becomes exactly one Flower, shooting or digging seedlings can return Wet Seeds, and stuck seedlings eventually give up and produce Wet Seeds. These rules make recovery clearer but do not remove the need for controlled spacing and output clearance.`],layout:[`Use three boundaries: a Wet Seed buffer, the Planter Box growth area, and a Flower collection pocket. Add a separate pass-through lane for Gold or Amethelis if those materials share the module. Keep the Flower output far enough from reserve Wet Seeds that growth cannot consume inventory intended for another batch.`,`Provide player and tool access above or beside the growth area. A Flower or seedling stuck in an awkward cell should be recoverable without remov
1ing the whole box. Stop the Wet Seed feed before clearing so recovered seeds do not immediately re-enter the same blocked position.`],diagnostics:[`If no Flower appears, confirm that the input is Wet Seed, not Seed or another solid, and that the growth cell has space. Check whether pass-through Gold or Amethelis has filled the destination. Clear unrelated solids from the box before changing the feed.`,`If Wet Seeds vanish faster than expected, look for Flowers reaching nearby stored seeds. If a seedling is stuck, use the v0.5.6 recovery behavior and collect the returned Wet Seed. Test one seed after clearing to confirm the one-to-one result before reopening the batch.`],versionNotes:[`Version 0.5.6 establishes the exact one Wet Seed to one Flower result and provides recovery paths for seedlings. Any older guide that assumes one seed can directly create several Flowers should be read as an observation of nearby-seed consumption, not a free multiplication ratio.`,`The patch makes the Flower calamity easier, but it can still spread through accessible Wet Seeds. Separate reserves with geometry the Flower cannot reach, label the batch size, and compare input and output counts. This turns a visually chaotic process into an auditable production step.`],facts:[{label:`Input`,value:`Wet Seed`},{label:`v0.5.6 ratio`,value:`1 Wet Seed → exactly 1 Flower`},{label:`Pass-through solids`,value:`Gold and Amethelis`},{label:`Recovery`,value:`Dig or shoot seedlings to recover Wet Seeds`}],troubleshooting:[{symptom:`A Flower consumes stored Wet Seeds.`,solution:`Move the reserve outside the reachable growth area and feed only a counted batch.`},{symptom:`A seedling is stuck.`,solution:`In v0.5.6, dig or shoot it, or allow it to give up, then collect the returned Wet Seed.`},{symptom:`The Planter Box is blocked.`,solution:`Clear solids other than the documented Wet Seed input and Gold or Amethelis pass-through, then verify output space.`}],faqs:[{question:`What goes into a Sandustry Planter Box?`,answer:`Wet Seeds are the documented growth input.`},{question:`How many Flowers does one Wet Seed make in v0.5.6?`,answer:`Exactly one Flower. Apparent continued spread consumes nearby Wet Seeds.`},{question:`Which solids pass through the Planter Box?`,answer:`The official page identifies Gold and Amethelis as the pass-through solids.`},{question:`Can a stuck seedling be recovered?`,answer:`Yes. In v0.5.6, shooting or digging it can produce a Wet Seed, and stuck seedlings eventually give up.`}],relatedSlugs:[`sandustry-planter-box-designs`,`sandustry-update-0-5-6`,`sandustry-filter`,`sandustry-production-planning`],sources:[w(`Official Wiki Planter Box page`,`Planter_Box`),S]})],A=[O({slug:`sandustry-thermal-buffer`,keyword:`Sandustry Thermal Buffer guide`,title:`Sandustry Thermal Buffer Guide: Heat, Cold, Lava and Cinder`,description:`Operate Sandustry Thermal Buffers with heat and cold, understand the v0.5.6 Lava-to-Cinder behavior, and prevent thermal bottlenecks.`,quickAnswer:`A Thermal Buffer stores heat or cold for nearby thermal work. In v0.5.6, a cold buffer with negative temperature receives less heat from Lava and converts the Lava back into Cinder instead of fully consuming it, so the layout needs a Cinder output and a measured temperature balance.`,machine:`Thermal Buffer`,input:`heat or cold sources, including controlled Lava`,output:`stored temperature and returned Cinder under the v0.5.6 cold-Lava interaction`,overview:[`The Thermal Buffer turns temperature into a manageable factory resource. It can collect heat or cold and support processes that need a stable thermal condition. Its useful capacity is therefore not only physical space: the direction and amount of stored temperature determine what the next input will do.`,`Treat a hot buffer and a cold buffer as different operating states. Label the intended state and isolate incompatible sources. A buffer crossing through zero may stop producing the expected result even while materials continue to arrive, so temperature should be observed alongside material flow.`],mechanics:[`The official page documents interactions with Fire, Lava, and Snow. Update #3 adds the current Lava rule: when the Thermal Buffer is cold, meaning its temperature is negative, Lava adds less heat and turns back into Cinder instead of being fully consumed. The returned solid needs somewhere to leave.`,`The phrase less heat is comparative, not an exact rate. Do not publish or design around a guessed number. Measure the starting temperature, the amount of Lava introduced, the ending temperature, and the Cinder returned in a controlled v0.5.6 cell. Repeat only after restoring the same starting condition.`],layout:[`Give Lava a limited input pocket and Cinder a separate gravity or conveyor exit. Keep the temperature source serviceable so Snow, Fire, or another documented input can be stopped without opening the Lava path. Provide containment that v0.5.6 Lava does not destroy.`,`Install an upstream shutoff and leave free space around the output. If Cinder accumulates against the buffer, the material cycle can stall even though temperature remains available. Keep artifact-room experiments separate because Update #3 fixed a case in which a Thermal Buffer consumed Lava while surrounding terrain self-healed.`],diagnostics:[`If Lava disappears without returned Cinder, verify that the buffer was still below zero at the moment of contact. If Cinder appears but the process slows, inspect output clearance and whether repeated Lava input has warmed the buffer toward zero. Recreate the starting temperature before comparing batches.`,`If behavior changes only inside an artifact room, confirm v0.5.6 and reproduce it in an ordinary test cell. This distinguishes the special self-healing environment from the general machine rule. Preserve the affected save before digging or exposing more Lava.`],versionNotes:[`The negative-buffer Lava return is new in v0.5.6 and supersedes older explanations that treat Lava as fully consumed 
1in every Thermal Buffer state. The same patch raises Lava density to 200 and lets it destroy Fluxite, Redsoil, and Strataform, so both input routing and containment need review.`,`Update #3 also fixes the artifact-room self-heal interaction. Remove old workarounds one at a time, test a small batch, and reload the save before declaring the route repaired. A current-version recovery copy should remain available until the line completes a normal long run.`],facts:[{label:`Cold state`,value:`Negative temperature`},{label:`Cold + Lava in v0.5.6`,value:`Less heat added; Lava returns as Cinder`},{label:`Lava density`,value:`200`},{label:`Documented thermal inputs`,value:`Fire, Lava, and Snow interactions`}],troubleshooting:[{symptom:`Returned Cinder blocks the input.`,solution:`Stop Lava, clear the dedicated Cinder route, and reopen a limited feed only while the buffer remains negative.`},{symptom:`The same Lava batch adds a different result.`,solution:`Compare starting temperature and game version; restore the same negative state before measuring again.`},{symptom:`Artifact-room behavior differs from a test cell.`,solution:`Confirm v0.5.6, preserve the save, and isolate the room-specific self-healing interaction from the normal buffer rule.`}],faqs:[{question:`What happens when Lava touches a cold Thermal Buffer?`,answer:`In v0.5.6, it adds less heat and converts back into Cinder instead of being fully consumed.`},{question:`What counts as a cold Thermal Buffer?`,answer:`The official Update #3 wording defines the relevant state as negative temperature.`},{question:`Why did an old Thermal Buffer layout change?`,answer:`v0.5.6 changed the cold-Lava result, raised Lava density, and fixed a special artifact-room interaction.`},{question:`Is the exact reduced heat amount published?`,answer:`The Update #3 note says less heat but does not provide a number, so measure it in a controlled current-version test.`}],relatedSlugs:[`sandustry-lava`,`sandustry-update-0-5-6`,`sandustry-material-density`,`sandustry-factory-troubleshooting`],sources:[w(`Official Wiki Thermal Buffer page`,`Thermal_Buffer`),S]}),O({slug:`sandustry-steam-turbine`,keyword:`Sandustry Steam Turbine guide`,title:`Sandustry Steam Turbine Guide: Energy and Depleted Steam`,description:`Turn Steam into Energy with a Sandustry Steam Turbine, connect batteries correctly, recover Water, and measure the closed-loop balance.`,quickAnswer:`Each Steam pixel processed by a Steam Turbine produces 10 Energy and Depleted Steam. The turbine must reach a non-full battery through an Energy Connector. Send Depleted Steam to a Condenser to recover Water, and keep it separate from ordinary Steam because it does not create rain.`,machine:`Steam Turbine`,input:`Steam and available battery capacity`,output:`10 Energy per Steam pixel plus Depleted Steam`,overview:[`The Steam Turbine combines a material route and an electrical route. Steam must reach the machine, and generated Energy must have a connected destination that is not already full. Checking only one side leads to common false diagnoses: visible Steam does not prove the turbine can export power.`,`Its material output is Depleted Steam rather than ordinary Steam. That distinction preserves the cost of generation. Route the depleted product deliberately instead of returning it to a chamber that expects rain-producing Steam.`],mechanics:[`The official turbine page states that one Steam pixel produces 10 Energy and one Depleted Steam. It also requires connection through an Energy Connector to a battery with free capacity. A full or disconnected battery stops useful conversion even when the intake looks supplied.`,`A Condenser turns Depleted Steam into Water. The official page warns that Depleted Steam cannot become rain, so do not copy a normal Steam rain collector for this output. Keep the two gas streams identifiable until they reach their intended destinations.`],layout:[`Place a visible Steam intake above or beside the documented receiving area, connect the turbine to a dedicated test battery, and give Depleted Steam a clear route to the Condenser. Add Water collection below the condenser with enough space to prevent backup.`,`Keep an Energy Connector visible and avoid hiding it behind another system during commissioning. Separate the test battery from a large network at first. A small battery makes energy gain easy to observe; once the ratio and flow are confirmed, connect the module to the wider grid.`],diagnostics:[`If Steam is present but energy does not rise, 
1check the connector, battery path, and free capacity before changing the gas route. If energy rises but stops early, compare battery state with Steam inventory. A full battery is an output blockage, not an input shortage.`,`If Depleted Steam accumulates, inspect the route to the Condenser and the Water destination. If expected rain never appears, confirm that the gas is Depleted Steam; its inability to form rain is documented behavior. Use condensation for recovery.`],versionNotes:[`The official v0.5.6 announcement does not state a turbine ratio change, so the current wiki value of 10 Energy per Steam remains the documented basis. Still label measurements v0.5.6 because power supply from Voltblubs and connected factory demand changed around the same update.`,`Update #3 boosts general Voltblub output without publishing an exact new rate. When comparing turbine and critter-assisted power, measure both on the same version and observation interval. Do not remove the turbine because a temporary petted-creature boost fills a small battery.`],facts:[{label:`Input`,value:`1 Steam pixel`},{label:`Energy output`,value:`10 Energy`},{label:`Material output`,value:`Depleted Steam`},{label:`Required connection`,value:`Energy Connector to a non-full battery`}],troubleshooting:[{symptom:`Steam reaches the turbine but Energy stays flat.`,solution:`Trace the Energy Connector to a battery and confirm that battery has free capacity.`},{symptom:`Depleted Steam fills the output.`,solution:`Clear the Condenser route and Water destination before reopening Steam input.`},{symptom:`Depleted Steam does not make rain.`,solution:`That is expected. Send it through a Condenser to recover Water.`}],faqs:[{question:`How much Energy does a Steam Turbine make?`,answer:`The official page documents 10 Energy for each Steam pixel processed.`},{question:`Why is my Steam Turbine not working?`,answer:`Check that Steam reaches the intake and that an Energy Connector reaches a non-full battery.`},{question:`What does a Steam Turbine output besides Energy?`,answer:`It outputs Depleted Steam.`},{question:`Can Depleted Steam make rain?`,answer:`No. Condense it into Water with a Condenser.`}],relatedSlugs:[`sandustry-infinite-water`,`sandustry-water`,`sandustry-production-planning`,`sandustry-update-0-5-6`],sources:[w(`Official Wiki Steam Turbine page`,`Steam_Turbine`),w(`Official Wiki Condenser page`,`Condenser`),S]}),O({slug:`sandustry-fluid-logistics`,keyword:`Sandustry Pump Pipe Liquid Vent guide`,title:`Sandustry Fluid Logistics: Pump, Pipe and Liquid Vent Guide`,description:`Design Sandustry Pump, Pipe, and Liquid Vent networks with official capacity limits, safe mixing rules, and clear intake and output diagnostics.`,quickAnswer:`A fully submerged Pump can take in up to 16 liquid pixels per tick, while a Liquid Vent releases up to 4 per tick, so one Pump can support up to four unconstrained vents. Pipes form a shared network when they cross, and the system cannot transport Lava.`,machine:`Pump, Pipe, and Liquid Vent network`,input:`a supported liquid touching a Pump`,output:`the mixed network liquid through one or more Liquid Vents`,overview:[`Fluid logistics is a three-part system: a Pump collects liquid, Pipes connect the network on their separate layer, and Liquid Vents release the stored mixture. Diagnose the parts in that order. A visible pipe line says nothing about whether the intake is submerged or the vent has room.`,`Crossing Pipes merge into one network, and all liquids in that network mix and distribute. Use physically separate networks when two fluids must remain distinct. A drawing that shows two colored lines crossing is not two isolated routes in the game's pipe layer.`],mechanics:[`The official Pump page states that every pixel can act as an intake and that a fully submerged Pump can move up to 16 pixels per tick. Solids inside the Pump block intake. Lava is not supported. These constraints make clean intake chambers and material screening essential.`,`The official Liquid Vent page documents a maximum of 4 pixels per tick and says output stops when the vent is about three-quarters submerged. Under otherwise clear conditions, one 16-per-tick Pump can feed four 4-per-tick vents. That is a capacity ceiling, not a guarantee when immersion, blockage, or network demand differs.`],layout:[`Build a clean source pocket around the Pump, route Pipes without crossing unrelated networks, and place Vents where discharged liquid can move away. Provide four vents only when the source can keep the Pump submerged and each destination remains below the stop level.`,`Add a shutoff or removable connection near the source and leave access to every vent. If the network carries more than one liquid, label that choice as intentional. Otherwise isolate networks before the crossing and test each with a small amount to confirm there is no hidden merge.`],diagnostics:[`When intake is slow, inspect Pump submersion and remove solids from its cells. When one vent stops, check local liquid depth before blaming the whole network. When every vent stops, compare source availability, Pipe continuity, and whether an unintended crossing distributed liquid elsewhere.`,`If the wrong liquid appears, trace all Pipe crossings and connected Pumps. The network mixes its contents; waiting will not separate them. Isolate the source, drain the contaminated network into a safe area, and rebuild distinct routes before restoring production.`],versionNotes:[`The cited official pages provide the current capacity and mixing rules used here. Update #3 changes Lava density and destruction but does not make Lava pumpable; the Pump page still says it cannot pump Lava. Keep Lava on a separate documented conversion or containment route.`,`Retest modded fluid networks on the v0.5.6 mods branch. New building-removal and material events can affect custom components, and a mod may introduce its own capacity or supported fluid. Preserve vanilla figures as the comparison rather than treating a modded result as a base-game update.`],facts:[{label:`Pump maximum`,value:`Up to 16 liquid pixels per tick when fully submerged`},{label:`Vent maximum`,value:`Up to 4 pixels per tick`},{label:`Nominal fan-out`,value:`One Pump to four unconstrained Vents`},{label:`Lava`,value:`Not pumpable`},{label:`Pipe crossings`,value:`Merge into one mixing network`}],troubleshooting:[{symptom:`Pump intake drops.`,solution:`Increase supported-liquid contact around the Pump and clear solids occupying its intake pixels.`}
1,{symptom:`A Liquid Vent stops while the network is supplied.`,solution:`Check whether the vent is about three-quarters submerged and clear its destination.`},{symptom:`Two liquids unexpectedly mix.`,solution:`Find a Pipe crossing or shared connection, isolate the sources, drain the network, and rebuild separate routes.`}],faqs:[{question:`How fast is a Sandustry Pump?`,answer:`A fully submerged Pump can take in up to 16 liquid pixels per tick.`},{question:`How fast is a Liquid Vent?`,answer:`The official page lists a maximum output of 4 pixels per tick.`},{question:`How many vents can one Pump support?`,answer:`Up to four at the documented maximums, provided the Pump remains submerged and every vent has clear output space.`},{question:`Can Pumps move Lava?`,answer:`No. The official Pump page says Lava cannot be pumped.`},{question:`Do crossing Pipes stay separate?`,answer:`No. Crossing Pipes join the same network, whose liquids mix and distribute.`}],relatedSlugs:[`sandustry-water`,`sandustry-infinite-water`,`sandustry-material-density`,`sandustry-factory-troubleshooting`],sources:[w(`Official Wiki Pump page`,`Pump`),w(`Official Wiki Pipe page`,`Pipe`),w(`Official Wiki Liquid Vent page`,`Liquid_Vent`)]})],j=[O({slug:`sandustry-conveyor-portal`,keyword:`Sandustry Conveyor Portal guide`,title:`Sandustry Conveyor Portal Guide: Cross Lines Without Mixing`,description:`Unlock, place, test, and troubleshoot Sandustry Conveyor Portals for compact crossings without mixing production lines.`,quickAnswer:`Conveyor Portals let one production route cross another without combining the materials. The current official research table lists a 750 Gold unlock cost, and v0.5.6 fixes a case where portals became stuck. Test direction and output clearance with small labeled samples before connecting full supply.`,machine:`Conveyor Portal pair`,input:`a controlled conveyor material stream`,output:`the same stream beyond a non-mixing crossing`,overview:[`Conveyor Portals solve a geometry problem: two material routes need to cross, but a normal junction would mix them. Treat the portal as a transport boundary with a defined entrance and exit. The crossed route remains physically separate only when both portal directions and nearby cells are built correctly.`,`The official Research page currently lists Conveyor Portal at 750 Gold. That page is still being developed, so confirm the cost and prerequisite in the live technology tree before committing a long unlock route. The function of crossing lines without mixing is the durable planning reason to reserve space.`],mechanics:[`A portal moves a conveyor stream across another line while preserving separation. It does not sort an already mixed input. Feed one identified material into the entrance during commissioning and collect it in an empty pocket at the exit. Test the crossed line independently before running both together.`,`Direction and clearance matter at both endpoints. If the destination is full, the entrance can appear broken even when the portal link is valid. Trace material from the source to the entrance, through the pair, and from the exit to storage as three separate boundaries.`],layout:[`Reserve a rectangular service zone around both ends and keep the crossed route visible. Add a shutoff before each line so one can be tested while the other remains empty. Avoid placing a second portal pair so close that entrances or exits become visually ambiguous.`,`Use portals where they remove a real crossing constraint, not as default transport for every short gap. Conventional conveyors are easier to observe and repair. A portal earns its space when it preserves two readable modules and prevents a mixed junction that would otherwise require complex filtering.`],diagnostics:[`If material reaches the entrance and stops, inspect pairing, direction, and output capacity. Empty the destination and try a single sample. If material exits but joins the crossed line, inspect the cells immediately after the portal; the portal may have worked while the ordinary output geometry recombined the streams.`,`If an older world contains a portal that remains stuck, confirm v0.5.6 and test after a save and reload. Update #3 includes a stuck-portal fix. Preserve the original world before removing the pair, and rebuild only after the current-version test shows the problem persists.`],versionNotes:[`Version 0.5.6 fixes Conveyor Portals becoming stuck. Remove workaround bypasses one at a time and observe the route through a restart. A repaired transport path may expose a downstream buffer that had filled while the portal was inactive.`,`Research data can change during Early Access, and the official Research page is marked as work in progress. Treat 750 Gold as the checked current table value, show the date with this article, and verify the in-game tree after any progression update.`],facts:[{label:`Purpose`,value:`Cross production lines without mixing`},{label:`Current listed research cost`,value:`750 Gold`},{label:`v0.5.6 fix`,value:`Portals becoming stuck`},{label:`Commissioning sample`,value:`One labeled material per route`}],troubleshooting:[{symptom:`Material stops at a portal entrance.`,solution:`Clear the exit and destination, confirm direction and pairing, then retry one sample on v0.5.6.`},{symptom:`The two lines mix after the crossing.`,solution:`Inspect ordinary conveyor cells immediately after the portal; keep each exit on a separate route.`},{symptom:`An old portal remains stuck after updating.`,solution:`Preserve the save, reload on v0.5.6, test an empty destination, and rebuild the pair only if the fault remains.`}],faqs:[{question:`What does a Conveyor Portal do?`,answer:`It lets one production route cross another without mixing their material streams.`},{question:`How much does Conveyor Portal research cost?`,answer:`The checked official Research table lists 750 Gold; confirm the live Early Access tree because the page is still work in progress.`},{question:`Was the stuck Conveyor Portal bug fixed?`,answer:`Update #3 states that v0.5.6 fixes Conveyor Portals becoming stuck.`},{question:`Can a Conveyor Portal sort mixed material?`,answer:`It should be used to preserve separate routes, not to separate an input that is already mixed.`}],relatedSlugs:[`sandustry-blueprints`,`sandustry-filter`,`sandustry-update-0-5-6`,`sandustry-factory-troubleshooting`],sources:[w(`Official Wiki Research page`,`Research`),S]}),O({slug:`sandustry-flux-emanator`,keyword:`Sandustry Flux Emanator guide`,title:`Sandustry Flux Emanator Guide: Voidbloom to Fluxite`,description:`Convert Voidbloom into Fluxite with a Sandustry Flux Emanator while controlling growth space, output blockage, and performance.`,quickAnswer:`Place Voidbloom against the top of a Flux Emanator so it creates Fluxite below. Growth is slow and circular; leave open output space and remove oversized blocked blobs because the official page warns that they can harm performance.`,machine:`Flux Emanator`,input:`Voidbloom touching the top`,output:`Fluxite growing below the building`,overview:[`The Flux Emanator is a special production building that creates Fluxite from Voidbloom contact. Unlike a simple box with an input slot and output slot, its geometry is exposed: the source touches the top and the product forms in space below. The room around the building is part of the recipe.`,`Fluxite growth is slow and circular according to the official page. Design collection around the exp
1anding shape rather than a narrow point output. If the area below is blocked, growth can accumulate into a large blob that becomes both a throughput problem and a performance risk.`],mechanics:[`Voidbloom must touch the top of the Flux Emanator. Keep that contact stable and protect it from unrelated material. The building then spawns Fluxite below, where normal material movement and containment determine how the result leaves the production area.`,`The official tips specifically warn that blocked space and huge Fluxite blobs can hurt performance. Output removal is therefore part of operating the building, not optional cleanup. Measure the maximum blob size reached during a normal interval and keep the collector faster than continued growth.`],layout:[`Reserve an open chamber below the Emanator with sloped or conveyed collection at the perimeter. Keep the Voidbloom feed accessible from above and prevent output from reaching it. Add a visual marker for the safe maximum growth region so slow accumulation is noticed before it fills the chamber.`,`Place a shutoff at the Voidbloom contact or make the source removable without opening the output. Keep the chamber away from critical narrow corridors; a service visit should not require walking through the product. Test collection from several edges of the circular growth area.`],diagnostics:[`If no Fluxite appears, confirm direct Voidbloom contact on the top face and clear the area below. If growth begins and then slows, inspect for an occupied output region before changing the source. A small remaining connection can keep producing into a blocked chamber.`,`If frame rate declines near the module, pause input and reduce the Fluxite blob in a recoverable copy. Observe performance after the chamber is cleared. If the problem persists, compare a clean v0.5.6 world and active mods before attributing every slowdown to the building.`],versionNotes:[`Update #3 changes an important downstream hazard: Lava now destroys Fluxite. Do not route a Flux Emanator output through or beside an uncontrolled Lava channel, and do not use stored Fluxite as a trusted Lava barrier in v0.5.6.`,`The patch also includes general performance and diagnostic work. The official Emanator warning about oversized blobs still supports proactive collection. Record product accumulation and frame behavior together when testing a larger module.`],facts:[{label:`Input contact`,value:`Voidbloom touching the top`},{label:`Output`,value:`Fluxite below the building`},{label:`Growth shape`,value:`Slow and circular`},{label:`Performance risk`,value:`Huge blocked Fluxite blobs`},{label:`v0.5.6 hazard`,value:`Lava destroys Fluxite`}],troubleshooting:[{symptom:`No Fluxite forms.`,solution:`Restore direct Voidbloom contact on top and clear open cells below the Emanator.`},{symptom:`Growth fills the chamber.`,solution:`Stop the Voidbloom contact, remove the blob, and increase collection clearance before restarting.`},{symptom:`The module causes poor performance.`,solution:`Reduce blocked Fluxite accumulation and compare the cleared module in a current vanilla test world.`}],faqs:[{question:`What input does a Flux Emanator use?`,answer:`Voidbloom must touch the top of the building.`},{question:`Where does Fluxite appear?`,answer:`It grows below the Flux Emanator in a slow circular pattern.`},{question:`Why should I clear the Fluxite output?`,answer:`Blocked growth reduces usable throughput, and the official page warns that huge blobs can hurt performance.`},{question:`Can Fluxite contain Lava in v0.5.6?`,answer:`No. Update #3 states that Lava now destroys Fluxite.`}],relatedSlugs:[`sandustry-mods`,`sandustry-lava`,`sandustry-update-0-5-6`,`sandustry-production-planning`],sources:[w(`Official Wiki Flux Emanator page`,`Flux_Emanator`),w(`Official Wiki Voidbloom page`,`Voidbloom`),S]}),O({slug:`sandustry-snowmaker`,keyword:`Sandustry Snowmaker guide`,title:`Sandustry Snowmaker Guide: Water, Energy and Snow`,description:`Use the Sandustry Snowmaker's official four-Water ratio, power requirement, output clearance, and role in thermal or Water recovery systems.`,quickAnswer:`When four Water pixels reach the top of a powered Snowmaker, it produces four Snow and uses one Energy for the operation. Keep the Water feed controlled, maintain battery capacity and connection, and clear Snow fast enough to prevent the output from backing up.`,machine:`Snowmaker`,input:`four Water pixels and available Energy`,output:`four Snow pixels`,overview:[`The Snowmaker converts liquid Water into a solid thermal material. It is useful wherever Snow supports cooling, storage, or a later state-change chain. Because the documented material ratio is one-to-one in pixel count, unexpected loss usually belongs to transport, output clearance, or observation boundaries rather than the stated machine conversion.`,`Power is a separate requirement. Four Water pixels at the intake do not complete an operation without Energy. Commission the machine with a small connected battery so one Energy change is visible, then move it to the broader grid after both inputs and the Snow output are confirmed.`],mechanics:[`The official page states that four Water pixels on top of the Snowmaker become four Snow pixels and consume one Energy per operation. Supply Water to the correct face and keep the four-pixel batch together long enough to trigger. A thin intermittent trickle can make the machine look slow while it waits for the complete input.`,`Snow is a solid output that needs clear space and follows material physics after creation. If it accumulates against the building, later operations can stop or send material into an unintended pocket. Give it a dedicated collection surface before attaching a heat or launch stage.`],layout:[`Build a small Water header above the Snowmaker, a visible Snow collection area below or beside the documented output, and an Energy connection that can be inspected. Add a fluid shutoff before the header so a repair does not release the entire Water reserve.`,`For a circulation experiment, keep the Snowmaker, heating step, Steam path, Condenser, and returned Water as separate measurable boundaries. Do not call the loop infinite until returned Water and every stored material remain stable over a long interval. Internal buffers can create temporary apparent gains.`],diagnostics:[`If Water rests above the machine without output, count whether four pixels are present and confirm Energy reaches the Snowmaker. If power is available but batches remain incomplete, inspect the fluid route for intermittent delivery or another destination drawing from the same Pipe network.`,`If Snow appears and then stops, clear the output and check the next thermal step. If the Water reserve falls faster than Snow arrives, measure the boundary directly around the machine to separate conversion from loss elsewhere in the network.`],versionNotes:[`The v0.5.6 announcement does not change the official four-Water, four-Snow, one-Energy operation. It does make Lasers melt Ice, which can affect nearby cold-material storage and release Water. Keep Laser work away from a Snow or Ice buffer unless the melt is part of the route.`,`Voltblub output is boosted in v0.5.6, but the announcement gives no exact rate. Do not assume one creature can sustain a chosen number of Snowmakers. Measure the connected battery during ordinary and temporarily petted states before sizing the power source.`],facts:[{label:`Material input`,value:`4 Water pixels`},{label:`Material output`,value:`4 Snow pixels`},{label:`Energy cost`,value:`1 Energy per operation`},{label:`Input face`,value:`Top of the Snowmaker`}],troubleshooting:[{symptom:`Water is present but no Snow appears.`,solution:`Confirm a complete four-pixel Water batch at the top and an active Energy connection.`},{symptom:`The machine works once and stops.`,solution:`Clear the Snow destination and verify that the next four Water pixels can reach the input.`},{symptom:`A circulation loop seems to create Water.`,solution:`Record every buffer and measure returned Water after startup effects; apparent gain can come from stored Steam or internal material.`}],faqs:[{question:`What is the Snowmaker ratio?`,answer:`Four Water pixels become four Snow pixels.`},{question:`How much Energy does a Snowmaker use?`,answer:`The official page lists one Energy per four-Water operation.`},{question:`Where does Water enter a Snowmaker?`,answer:`The documented input is four Water pixels on top of the building.`},{question:`Can a Snowmaker create infinite Water?`,answer:`The machine converts Water to Snow. Any circulation claim must account for every state change and buffer over a sustained test.`}],relatedSlugs:[`sandustry-infinite-water`,`sandustry-water`,`sandustry-steam-turbine`,`sandustry-production-planning`],sources:[w(`Official Wiki Snowmaker page`,`Snowmaker`),w(`Official Wiki Snow page`,`Snow`),S]})],M=[D[0],D[1],D[2],D[3],D[4],D[5],D[6],k[0],k[1],k[2],A[0],A[1],A[2],j[0],j[1],j[2]];new Set(M.map(e=>e.category+`/`+e.slug));
1var se={"sandustry-map":{"read-the-world":[`Read the map as a set of production opportunities rather than a fixed collection of rooms. Mark Water, deep Lava, unusual terrain, access shafts, and enough flat space for serviceable modules. Because excavation changes the world, record the original boundary before opening a chamber whose pressure, fluid, or loose material can enter the route you are standing in.`,`Use a simple coordinate convention based on the starting area or another permanent landmark. Name routes by destination and depth, then place return markers at junctions. Procedural generation makes another player's exact coordinates less useful than a repeatable navigation method. A good note explains how to return after a save reload and what tool or research gate stopped the first visit.`],"map-tools":[`Separate reconnaissance from extraction. On the first trip, identify the material, hazard, available working space, and shortest safe return. On the second, bring the tool, power, storage, and logistics required for a small sample. Building the full production line before confirming the route can strand resources behind a narrow shaft or force later conveyors through valuable rooms.`,`Plan vertical travel beside material transport rather than through it. Steam shafts, falling solids, fluids, and player movement can interfere when they share one opening. Reserve a service lane and close diagonal fluid leaks before connecting a source. If hovering or movement settings change access through buildings, confirm the current setting before making an otherwise unreachable maintenance pocket.`],"puzzles-and-return-trips":[`Treat ancient structures and artifact rooms as version-sensitive systems. Preserve a save before removing terrain, placing thermal equipment, or introducing Lava. Update #3 fixed a case involving a Thermal Buffer, Lava, and self-healing terrain inside artifact rooms, which is a useful reminder that ordinary factory assumptions may not apply inside a special environment.`,`Record an unresolved room with three facts: location, visible mechanism, and missing capability. Return after unlocking the relevant tool or research rather than forcing the room with destructive material. Once solved, keep the route marker and note the reward or new access. This turns exploration into a searchable project list instead of repeated wandering.`,`Before a long expedition, carry enough capacity to preserve a rare sample and leave room for unexpected output. Verify that the return route remains open after digging and that falling material cannot seal the only exit. Save at a stable boundary outside the puzzle area, then change one condition at a time so a failed attempt still teaches you what the room responded to.`]},"sandustry-early-game-tips":{controls:[`Use the live bindings screen to identify build, remove, tool, and movement actions before placing the first permanent module. Make one test cell, one short belt, and one removal action in an empty area. This confirms the current control context and prevents a long drag placement from cutting across Water or loose material that will move when construction begins.`,`Design for access from the start. Leave a player lane, a visible input, an empty output pocket, and a shutoff point around every early machine. Compactness becomes useful only after the line can be observed and cleared. A small amount of unused space costs less than rebuilding a sealed module when one Gold or Seed pixel reaches the wrong cavity.`],"shaker-layout":[`Produce Wet Sand in a controlled chamber before the Shaker. The official Sand page documents one Sand plus one Water becoming two Wet Sand, while the Shaker produces Residue and has a 25 percent chance for Gold. Count a larger batch before judging Gold output; four Wet Sand does not guarantee exactly one Gold because each result is probabilistic.`,`Use the documented ability of Gold to pass through the Shaker and test the diagonal separation with labeled samples. Give the guaranteed Residue stream more immediate overflow room because it fills on every processed input. If the machine stops, inspect the Residue destination before adding more Wet Sand or changing the intake.`],"logistics-priorities":[`Send Gold toward collection and preserve Seed for the Wet Seed and Flower chain. Keep Water contact upstream of the Planter Box so the correct input reaches it, and isolate spare Wet Seeds from the growth chamber. In v0.5.6, one Wet Seed produces exactly one Flower, while apparent spreading consumes nearby Wet Seeds.`,`Start a versioned factory notebook with the source, transformation, output, and first measured bottleneck for each module. Use official ratios where published and label every other rate as an observation. Check starting and ending inventory over the same interval; a reserve can make an undersupplied line look stable for several minutes.`,`Before advancing a Tier or spending scarce Gold, confirm that the current line can restart from empty, recover from a full destination, and survive a save reload. Keep a recovery copy before a destructive Lava experiment, a major excavation, or the first modded launch. Early discipline makes later Aura, power, and thermal chains much easier to debug.`]},"sandustry-planter-box-designs":{"prepare-wet-seed":[`Prepare Wet Seeds in a separate contact chamber and feed a counted batch. Seed and Wet Seed should never share an unlabeled reserve because only the prepared material is the documented Planter Box input. Add a stop before the box so a blocked growth area cannot consume the entire upstream inventory while you inspect it.`,`
1Version 0.5.6 makes the ratio explicit: one Wet Seed becomes exactly one Flower. Record the input count and keep nearby spare seeds outside the growth reach. If the Flower appears to continue spreading, inspect the surrounding Wet Seeds; the official patch note explains that nearby inputs are being consumed rather than created for free.`],"grow-and-harvest":[`Give every Flower clear formation space and a collection path that does not push output back into the box. Keep player or tool access along one side. When a seedling is stuck in v0.5.6, shooting or digging can return a Wet Seed, and a stuck seedling eventually gives up. Pause the feed before recovery so the same cell does not fill again.`,`Commission the design with one seed, then a small repeated batch, and finally a normal burst. Observe where the Flower settles, how long the output stays clear, and whether the box accepts the next input after a save reload. Scale the collector only after the same boundary limits two clean runs.`],"separate-outputs":[`The official Planter Box page identifies Gold and Amethelis as the solids that pass through. Build a visible pass-through lane and keep other loose solids away from the structure. If a foreign material occupies a cell, clear it before changing the Wet Seed feed or assuming that the planter's recipe changed.`,`Amethelis movement differs from an ordinary falling solid, so widen its capture area and prevent it from drifting back toward Wet Seed storage. Gold should reach a distinct collection route. Do not recombine the streams immediately after separation; a shared pocket hides whether the Planter Box or the downstream collector caused a loss.`,`Use three inventories during a long run: Wet Seeds waiting, Flowers collected, and pass-through valuables delivered. Compare all three at fixed intervals. A larger seed buffer only delays a growth or output bottleneck; a stable design keeps the growth space clear and makes each product's destination independently serviceable.`]}},ce={"sandustry-steam":{"edition-and-features":[`Use the Steam page as a live checklist rather than a permanent snapshot. Confirm the Early Access label, operating-system icon, demo action, Workshop, Cloud, and achievement features immediately before purchase or installation. A search result can preserve an older price or feature line after the store has changed, while the app page is the source tied to the current build.`,`Workshop and Cloud solve different problems. Workshop distributes community content and depends on the separate mods branch described by official posts. Cloud synchronizes supported files between installations. Neither feature guarantees that a particular mod is compatible or that a conflicted save can be recovered, so keep a named local copy before changing branches or mod sets.`],languages:[`The store's language table distinguishes interface, full audio, and subtitles. The reviewed listing shows 23 interface and subtitle languages but no full-audio column support. Check the exact row you need, because seeing a language name on the page does not mean every presentation mode is available.`,`Community guides and Workshop items can use another language even when the game interface supports yours. Read dependency and configuration notes before subscribing. If a translation looks incomplete after an update, compare the same screen in the current English source and report the version and exact interface label rather than assuming the setting is missing.`],requirements:[`Compare the minimum specification with the system that will run a large, active factory, not only an empty new world. Pixel simulation, large material blobs, Steam clouds, mods, and complex automation can create workloads that are not represented by the storage requirement. The official page is the authority for supported systems; practical performance still depends on factory scale.`,`Install current graphics drivers and keep enough free storage for saves, logs, Workshop downloads, and temporary update files. Update #3 replaced GPU diagnostics that caused problems on some hardware and continued crash work. If performance or a crash persists, capture the current log, version, branch, mods, and the smallest factory area that reproduces it.`,`For SteamOS, Linux, or macOS, read the platform-specific table rather than applying the Windows row. Verify that the demo or purchase action is available on the device you intend to use. Recheck after major updates because Early Access requirements and supported features can change as simulation and rendering work develops.`]},"sandustry-demo":{"official-download":[`Confirm that the demo action belongs to the official Sandustry app page before downloading. The listing identifies Lantto Games as developer and Hooded Horse as publisher. That route provides the current platform requirements and avoids third-party archives whose version, contents, and save paths cannot be verified.`,`Let Steam finish installation and start with default settings. Record the version shown by the demo if available. A guide or video can demonstrate a different demo hotfix or the paid Early Access build, so attach every observation to the build actually running on your machine.`],"learning-goals":[`Use the first session to test the complete early loop rather than only digging. Mine Dirt into Sand, control Water contact, produce Wet Sand, feed a Shaker, separate the guaranteed Residue from chance Gold, and move Gold into collection. This sequence reveals how physics, chance output, machine geometry, and progression interact.`,`Build each step as a small visible module with input, output, overflow, and a player path. Practice selecting and removing buildings and clearing one jam. If the Filter or another later tool is available in the demo version, use the live control prompt and test with labeled material instead of memorizing a key from another build.`],"version-caveats":[`Treat the demo as a product sample with its own scope. The paid build entered Early Access on August 13, 2026 and has already received multiple updates, including v0.5.6. Mechanics, balance, map generation, performance, and available research may differ even when the same material or building name appears.`,`Do not promise save transfer unless the current official page or developer post explicitly confirms it. Before installing the paid build or removing the demo, copy the save if the platform exposes it and keep a note with the demo version. Steam Cloud status alone does not prove that two editions use compatible save data.`,`When comparing performance, reproduce the same scale and settings. A small demo factory cannot predict every late-game Aura, Lava, thermal, fluid, or modded workload. Use the demo to decide whether the core pixel-physics automation is enjoyable, then consult current Early Access guides for systems introduced after its branch.`]},"sandustry-lava":{"convert-for-transport":[`Label the recovery copy with v0.5.6 and the original chamber location. If the route crosses other solid logistics, test Cinder alone first and verify that Filters, corners, and collection cells do not retain part of the batch. Converting a destructive fluid into a solid is useful only when the solid destination remains observable and reversible.`],"use-heat":[`Keep a physical gap between the Lava chamber and stored Fluxite, Redsoil, or Strataform. A temporary construction block made from one of those materials is still exposed to the new destruction rule. Check the chamber again after the longest normal run, because a slow internal 
1change can take longer than the commissioning batch to reach a boundary.`]},"sandustry-aura":{"checked-state":[`Separate the extractor radius from the rest of the Auralite economy. If another research or storage task still needs Auralite, reserve that amount before opening the attraction route. A late-game bottleneck becomes much easier to diagnose when intended research stock and Aura feed are not competing invisibly.`],"future-verification":[`Track three counts or observations during a sample: Auralite entering the radius, crystals waiting, and Aura progress gained. If crystals accumulate, targeting or swarm automation is the likely limit. If no crystals form, inspect supply and attraction. This boundary method avoids expanding the wrong part of an expensive late-game chain.`,`After relocating the extractor, save and reload before resuming full supply. Verify where the buffered Auralite was released and whether the attraction path changed. Keep the previous position documented until the rebuilt module completes a full cycle without stranded crystals or material crossing an unrelated route.`]},"sandustry-mods":{compatibility:[`Use the official API reference when an item description names a Sandkit method or event. Confirm that the documentation and selected branch describe the same generation of the framework. A method name appearing in both places does not prove that an older compiled mod handles the current event payload or saved data.`],"safe-updates":[`Keep a vanilla reference world containing the base building or reaction that a mod changes. When behavior differs, reproduce the same small input in vanilla and on the mods branch. That comparison protects official ratios from being overwritten by a custom result and gives the author a concise compatibility report.`]},"sandustry-updates":{"official-news":[`Archive the direct announcement link beside any factory change you make in response. Search snippets and community summaries can omit qualifying details such as negative temperature, temporary boost, or a named terrain type. Those qualifiers determine whether a patch applies to a specific module.`],"post-update-routine":[`After the audit, update the module note with the tested version and observed result rather than simply writing fixed. A later patch can then be c
1ompared against a known state. If the official text gives no exact rate, preserve that uncertainty and publish your measurement as layout-specific evidence.`]}},le={"sandustry-map":{"read-the-world":[`Before opening a Water or Lava pocket, trace gravity below and gas space above. Build a temporary catch basin and an escape route for the player. A destructible-world map is useful when it predicts what will move after the next excavation, not only what the terrain looked like before it.`,`Use separate symbols for confirmed resources, suspected cavities, active logistics, and routes blocked by research. Date any exact research cost because the official Research page is still marked as work in progress. The map should direct the next safe action without turning an early observation into a permanent rule.`,`After connecting a remote source, walk the full service route while the line runs. Check that loose pixels, vents, or new construction cannot seal the path. Mark shutoffs at both ends and keep one recovery save before the first sustained transfer, especially when the route passes an ancient structure.`,`Review the map after every major excavation. Remove markers that no longer describe an open route, preserve notes for exhausted deposits, and promote reliable source-to-factory corridors into the blueprint. A maintained map prevents an obsolete shortcut from sending a recovery trip into a collapsed or flooded shaft.`]},"sandustry-early-game-tips":{controls:[`Treat copied layouts as proposals. After pasting, inspect every intake, output, and corner because terrain and existing material can make two apparently identical modules behave differently. Start the copy with one limited batch and keep the original module running as a comparison until the new one survives a restart.`,`Spend early Gold against a written bottleneck. If manual transport consumes most of the player's time, research logistics; if mixed material blocks the line, prioritize separation; if the current objective requires a named machine, verify its prerequisite in the live tree. Avoid spending from memory when the official Research page can change.`,`Keep the first factory modular: wetting, shaking, collection, burning, pressing, and planting should each have a visible boundary. When output stops, this makes the first broken step obvious. A single open service side and a small overflow pocket are often more valuable than another compact machine.`,`End the early-game audit by saving, reloading, and restarting the line from empty. Confirm that Gold still reaches collection, Residue has a destination, and Water cannot flood the service lane. A module that survives those conditions is a better template for expansion than one judged during a short full-buffer run.`]},"sandustry-planter-box-designs":{"prepare-wet-seed":[`Record Water consumption separately from Wet Seed delivery. A full upstream chamber can hide a leak or an uneven feed, while an empty chamber does not identify whether Water or Seed was missing first. Observe both inputs during the same interval and leave room to recover a sample without opening the planter.`,`Keep a single-seed test route beside the production box. After an update, it can confirm wetting, growth, output position, and the one-to-one Flower rule before the main reserve is exposed. A small reference cell also distinguishes a machine change from a blockage unique to the production geometry.`,`When integrating with the Kinetic Press, buffer Seed before wetting and Gold on its own path. The Press output and Planter input operate at different physical boundaries; connecting them directly can let a Flower-side backup reach the Gold collection area. A controlled handoff preserves both diagnostics.`,`After the first stable harvest, compare Wet Seeds consumed with Flowers produced and inspect the pass-through lane for Gold and Amethelis. Repeat once after reloading. Keep the recovery route reachable so a future patch or burst can be tested without exposing the full seed reserve. Record the batch size, output destination, and version beside the design so later ratios can be compared under the same controlled conditions.`]},"sandustry-lava":{"restore-and-contain":[`Place a clearly visible shutoff before every conversion cell and never depend on the player'
1s ability to grab Lava after a breach. The recoverable state is Cinder: stop, cool, break, and move the solid. Practice that recovery on a small source before bringing Lava beside a valuable production module.`,`When using Lava for Steam, measure Water delivered and Steam leaving without assuming the heat source is the limiting stage. A blocked shaft or full rain basin can move Water into an unintended cavity. Keep thermal generation separate from the route used to transport and restore the original Lava.`]},"sandustry-aura":{"verified-concepts":[`Do not count visible crystal size as Aura output. The functional result appears only after the swarm processes the Auralite Crystal. Keep notes on waiting crystals and completed Aura progress so a visual buildup is recognized as work in process rather than finished production.`,`If Auralite is attracted from too far across the factory, stop its source and relocate either the Shaker or extractor in a recovery copy. Test the new radius with one sample before rebuilding launchers or storage. The cleanest late-game module keeps attraction inside an intentional local supply zone.`]},"sandustry-mods":{"official-workshop":[`Subscribe to one functional change at a time during the first setup. Cosmetic, map, building, recipe, and overhaul items should be labeled by scope in the inventory. When a failure appears, sort the list by the systems it changes rather than only by subscription date.`]},"sandustry-steam":{"edition-and-features":[`The store page also provides the developer, publisher, update feed, community hub, and purchase status in one authoritative route. Use those links to move from a feature claim to the relevant live documentation. A third-party key or download listing cannot confirm current Workshop, Cloud, demo, or branch behavior.`,`Early Access means advertised core features are playable while balance, progression, content, and technical requirements can continue changing. Read recent news before resuming an old factory. A store feature such as achievements may remain present while an individual trigger or mechanic receives a patch.`,`If choosing between the demo and paid build, compare the current store actions rather than an old launch discount. Price, tax, regional availability, and subscription access are live commercial data. This guide records features and workflow; the official checkout remains the authority for the amount charged.`,`Before moving between computers, close the game cleanly and let Steam finish synchronization. Keep a manual recovery copy for an important factory and compare timestamps if a Cloud conflict appears. The newest timestamp is evidence, not proof that the file contains the progress you intend to preserve. Open a duplicate and verify the expected saved world, current factory tier, and recent inventory before replacing either candidate.`]},"sandustry-demo":{"learning-goals":[`Measure whether the interface gives enough information for your preferred factory style. Try tracing one material backward from Collector to source, pause the feed, clear a full output, and restart. These small recovery tasks reveal as much about the game loop as reaching the next research unlock.`,`Explore far enough to see how excavation and production compete for space, but do not treat a demo boundary as proof that the full game ends there. Write down the systems you enjoyed and the constraints you want to verify in the current Early Access build, such as later fluids, thermal work, energy, Aura, or mods.`,`When sharing a demo result, include its version and call it a demo observation. Do not publish machine rates, controls, or save guarantees as current Early Access facts without checking the paid build or official documentation. Version labels keep otherwise useful beginner experiments from becoming stale advice.`,`Finish the evaluation with a written decision: which factory loop worked, which control or performance question remains, and which official page will answer it. This keeps the demo useful even if its progression ends before the systems that appear in the current paid build. Preserve those notes with the exact installed demo version and target platform so the comparison remains useful after later Early Access patches.`]},"sandustry-updates":{"version-check":[`If Steam appears to remain on an older build, verify downloads and branch selection before replacing local files. Use only rollback or beta choices exposed by the official client. Preserve the save and ask for help with the visible installation state rather than downloading an unofficial executable.`,`For a modded world, record both game and framework version. An item updated on the same date can still target another experimental branch. Confirm dependencies before opening the main save, and keep a vanilla test for any base mechanic whose result is disputed.`]}},N={};for(let e of[se,ce,le])for(let[t,n]of Object.entries(e)){N[t]??={};for(let[e,r]of Object.entries(n))N[t][e]=[...N[t][e]??[],...r]}function ue(e){return e.map(e=>{let t=N[e.slug];return t?{...e,updatedAt:e.updatedAt>`2026-09-07`?e.updatedAt:`2026-09-07`,sections:e.sections.map(e=>{let n=t[e.id];return n?.length?{...e,paragraphs:[e.paragraphs[0]+`
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3`+n.join(`
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5`),...e.paragraphs.slice(1)]}:e})}:e})}var P={site:`https://sandustry.app/`,siteBlueprints:`https://sandustry.app/blueprints/`,siteGameInfo:`https://sandustry.app/game-info/`,siteGuides:`https://sandustry.app/guides/`,siteMachines:`https://sandustry.app/machines/`,siteKineticPress:`https://sandustry.app/machines/sandustry-kinetic-press/`,siteResources:`https://sandustry.app/resources/`,siteAura:`https://sandustry.app/resources/sandustry-aura/`,siteInfiniteWater:`https://sandustry.app/resources/sandustry-infinite-water/`,siteCopper:`https://sandustry.app/resources/sandustry-copper/`,siteEarlyGameTips:`https://sandustry.app/guides/sandustry-early-game-tips/`,siteMap:`https://sandustry.app/guides/sandustry-map/`,steamZhHant:`https://store.steampowered.com/app/2764460/Sandustry/?l=tchinese`,steamEnglish:`https://store.steampowered.com/app/2764460/Sandustry/?l=english`,steamNews:`https://store.steampowered.com/news/app/2764460`,officialWiki:`https://wiki.hoodedhorse.com/Sandustry/Sandustry_Official_Wiki`,sand:`https://wiki.hoodedhorse.com/Sandustry/Sand`,wetSand:`https://wiki.hoodedhorse.com/Sandustry/Wet_Sand`,amethelis:`https://wiki.hoodedhorse.com/Sandustry/Amethelis`,water:`https://wiki.hoodedhorse.com/Sandustry/Water`,sweeperDrone:`https://wiki.hoodedhorse.com/Sandustry/Sweeper_Drone`,materials:`https://wiki.hoodedhorse.com/Sandustry/Materials`,buildings:`https://wiki.hoodedhorse.com/Sandustry/Buildings`,tools:`https://wiki.hoodedhorse.com/Sandustry/Tools`,corraller:`https://wiki.hoodedhorse.com/Sandustry/Corraller`,research:`https://wiki.hoodedhorse.com/Sandustry/Research`,guide:`https://wiki.hoodedhorse.com/Sandustry/Beginner%27s_Guide`,xboxStore:`https://www.xbox.com/en-us
5/games/store/sandustry-game-preview/9pph71dv44t7`,xboxZhHant:`https://www.xbox.com/zh-TW/games/`,microsoftStoreZhHant:`https://www.microsoft.com/zh-tw/store/new-and-rising/games/xbox?gamecapabilities=xboxlive`,youtube:`https://www.youtube.com/@sandustry`};function F(e,t,n,r,i){return{english:e,traditional:t,aliases:n,context:r,authority:{kind:`official-url`,evidence:i},verifiedAt:`2026-08-25`}}function I(e,t,n,r,i=`the reviewed primary source publishes the English label but no reproducible approved Traditional Chinese form was available`){return{english:e,traditional:e,aliases:t,context:n,authority:{kind:`retained`,evidence:`Retained in English because ${i}: ${r}`},verifiedAt:`2026-08-25`}}var L=[I(`Activity Heatmap`,[],`gameplay`,P.research),I(`Amethelis`,[],`gameplay`,P.materials),F(`Artifacts`,`神器`,[`古文明神器`],`gameplay`,P.steamZhHant),I(`Augments`,[],`gameplay`,P.guide),I(`Aura`,[],`gameplay`,P.officialWiki,`standalone Aura is not established by the reviewed official references; the source only lists the related Aura Extractor`),I(`Auralite`,[],`gameplay`,P.materials),F(`Automation`,`自動化`,[`自動化系統`],`gameplay`,P.steamZhHant),I(`Blueprints`,[`藍圖`,`配置圖`],`gameplay`,P.siteBlueprints,`the canonical English Blueprints page publishes this editorial label, but it does not establish an official Traditional Chinese localized form`),F(`Buildings`,`建築`,[`建築物`],`gameplay`,P.steamZhHant),I(`Burnt Residue`,[],`gameplay`,P.materials),I(`Change-sensitive`,[`內容易變`,`可能隨版本變動`],`brand`,P.siteGameInfo,`the canonical English Game Info page publishes this editorial label, but it does not establish an official Traditional Chinese localized form`),I(`Cinder`,[],`gameplay`,P.materials),I(`Collector`,[],`gameplay`,P.buildings),I(`Collection Basin`,[],`gameplay`,P.siteInfiniteWater,`the canonical English Infinite Water page publishes this editorial process label, but it does not establish an official Traditional Chinese localized form`),I(`Community-tested`,[`社群實測`,`社群測試`],`brand`,P.site,`the 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5 Oro sale por debajo y Residuo por el lateral. Esa separación importa más que encerrar todo en un rectángulo compacto. Reserva espacio siguiendo las flechas antes de conectar la entrada.`,`Compara una salida compartida con dos salidas separadas. Si Residuo llena el destino común, cuesta inspeccionar el Oro. Con salidas separadas puedes distinguir fallo de procesamiento y desbordamiento sin desmontar el humedecido. Es un análisis editorial basado en el comportamiento documentado.`]},{id:`modular-layout`,heading:`Construye módulos por etapas`,paragraphs:[`Construye primero el destino de Oro, después el Shaker encima y luego una salida lateral para Residuo. Conecta la Arena húmeda al final. Abrir la entrada sin destinos para ambos productos crea una acumulación evitable. Detén el suministro si alguna salida vuelve hacia la máquina.`,`Para una prensa posterior, reserva una caída vertical mínima de 25 bloques entre la liberación y Kinetic Press, según la especificación oficial. Los productos salen por debajo. No copies una entrada corta de Shaker: Burnt Residuo soltado demasiado bajo queda encima y bloquea lo siguiente. El segundo esquema destaca esa diferencia espacial.`]},{id:`expansion-and-overflow`,heading:`Reserva acceso y salida para el exceso`,paragraphs:[`Cada módulo necesita una entrada que puedas pausar y un destino que puedas vaciar sin abrir otra línea. Un Filtro selecciona un sólido, pero no crea espacio en un destino lleno. Resuelve ese cuello de botella antes de apilar más filtros o máquinas.`,`Son esquemas explicativos originales para planificar conexiones, no capturas, partidas descargables, planos exactos por casillas ni mediciones de rendimiento. Comprueba las entradas y salidas indicadas en un montaje pequeño; registra la versión y los cambios geométricos antes de duplicarlo.`]}],troubleshooting:[{symptom:`Un módulo copiado funciona de forma distinta al original`,solution:`Comprueba el Terreno circundante, la altura de entrada, la gravedad y el espacio de salida; copiar estructuras no copia el estado original de los Materiales.`},{symptom:`Las salidas mezcladas atascan el carril común`,solution:`Separa primero el Sólido más denso y añade una ruta de desbordamiento para que un destino lleno no bloquee todos los demás Materiales.`}],sourceLabels:[`Wiki oficial — Shaker`,`Wiki oficial — Arena`,`Wiki oficial — Kinetic Press`,`Wiki oficial — Filtro`]},{slug:`sandustry-planter-box-designs`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-26`,status:`reviewed`},keyword:`diseños de Planter Box de Sandustry`,searchAliases:[`diseño de cultivo de Sandustry`,`automatización de flores de Sandustry`],title:`Diseños de Planter Box de Sandustry`,description:`Construye diseños claros de Planter Box que humedezcan Semillas, cultiven Flores, recojan Oro y Amethelis y dejen espacio para automatizar el procesamiento vegetal.`,quickAnswer:`Un diseño de Planter Box debe entregar Semilla y Agua por separado, combinarlas en Wet Seed y asegurar que cada Wet Seed entre en contacto con la caja. Destruir una Flor produce Oro y Amethelis a la deriva; recoge el Oro pesado abajo y guía el Amethelis de tipo Wisp hacia su ruta de procesamiento de Energía.`,sections:[{id:`prepare-wet-seed`,heading:`Prepara Wet Seed antes de plantar`,paragraphs:[`Kinetic Press produce Semilla a partir de Burnt Residue. Una Semilla se convierte en un Wet Seed al tocar un píxel de Agua; un bolsillo de humedecido controlado evita que el Agua no utilizada inunde la zona de cultivo y facilita diagnosticar el ritmo de llegada.`]},{id:`grow-and-harvest`,heading:`Cultiva y cosecha Flor`,paragraphs:[`Wet Seed crece y se convierte en Flor al tocar Planter Box. Quemar o destruir una Flor madura libera Oro y Amethelis. La caja deja pasar ambas salidas, lo que permite colocar una cámara de recogida justo debajo en vez de una línea de transferencia ancha.`]},{id:`separate-outputs`,heading:`Separa Oro y Amethelis`,paragraphs:[`El Oro es muy denso y debe caer hacia un Collector; Amethelis es un Wisp de baja densidad que deriva mientras desciende. Dale una ruta de captura ancha hacia Steam Dryer y mantén ambas salidas alejadas de la entrada de Wet Seed.`]}],chainLabels:[`Semilla`,`Agua`,`Wet Seed`,`Planter Box`,`Flor`,`Oro + Amethelis`],troubleshooting:[{symptom:`La Semilla llega a la caja, pero no crece ninguna Flor`,solution:`Comprueba que la Semilla haya tocado Agua y se haya convert
5ido en Wet Seed antes de llegar a Planter Box.`},{symptom:`Amethelis escapa de la ruta de recogida`,solution:`Amplía o cierra la zona de captura porque Amethelis es un Wisp a la deriva, no un Sólido que cae de forma normal.`}],sourceLabels:[`Guía de la wiki oficial`,`Índice de materiales de la wiki oficial`,`Índice de edificios de la wiki oficial`]}],V={sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-26`,status:`reviewed`},ge=[{slug:`sandustry-xbox-game-pass`,review:V,keyword:`Sandustry en Xbox Game Pass`,searchAliases:[`Sandustry en Microsoft Store para PC`,`estado de Sandustry Game Preview`],title:`Disponibilidad de Sandustry en Xbox Game Pass`,description:`Comprueba la disponibilidad de Sandustry en PC Game Pass y Microsoft Store, comprende su estado Game Preview y no confundas la página para PC con una versión de consola.`,quickAnswer:`Sandustry figura para PC en Microsoft Store y PC Game Pass como Sandustry Game Preview. Eso no confirma por sí solo una edición para consola Xbox. Antes de instalar, revisa los dispositivos compatibles y las etiquetas de suscripción de la página oficial, porque el catálogo y la disponibilidad por plataforma pueden cambiar.`,accuracyNote:`El estado de PC Game Pass y Microsoft Store se comprobó el 19 de agosto de 2026; esta página no afirma que exista una versión para consola Xbox.`,sections:[{id:`pc-availability`,heading:`PC Game Pass y Microsoft Store`,paragraphs:[`La página oficial de Microsoft presenta Sandustry Game Preview para su distribución en PC. Game Preview corresponde a la etapa evolutiva de Acceso anticipado, así que confirma en la tienda las etiquetas actuales, las suscripciones incluidas, los dispositivos compatibles y los requisitos de instalación.`]},{id:`not-console-proof`,heading:`No deduzcas compatibilidad con consola`,paragraphs:[`Una página con la marca Xbox o una mención a Game Pass no demuestra que exista una versión para consola Xbox. Busca un dispositivo compatible que nombre de forma explícita la consola. La página verificada aquí se refiere a PC Game Pass y Microsoft Store en PC.`]},{id:`check-before-installing`,heading:`Comprueba el estado actual del catálogo`,paragraphs:[`Abre la página oficial de Microsoft, inicia sesión con la cuenta de la suscripción y confirma el botón de instalación, la edición, el dispositivo y la etiqueta Game Preview. Si el acceso difiere de esta guía, la tienda en vivo es el registro actual autorizado.`]}],facts:[{label:`Plataforma verificada`,value:`PC`},{label:`Edición de Microsoft`,value:`Sandustry Game Preview`},{label:`Afirmación sobre consola`,value:`No confirmada por esta página`},{label:`Comprobado`,value:`19 de agosto de 2026`}],sourceLabels:[`Sandustry Game Preview en Xbox`,`Sandustry en Steam`]},{slug:`sandustry-steam`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`Sandustry en Steam`,searchAliases:[`precio`,`Sandustry precio`,`funciones de Steam de Sandustry`,`requisitos de Sandustry en Steam`],title:`Sandustry en Steam`,description:`Consulta Sandustry en Steam: Acceso anticipado para un jugador, demo para PC, Workshop, Cloud, logros, idiomas y Requisitos del sistema.`,quickAnswer:`La página oficial de Steam presenta Sandustry como un juego para un jugador en Acceso anticipado con demo para PC, Workshop, Steam Cloud, Cromos de Steam, Préstamo familiar y Logros de Steam. Admite 23 idiomas de interfaz y subtítulos y publica requisitos para Windows, macOS y SteamOS/Linux; vuelve a consultar la tienda antes de comprar porque las funciones pueden cambiar.`,accuracyNote:`Las funciones, los idiomas y los Requisitos del sistema de Steam se comprobaron el 19 de agosto de 2026 y deben confirmarse de nuevo en la página oficial.`,sections:[{id:`edition-and-features`,heading:`Edición y funciones de Steam`,paragraphs:[`Steam identifica Sandustry como un título de Simulación y Estrategia para un jugador en Acceso anticipado. Sus funciones incluyen Logros de Steam, Cromos de Steam, Workshop, Steam Cloud y Préstamo familiar; una demo separada para PC permite probar el ciclo central de la fábrica antes de comprar.`]},{id:`languages`,heading:`Idiomas`,paragraphs:[`La página revisada ofrece interfaz y subtítulos en 23 idiomas, entre ellos inglés, ruso, japonés, alemán, chino simplificado y Chino tradicional. No enumera audio completo, así que revisa la tabla si te importa un modo de presentación concreto.`]},{id:`requirements`,heading:`Requisitos del sistema`,paragraphs:[`Los requisitos mínimos de Windows indican Windows 10 de 64 bits, 4 GB de RAM, un procesador Intel i5-4670K o AMD FX-8100, gráficos compatibles de gama básica y cerca de 1 GB de almacenamiento. Steam también publica requisitos para macOS y SteamOS/Linux y recomienda un SSD.`]},{id:`price-live-price`,heading:`Usa el precio oficial en vivo`,paragraphs:[`Abre Steam o Microsoft Store con la cuenta y en la región donde comprarás. El precio final puede reflejar moneda local, impuestos, promociones o suscripciones; ninguno debe sustituirse por un valor estático copiado en una guía.`]},{id:`price-compare-options`,heading:`Compara el mismo acceso para PC`,paragraphs:[`Steam ofrece la edición para PC, demo, Workshop, Cloud y las demás funciones enumeradas. Microsoft ofrece la página de PC Game Preview y puede incluir acceso mediante PC Game Pass. Compara por separado propiedad y suscripción y no deduzcas una versión de consola por una página con marca Xbox.`]},{id:`price-early-access-change`,heading:`Espera cambios durante el Acceso anticipado`,paragraphs:[`El desarrollador indica que el precio puede aumentar a medida que se añadan contenido y funciones durante el Acceso anticipado. Comprueba la política de reembolso y la declaración de desarrollo actual antes de comprar; una oferta anterior o una captura regional no garantiza el total de hoy.`]}],facts:[{label:`Modo`,value:`Un jugador`},{label:`Estado de lanzamiento`,value:`Acceso anticipado`},{label:`Logros de Steam`,value:`16`},{label:`Idiomas`,value:`23 idiomas de interfaz y subtítulos`},{label:`Comprobado`,value:`19 de agosto de 2026`}],sourceLabels:[`Sandustry en Steam`,`Sandustry Game Preview en Xbox`]},{slug:`sandustry-demo`,review:V,keyword:`demo de Sandustry`,searchAliases:[`demo para PC de Sandustry`,`prueba gratuita de Sandustry`],title:`Guía de la demo de Sandustry`,description:`Usa la demo oficial para PC de Sandustry para aprender física de píxeles, Arena húmeda, Shaker, Oro, Investigación y Logística, teniendo en cuenta sus límites de versión y guardado.`,quickAnswer:`La página oficial de Steam ofrece una demo de Sandustry para PC. Úsala para probar el movimiento, la excavación, las reacciones entre Agua y Arena, el procesamiento de Shaker, la recogida de Oro, la Investigación y la Logística básica. Considera el contenido, el equilibrio y la compatibilidad de partidas como detalles de esa demo, no como promesas sobre la versión actual de Acceso anticipado.`,accuracyNote:`La disponibilidad y la compatibilidad de la demo se comprobaron en la tienda oficial de Steam el 19 de agosto de 2026; su alcance de versión puede cambiar.`,sections:[{id:`official-download`,heading:`Obtén la demo oficial`,paragraphs:[`Abre la página oficial de Sandustry en Steam y usa la acción de demo que aparezca allí. Así vinculas la descarga a la a
5plicación correcta y a los requisitos actuales. No necesitas un archivo externo para la demo verificada de PC descrita aquí.`]},{id:`learning-goals`,heading:`Qué aprender primero`,paragraphs:[`Céntrate en los sistemas que definen Sandustry: extrae Tierra para obtener Arena, humedécela con Agua, procesa Arena húmeda en Shaker, lleva Oro a Collector y usa Investigación y Logística para reducir el trabajo manual. Estas tareas muestran si el modelo físico de fábrica es para ti.`]},{id:`version-caveats`,heading:`Advertencias sobre versión y partidas`,paragraphs:[`Una demo puede quedar por detrás de la versión actual de Acceso anticipado, limitar la progresión o usar un equilibrio distinto. No supongas que una partida se transfiere salvo que la tienda o el desarrollador lo indiquen de forma explícita para la versión actual; conserva la partida antes de desinstalar o cambiar de versión.`]}],facts:[{label:`Plataforma`,value:`PC mediante Steam`},{label:`Precio`,value:`Entrada de demo gratuita en la página oficial`},{label:`Transferencia de partidas`,value:`Confírmala para la versión actual`},{label:`Comprobado`,value:`19 de agosto de 2026`}],sourceLabels:[`Sandustry en Steam`]},{slug:`sandustry-release-date`,review:V,keyword:`fecha de lanzamiento de Sandustry`,searchAliases:[`fecha de Acceso anticipado de Sandustry`,`lanzamiento 1.0 de Sandustry`],title:`Fecha de lanzamiento y Acceso anticipado de Sandustry`,description:`Sandustry entró en Acceso anticipado el 13 de agosto de 2026. Consulta el desarrollador, el editor, el alcance actual, el crecimiento previsto y los canales oficiales.`,quickAnswer:`Sandustry se lanzó en Acceso anticipado el 13 de agosto de 2026. Lo desarrolla Lantto Games y lo publica Hooded Horse. El equipo describe la versión actual como jugable y planea ampliar durante el desarrollo la generación procedural, los edificios, los Recursos, las cadenas de producción, las misiones, los biomas y las tecnologías.`,accuracyNote:`La Fecha de lanzamiento y las declaraciones sobre el Acceso anticipado se comprobaron en la página oficial de Steam el 19 de agosto de 2026.`,sections:[{id:`release-facts`,heading:`Datos del lanzamiento`,paragraphs:[`La tienda oficial de Steam indica el 13 de agosto de 2026 como Fecha de lanzamiento del Acceso anticipado. Lantto Games es el desarrollador y Hooded Horse el editor. La fecha marca el inicio del Acceso anticipado público, no una futura versión 1.0.`]},{id:`early-access-scope`,heading:`Qué significa Acceso anticipado`,paragraphs:[`La tienda describe la versión actual como plenamente jugable con las funciones centrales anunciadas. El equipo espera que el Acceso anticipado dure alrededor de un año, pero permite de forma explícita que el calendario cambie cuando los comentarios y el desarrollo reordenen prioridades.`]},{id:`planned-growth`,heading:`Crecimiento previsto y comentarios`,paragraphs:[`Los planes incluyen una generación procedural más completa y más edificios, Recursos, cadenas, misiones, biomas y tecnologías. El equipo usa Discord y los foros de Steam para sugerencias e informes de errores, mientras que las Noticias oficiales de Steam son el canal más claro del historial de versiones.`]}],facts:[{label:`Lanzamiento en Acceso anticipado`,value:`13 de agosto de 2026`},{label:`Desarrollador`,value:`Lantto Games`},{label:`Editor`,value:`Hooded Horse`},{label:`Comprobado`,value:`19 de agosto de 2026`}],sourceLabels:[`Sandustry en Steam`,`Noticias oficiales de Steam`]},{slug:`sandustry-updates`,review:{sourceUpdatedAt:`2026-09-07`,translatedAt:`2026-09-07`,status:`reviewed`},keyword:`actualizaciones y parches de Sandustry`,searchAliases:[`Sandustry v0.5.6 Update 3`,`historial de versiones de Sandustry`],title:`Actualizaciones de Sandustry: v0.5.6 e historial de parches`,description:`Sigue Sandustry v0.5.6 Update #3, comprueba la rama instalada, protege partidas y mods y audita cada mecánica nombrada en un parche.`,quickAnswer:`La versión oficial más reciente comprobada el 7 de septiembre de 2026 es v0.5.6 — Update #3, publicada el 3 de septiembre. Añade caricias a critters, mejora Voltblub, cambia Lava y Thermal Buffers fríos, facilita mover Aura Extractor, corrige portales y fallos y actualiza la rama mods.`,accuracyNote:`Página comprobada el 7 de septiembre de 2026. Consulta las Noticias de Steam y la versión mostrada por el juego para saber si ya existe una publicación posterior.`,sections:[{id:`official-news`,heading:`Lee v0.5.6 Update #3 en Noticias oficiales`,paragraphs:[`Steam News de la aplicación 2764460 es el registro público principal. Update #3 se publicó el 3 de septiembre de 2026 y denomina a la compilación v0.5.6. Lee la publicación completa porque combina interacciones nuevas, equilibrio, hooks para mods y correcciones.`,`Ahora se puede acariciar a los critters para mejorar temporalmente sus capacidades y Voltblub genera más Energía. Lava tiene densidad 200, destruye Fluxite, Redsoil y Strataform; un Thermal Buffer negativo recibe menos Calor y devuelve Cinder. Los Lasers derriten Ice.`,`Aura Extractor conserva la cristalización al retirarlo y libera Auralite al reconstruir. También mejora la recuperación de Flower, corrige Conveyor Portals atascados, bloques rojos, una interacción en salas de artefactos y fallos del renderizador del árbol de Aura. La rama mods pasa a 0.5.6.`]}
5,{id:`version-check`,heading:`Relaciona la nota con la rama instalada`,paragraphs:[`Espera a que Steam termine las descargas, inicia el juego y compara la versión visible. Revisa también la rama: una instalación vanilla y la rama mods pueden tener archivos y contenido suscrito distintos aunque ambas indiquen 0.5.6.`,`No cambies versión, mods y diseño en una sola prueba. Reproduce primero la interacción mínima en una celda limpia de v0.5.6, después añade por separado la partida antigua y los mods. Así podrás atribuir el resultado al parche, al estado guardado o al contenido personalizado.`,`Major Update #1 seguía en desarrollo y probablemente tendría antes otra actualización de correcciones y calidad de vida. Es una declaración de futuro, no una versión disponible.`]},{id:`post-update-routine`,heading:`Audita fábricas y conserva puntos de recuperación`,paragraphs:[`Copia el mundo principal antes de abrirlo. Revisa primero los límites de Lava hechos con los tres terrenos ahora destructibles y los separadores afectados por densidad 200. Comprueba Cinder devuelto, Aura Extractor, reservas de Wet Seed, salidas de Conveyor Portal, Ice junto a Lasers y balance de Voltblub.`,`Para cada módulo, anota entrada, salida, regla sensible a la versión y parada segura. Compara inventarios al principio y al final de un intervalo. Una reserva puede ocultar escasez y un destino lleno puede hacer parecer averiada una máquina ya corregida.`,`Conserva la copia estable de v0.5.6 hasta completar ciclos de ráfaga, reposo, reinicio y funcionamiento largo. Si persiste un fallo, guarda registros y reduce el caso a un solo límite de material o edificio.`,`Vuelve a consultar Steam News antes de una ampliación importante y conserva fechas y versiones en las notas para que un diseño antiguo siga siendo interpretable.`]}],facts:[{label:`Versión comprobada`,value:`v0.5.6 — Update #3`},{label:`Publicación`,value:`3 de septiembre de 2026`},{label:`Rama mods`,value:`Actualizada a v0.5.6`},{label:`Comprobado`,value:`7 de septiembre de 2026`}],sourceLabels:[`Noticias oficiales de Steam`,`Sandustry en Steam`,`Wiki oficial de Sandustry`]}],H={sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-26`,status:`reviewed`},_e=[{slug:`sandustry-wiki`,review:H,keyword:`wiki de Sandustry`,searchAliases:[`referencia de Sandustry`,`manual de fábrica de Sandustry`],title:`Sandustry Wiki: referencia completa de la fábrica`,description:`Consulta los materiales, edificios, herramientas, investigaciones, drones, criaturas y artefactos oficiales de Sandustry con esta referencia estructurada de la fábrica.`,quickAnswer:`Sandustry Wiki es la referencia oficial sobre los materiales de píxeles, los edificios de la fábrica, las herramientas, el árbol de investigación, los drones, las criaturas y los artefactos del juego. Usa esta página como índice guiado: empieza por el sistema que necesitas y confirma los valores cambiantes y los requisitos de desbloqueo en las páginas enlazadas de la wiki oficial.`,sections:[{id:`materials-and-buildings`,heading:`Materiales y edificios`,paragraphs:[`La referencia oficial separa los materiales por estado físico: Terreno, Sólido, Líquido, Gas, mezclas Slushy y Wisp. El índice de edificios agrupa después las estructuras de Logística, producción, fluidos, sistemas térmicos, Energía, lógica y usos especiales para que puedas seguir cada Recurso hasta la Máquina que lo procesa.`]},{id:`tools-and-research`,heading:`Herramientas e investigación`,paragraphs:[`Las Herramientas cubren tareas de excavación, utilidad y construcción. La Investigación consume Oro, Energía o Auralite y puede exigir tanto un Nivel de fábrica como una tecnología previa. Como la página de Investigación sigue marcada como Trabajo en curso, confirma los costes exactos en la versión actual del juego antes de planificar una ruta larga de desbloqueos.`]},{id:`exploration-systems`,heading:`Drones, criaturas y artefactos`,paragraphs:[`La automatización va más allá de las Máquinas mediante Sweeper Drone, Digger Drone, Recon Drone y Hauler Drone. Las criaturas pueden capturarse con Corraller y quizá ayuden a la producción; las estructuras antiguas contienen Augments y acertijos de artefactos que recompensan volver con Herramientas más potentes y tecnologías posteriores.`]}],facts:[{label:`Monedas principales`,value:`Oro, Fluxite, Energía`},{label:`Estados de los materiales`,value:`Terreno, Sólido, Líquido, Gas, Slushy, Wisp`},{label:`Estado de la investigación`,value:`Página de la wiki oficial marcada como Trabajo en curso`}],sourceLabels:[`Wiki oficial de Sandustry`,`Índice de materiales de la wiki oficial`,`Índice de edificios de la wiki oficial`,`Índice de herramientas de la wiki oficial`,`Árbol de investigación de la wiki oficial`]},{slug:`sandustry-guide`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`guía de Sandustry`,searchAliases:[`guía para principiantes de Sandustry`,`automatización inicial de Sandustry`],title:`Guía de Sandustry: de la primera Arena a la automatización`,description:`Empieza Sandustry con una línea fiable de Arena a Arena húmeda, desbloquea la investigación de Oro, procesa Residuo y crea una automatización inicial ampliable.`,quickAnswer:`Empieza rompiendo Tierra para obtener Arena, combina cada píxel de Arena con Agua para crear Arena húmeda y pasa la mezcla por un Shaker. Lleva el Oro a un Collector para que pueda gastarse, mant
5én Residuo por separado y usa la investigación inicial para desbloquear Logística antes de ampliar la línea hacia Burnt Residuo y Kinetic Press.`,sections:[{id:`first-production-loop`,heading:`Construye la primera cadena`,paragraphs:[`Empieza junto a un depósito accesible de Agua y reserva una zona seca para el Shaker. Romper Tierra proporciona Arena. Pon una pequeña cantidad en contacto con Agua: cada pareja se convierte en 2 píxeles de Arena húmeda. La Arena seca sobre la máquina no es la entrada correcta. Separa la zona de humedecido de la recogida de Oro para localizar una conversión fallida.`,`Coloca Arena húmeda encima del Shaker. La página oficial distingue dos salidas: el Oro atraviesa la parte inferior; Residuo queda arriba y avanza lentamente hacia un lado. Asigna destinos separados. Prueba un lote pequeño antes de ampliar la alimentación, para que Residuo acumulado no oculte la salida de Oro.`]},{id:`bank-and-research`,heading:`Recoge Oro y elige Investigación`,paragraphs:[`Dirige el Oro que cae hacia un Collector y comprueba el saldo después de recogerlo. Un montón visible en otro lugar no equivale a Oro disponible. Si el saldo no aumenta, sigue la salida antes de añadir capacidad. Cuando la recogida funcione, abre Investigación y elige la herramienta que resuelva el siguiente obstáculo de tu diseño.`,`El Shaker tiene un 25% de probabilidad de producir Oro por entrada de Arena húmeda; no garantiza un éxito por cada cuatro entradas. Un intervalo sin Oro no equivale a una salida bloqueada. Comprueba primero si aparece Residuo y observa después un lote mayor.`]},{id:`starter-automation`,heading:`Amplía sin bloquear las salidas`,paragraphs:[`Usa el esquema como plan de rutas, no como plano a escala. Mantén visibles la entrada húmeda, la ruta superior de Residuo y la recogida inferior de Oro. La página oficial documenta una disposición diagonal de Shakers, pero las dimensiones dependen del terreno y la alimentación. Copia solo un tramo cuyas dos salidas hayas comprobado.`,`Conserva Residuo para quemarlo y prensarlo después, sin devolverlo al agua. Consulta primero la altura requerida por la prensa. Si el depósito baja mientras el resto funciona, la reacción con Arena consume Agua; añadir Shakers no repone el suministro.`]}],chainLabels:[`Arena`,`Agua`,`Arena húmeda`,`Shaker`,`Oro + Residue`,`Burnt Residue`,`Kinetic Press`],troubleshooting:[{symptom:`El Oro no aumenta el saldo de investigación`,solution:`Lleva el Oro a un Collector; el Oro suelto en otras partes de la fábrica no cuenta como moneda disponible.`},{symptom:`La salida de Shaker se atasca`,solution:`Da a la Arena húmeda más densa una ruta de entrada despejada y desvía por separado el Residue menos denso antes de añadir más material.`},{symptom:`La línea de Arena húmeda se detiene con el tiempo`,solution:`La Arena consume Agua. Repón la fuente o planifica un ciclo renovable de Nieve y Vapor antes de aumentar el caudal.`}],sourceLabels:[`Wiki oficial — Arena`,`Wiki oficial — Shaker`,`Wiki oficial — Collector`,`Wiki oficial — Investigación`]},{slug:`sandustry-map`,review:H,keyword:`mapa de Sandustry`,searchAliases:[`guía de exploración de Sandustry`,`minimapa de Sandustry`],title:`Mapa y guía de exploración de Sandustry`,description:`Explora el mundo destructible de Sandustry interpretando sus capas, desbloqueando el Mapa, volviendo a los acertijos de artefactos y usando Locator sin inventar coordenadas.`,quickAnswer:`Sandustry no reduce la exploración a una lista fija de coordenadas: el mundo es un planeta destructible con distintas capas, biomas, recursos enterrados y estructuras antiguas. Desbloquea Mapa y Minimapa mediante Investigación, sigue los Objetivos, mar
5ca rutas útiles y, más adelante, llena Locator con Void Juice para buscar artefactos ocultos.`,sections:[{id:`read-the-world`,heading:`Interpreta un mundo destructible`,paragraphs:[`Cada excavación cambia las rutas disponibles para ti y para los Materiales. Trata el Terreno, los pozos abiertos, los lagos, las capas heladas, las cuevas y las estructuras antiguas como geografía funcional: un túnel puede convertirse en chimenea de Vapor, corredor logístico o parte de la fábrica, en vez de ser un paso desechable.`]},{id:`map-tools`,heading:`Desbloquea herramientas de navegación`,paragraphs:[`La Investigación del Mapa de Nivel 1 desbloquea Mapa y Minimapa; Activity Heatmap llega después. Los Objetivos aparecen con indicaciones de dirección en el Minimapa. Locator, de fase avanzada, requiere Void Juice y está pensado para buscar artefactos alienígenas ocultos, no para mostrar una lista universal de coordenadas.`]},{id:`puzzles-and-return-trips`,heading:`Vuelve a los acertijos antiguos`,paragraphs:[`Los acertijos antiguos pueden requerir Herramientas o transformaciones de Materiales que aún no tengas al descubrirlos. Anota la ruta y vuelve cuando la Investigación desbloquee congelación, calentamiento, excavación más potente o puentes Sólidos temporales; el comando Unstuck del menú de pausa sigue siendo una opción de recuperación si una estructura atrapa al jugador.`]}],facts:[{label:`Investigación del Mapa`,value:`Nivel 1, 100 de Oro en la guía oficial revisada`},{label:`Herramienta para artefactos`,value:`Locator lleno de Void Juice`},{label:`Coordenadas`,value:`No se afirman coordenadas universales`}],sourceLabels:[`Wiki oficial de Sandustry`,`Guía de la wiki oficial`,`Árbol de investigación de la wiki oficial`,`Índice de herramientas de la wiki oficial`]},{slug:`sandustry-early-game-tips`,review:H,keyword:`consejos iniciales de Sandustry`,searchAliases:[`consejos para principiantes de Sandustry`,`primera fábrica de Sandustry`],title:`Consejos para el inicio de Sandustry`,description:`Estabiliza tu primera fábrica con los controles esenciales, Shakers diagonales, Collectors, Logística clara, rutas para Residue y una planificación prudente del Agua.`,quickAnswer:`Las mejores mejoras iniciales son operativas: aprende a copiar, pegar, reemplazar y usar la Barra de acceso rápido; conserva el Oro dentro de Collectors; deja que la gravedad separe los Materiales; y reserva espacio alrededor de Shaker. La Arena consume Agua y Residue se acumula con rapidez, así que planifica el suministro y los residuos antes de ampliar la entrada.`,sections:[{id:`controls`,heading:`Usa los controles de construcción`,paragraphs:[`Usa C para seleccionar estructuras que quieras copiar, Ctrl+C y Ctrl+V para duplicar un diseño, y Ctrl como modificador predeterminado de reemplazo. Sandustry ofrece diez grupos de Barra de acceso rápido con diez espacios cada uno; Alt más un número o la rueda del ratón cambia de grupo sin volver a abrir los menús de construcción.`]},{id:`shaker-layout`,heading:`Aprovecha la densidad alrededor de Shaker`,paragraphs:[`Arena húmeda es más densa que Residue y Shaker mueve Residue lentamente. Un diseño diagonal o escalonado de Shaker, probado por la comunidad, deja que la entrada más pesada se asiente mientras empuja la salida ligera hacia una ruta de recogida; conserva espacio de acceso para que un atasco pequeño sea fácil de despejar.`]},{id:`logistics-priorities`,heading:`Separa el valor, los residuos y el Agua`,paragraphs:[`Collector contabiliza el Oro sin bloquear píxeles, así que colócalo en una ruta de Oro fiable. Envía Residue a otra zona para quemarlo más adelante, usa Filtros cuando los Sólidos mezclados sean difíciles de gestionar y considera consumible el depósito de Agua hasta que esté lista la infraestructura renovable de Nieve y Vapor.`]}],facts:[{label:`Selección para copiar`,value:`C`},{label:`Copiar y pegar`,value:`Ctrl+C y Ctrl+V`},{label:`Grupos de acceso rápido`,value:`10 grupos con 10 espacios cada uno`}],sourceLabels:[`Guía de la wiki oficial`,`Wiki oficial de Sandustry`]}],ve=[{slug:`sandustry-kinetic-press`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`guía de Kinetic Press de Sandustry`,searchAliases:[`diseño de Kinetic Press de Sandustry`,`prensa cinética de Sandustry`],title:`Guía de Kinetic Press de Sandustry`,description:`Consulta la altura documentada de Kinetic Press, su entrada Burnt Residuo y las salidas Oro y Semilla para distinguir bloqueos y planificar la recogida.`,quickAnswer:`Deja caer Burnt Residuo desde al menos 25 bloques sobre Kinetic Press. La documentación oficial indica que cada entrada correcta produce Oro y Semilla debajo. Una caída insuficiente o un material incorrecto queda encima y puede bloquear lo siguiente. Mantén libres la caída y ambas salidas.`,accuracyNote:`Las páginas oficiales de Kinetic Press y Burnt Residuo documentan entrada, altura y salidas Oro y Semilla. El esquema y la secuencia de diagnóstico son explicaciones editoriales, no una prueba de juego registrada.`,sections:[{id:`unlock-and-input`,heading:`Prepara Burnt Residuo`,paragraphs:[`La entrada es Burnt Residuo, no Residuo sin quemar. La página oficial indica que quemar Residuo tiene un 25% de probabilidad de dejar Burnt Residuo; el resto puede desaparecer. No dimensiones la línea suponiendo que cada píxel quemado llega a la prensa. Separa la combustión del conducto de caída para evitar sólidos ajenos.`,`Identifica el material resultante antes de soltarlo. Una llama o un montón oscuro no demuestra que la conversión haya terminado. Conserva acceso para retirar material incorrecto de la parte superior: la prensa no desplaza los atascos como un Shaker.`]},{id:`feed-height`,heading:`Usa la caída documentada de 25 bloques`,paragraphs:[`La página oficial exige una caída desde 25 bloques o más sobre la prensa. La distancia se mide desde la liberación del material hasta Kinetic Press, no debajo de ella. Mantén libre el recorrido: una repisa que detiene el material modifica la caída útil.`,`Burnt Residuo soltado demasiado bajo queda encima sin atravesar la máquina. Detén la entrada, retira la acumulación y revisa el punto de liberación. La página oficial también describe Launchers inclinados encima para expulsar material detenido hacia una abertura lateral; esa ruta necesita un destino propio.`]},{id:`collect-outputs`,heading:`Recoge ambos productos debajo`,paragraphs:[`La conversión documentada produce 1 Oro y 1 Semilla por 1 Burnt Residuo; ambos caen debajo de la prensa. Despeja la salida, recoge Oro y reserva Semilla para la cadena vegetal. Un depósito de salida lleno es distinto de una caída insuficiente: inspecciona ambos puntos por separado.`,`El esquema resume las reglas publicadas; no es un diseño medido ni garantiza compatibilidad con mods. Si obtienes otro resultado, registra versión, caída real, material y si queda encima o debajo. Esas observaciones ayudan más que añadir alimentación.`]}],chainLabels:[`Residue`,`Combustión`,`Burnt Residue`,`Kinetic Press`,`Oro + Semilla`],troubleshooting:[{symptom:`El Material llega a la prensa, pero no se procesa`,s
5olution:`Confirma que la entrada sea Burnt Residue y que caiga desde una altura útil a la entrada real, en vez de quedar junto a la Máquina.`},{symptom:`La prensa funciona brevemente y se detiene`,solution:`Retira Oro y Semilla del espacio de salida y da a cada producto un destino y una ruta de desbordamiento.`}],sourceLabels:[`Wiki oficial — Kinetic Press`,`Wiki oficial — Burnt Residuo`,`Wiki oficial — Oro`,`Wiki oficial — Semilla`]}],ye=[{slug:`sandustry-mods`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`mods de Sandustry`,searchAliases:[`Fluxloader`,`Sandustry Fluxloader`,`más de 125 mods de Sandustry`,`rama mods v0.5.6`],title:`Guía de mods y Steam Workshop de Sandustry para v0.5.6`,description:`Usa más de 125 mods de Workshop, selecciona la rama mods v0.5.6, verifica dependencias, protege partidas y consulta la API de Sandkit.`,quickAnswer:`El desarrollador informó de más de 125 mods el 28 de agosto. Los mods usan una rama separada de Steam que pasó a v0.5.6 con Update #3. Comprueba la rama, versión y dependencias de cada elemento, guarda una copia del mundo y prueba primero en una partida desechable.`,accuracyNote:`El hito de más de 125 mods y el estado del framework proceden de publicaciones oficiales. El inventario y la compatibilidad cambian continuamente.`,sections:[{id:`official-workshop`,heading:`Empieza por Workshop y la rama mods oficiales`,paragraphs:[`El desarrollador comunicó más de 125 mods de Sandustry el 28 de agosto. Empieza en el Workshop asociado a la aplicación 2764460 para mantener autor, dependencias, historial e instrucciones vinculados al juego correcto.`,`Los elementos suscritos no cargan en la rama normal. Las publicaciones oficiales indican una rama mods independiente. La compatibilidad experimental se dividió entre 0.5.2 y 0.5.5 durante la migración, y Update #3 confirma que la rama mods ya está en 0.5.6.`,`La cifra de 125 no significa que todos los elementos estén actualizados o sean compatibles entre sí. Lee la nota más reciente del mod y registra su versión y dependencias junto a la partida.`]},{id:`compatibility`,heading:`Comprueba API, versión, dependencias y alcance`,paragraphs:[`El framework Sandkit renovado tiene documentación oficial de API. v0.5.6 añade eventos y métodos para retirar edificios, quemar terreno y fundir celdas. Dos mods que actúan sobre el mismo sistema pueden interferir incluso si funcionan por separado.`,`Crea un inventario con versión del juego, rama, nombre, fecha, dependencias e instrucciones. Considera desconocida cualquier información ausente. Mapas, edificios, recetas, cambios visuales y grandes transformaciones afectan de forma distinta a un mundo existente.`,`Activa grupos pequeños en un mundo desechable. Prueba inicio, creación, guardado, carga, función anunciada y retirada. Añade el siguiente mod solo después de establecer un estado conocido que funcione.`]},{id:`safe-updates`,heading:`Protege partidas y conserva pruebas útiles`,paragraphs:[`Copia las partidas valiosas antes de añadir, retirar o actualizar contenido que cambie materiales, edificios, mapas, objetivos o recetas. Etiqueta la copia con v0.5.6, rama y lista completa. No depen
5das únicamente de una sincronización en la nube que pueda reemplazar archivos.`,`Después de actualizar, espera a que Steam termine el juego y Workshop. Abre primero un duplicado y revisa edificios ausentes, bloques rojos, recetas detenidas, materiales y errores del registro. Update #3 corrige algunos bloques rojos, pero un síntoma persistente puede pertenecer a un mod antiguo.`,`Conserva el registro antes de desactivar todo. Reduce el conjunto por grupos sin romper dependencias. Informa versión, rama, elementos exactos, resultado esperado, resultado real y pasos mínimos. Restaura la última copia estable en vez de experimentar sobre el único mundo.`,`Para cargadores externos, sigue únicamente la documentación actual del autor. La vía oficial de Sandustry es Workshop, la rama mods y la API Sandkit; un tutorial antiguo o una descarga de terceros no demuestra compatibilidad.`]},{id:`fluxloader-current-status`,heading:`Qué puede verificar esta página`,paragraphs:[`Este sitio no ha verificado un responsable actual, instalador o lista de versiones compatibles de Fluxloader para Sandustry. Por eso no ofrece una descarga. La comprobación anterior de 19 de agosto de 2026 no estableció esos datos; editar esta explicación no demuestra que el proyecto no exista. Un término de búsqueda no identifica por sí solo un programa.`]},{id:`fluxloader-workshop-first`,heading:`Usa la ruta documentada de Workshop`,paragraphs:[`Empieza en el Workshop enlazado desde la página oficial de Sandustry en Steam. Revisa autor, dependencias, historial e instrucciones de rama. La guía de Mods explica el flujo documentado; suscribirse no garantiza compatibilidad con una partida existente.`]},{id:`fluxloader-external-loader-checks`,heading:`Si un mod requiere otro cargador`,paragraphs:[`Exige un enlace del autor del mod al proyecto real del cargador y una correspondencia explícita de juego y versión. Si falta algo, deja la dependencia sin verificar, sin sustituirla por una descarga espejo o un instalador de otro juego. Conserva una copia de la partida antes de un cambio documentado; comunica una URL verificable mediante Contacto si hay que corregir el estado.`]}],troubleshooting:[{symptom:`Los mods suscritos no aparecen`,solution:`Comprueba la rama mods, que Steam terminó las descargas y que todas las dependencias admiten v0.5.6.`},{symptom:`Una partida muestra bloques rojos o falla`,solution:`Conserva partida y registro, prueba un duplicado y reduce los mods recientes por grupos manteniendo dependencias.`}],sourceLabels:[`Publicación oficial sobre modding`,`Referencia oficial de la API Sandkit`,`Página de Sandustry en Steam`,`Wiki oficial de Sandustry`]}],be=[{slug:`sandustry-lava`,review:{sourceUpdatedAt:`2026-09-07`,translatedAt:`2026-09-07`,status:`reviewed`},keyword:`lava de Sandustry`,searchAliases:[`densidad de Lava 200`,`Cinder y Thermal Buffer de Sandustry`],title:`Guía de Lava de Sandustry: de
5nsidad 200, Cinder y Calor`,description:`Transporta Lava mediante Scoria y Cinder, contiene su flujo con densidad 200 y recupera Cinder usando un Thermal Buffer frío en v0.5.6.`,quickAnswer:`Las Bombas no mueven Lava. Enfríala con Nieve para crear Scoria, rompe la Scoria y transporta el Cinder sólido; después enciende el Cinder para restaurar la Lava. En v0.5.6 la Lava tiene densidad 200, destruye Fluxite, Redsoil y Strataform y vuelve a ser Cinder al tocar un Thermal Buffer con temperatura negativa.`,accuracyNote:`La densidad, la destrucción de terrenos y el comportamiento del Thermal Buffer se comprobaron en v0.5.6 Update #3. Prueba las instalaciones antiguas en una copia recuperable.`,sections:[{id:`convert-for-transport`,heading:`Convierte la Lava en Cinder transportable`,paragraphs:[`Las Bombas estándar no aceptan Lava, de modo que el transporte empieza con un cambio de estado. Haz que una cantidad pequeña de Nieve toque la Lava para producir Scoria. Rompe ese terreno para obtener Cinder, un sólido que puede desplazarse con Grabber, cintas u otra logística normal.`,`Aísla la cámara de conversión y mide cada límite: Lava que entra, Scoria formada, Cinder recuperado y Cinder entregado. Una pila junto a una máquina no demuestra que haya alcanzado la celda correcta. Empieza con una muestra limitada y repite la prueba después de guardar y cargar.`,`No añadas más Bombas a una entrada incompatible. La ruta sólida deja inventario visible, una parada de emergencia y un punto claro para detectar pérdidas antes de acercar el material a la fábrica principal.`]},{id:`restore-and-contain`,heading:`Restaura la Lava en un recinto seguro para v0.5.6`,paragraphs:[`El Lanzallamas funde Cinder y lo convierte otra vez en Lava. Construye el recinto mientras el material siga sólido, revisa todas las juntas y enciende solo una muestra. Mantén Agua, Flower, Residue y materiales inflamables fuera del área durante la puesta en marcha.`,`Update #3 aumenta la densidad de la Lava a 200 y hace que destruya Fluxite, Redsoil y Strataform. Sustituye cualquier pared, suelo, tapón o separador interno hecho con esos terrenos. Un borde exterior intacto no descarta que una celda interna destruida desvíe el flujo.`,`La nueva densidad 200 también puede alterar un separador basado en el orden de caída. Pausa los diseños anteriores, vacía los cruces compartidos y prueba un lote pequeño antes de restaurar el suministro completo.`]},{id:`use-heat`,heading:`Usa el Calor y el ciclo del Thermal Buffer negativo`,paragraphs:[`Una fuente contenida puede quemar Residue o Flower y aportar Calor a procesos térmicos. El Agua que alcanza la Lava puede convertirse en Steam, por lo que la cámara necesita una ruta segura para cada salida documentada y un acceso de servicio separado.`,`En v0.5.6, un Thermal Buffer frío con temperatura negativa recibe menos Calor de la Lava y la convierte de nuevo en Cinder en lugar de consumirla por completo. Reserva una salida exclusiva para el Cinder y vigila que la temperatura permanezca por debajo de cero.`,`Mide por separado el balance térmico y el flujo de material: temperatura inicial, Lava introducida, Cinder devuelto y temperatura final. Si el Cinder se acumula, despeja la salida antes de aumentar el frío. Si la temperatura cruza cero, restablece la reserva térmica antes de comparar lotes.`]}],chainLabels:[`Lava`,`Enfriamiento con Nieve`,`Scoria`,`Romper terreno`,`Cinder`,`Calor del Lanzallamas`,`Lava contenida`],troubleshooting:[{symptom:`Una Bomba no absorbe Lava`,solution:`Es normal. Convierte la Lava en Scoria y Cinder y usa transporte para sólidos.`},{symptom:`Una cámara de v0.5.5 pierde Lava tras actualizar`,solution:`Detén la fuente, sustituye límites de Fluxite, Redsoil o Strataform y vuelve a probar el flujo con densidad 200.`}],sourceLabels:[`Índice de materiales de la wiki oficial`,`Guía de la wiki oficial`,`Índice de edificios de la wiki oficial`]},{slug:`sandustry-water`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`guía de Agua de Sandustry`,searchAliases:[`fuentes de Agua de Sandustry`,`Vapor e Hielo de Sandustry`],title:`Guía de Agua de Sandustry`,description:`Gestiona el Agua de Sandustry para Arena húmeda y Wet Semilla, mu
5évela por Bombas y Tuberías y recupera el suministro con Nieve, Hielo, Vapor y lluvia.`,quickAnswer:`El Agua se consume al humedecer Arena o Semilla, por lo que los lagos son una reserva inicial, no una fuente permanente de producción. Recoge Agua superficial o subterránea, funde Hielo o genera Nieve y conviértela en Vapor con Calor. Bombas y Tuberías transportan Líquidos normales; el Vapor puede subir por un pozo abierto y condensarse en lluvia al llegar al cielo.`,sections:[{id:`uses-and-sources`,heading:`Cuenta el Agua consumida`,paragraphs:[`Humedecer Arena consume Agua: 1 Arena y 1 Agua se convierten en 2 Arena húmeda. Humedecer Semilla también consume Agua. Coloca el depósito antes de esas reacciones; una tubería de retorno no recupera Agua transformada en otro material.`,`Distingue consumo y pérdida. Si el nivel baja solo al alimentar Arena, compara demanda y suministro. Si baja con el consumo detenido, revisa bordes y esquinas diagonales. La página oficial describe fugas por esquinas y pérdidas de gotas que no se depositan; un contorno aparentemente cerrado puede perder agua.`]},{id:`pipes-and-pumps`,heading:`Conecta Bomba, Tubería y Líquido Vent`,paragraphs:[`Bomba necesita líquido en contacto y una Tubería conectada; Líquido Vent descarga desde la misma red. Retira los píxeles no líquidos de la bomba y coloca una salida libre sobre el depósito receptor. Según la página oficial, el Vent deja de descargar cuando queda sumergido salvo la fila superior. Más capacidad de entrada no vacía una salida sumergida.`,`Los máximos publicados son 16 píxeles líquidos por tick para Bomba totalmente sumergida y 4 por tick para cada Vent. Son límites de componentes, no rendimiento sostenido medido. Una red mezclada puede repartir líquidos no deseados a todas las salidas; separa Agua de otros circuitos. Lava queda excluida.`]},{id:`steam-and-ice`,heading:`Elige una fuente sin suponer un circuito cerrado`,paragraphs:[`Los estanques naturales son reservas finitas. Hielo y Nieve cambian de estado; Agua calentada como Steam puede subir y volver como lluvia si alcanza el cielo. Un techo atrapa Steam: localiza el destino antes de calentar. La guía de agua renovable distingue aportes externos y recuperación del depósito interno de lluvia.`,`Para arrancar, pausa Arena y plantas, confirma que Bomba y Vent llenan la reserva y activa después un consumidor. Así separas transporte bloqueado y consumo excesivo. El diagrama explica conexiones; no es una captura ni promete un caudal.`]}],chainLabels:[`Nieve o Hielo`,`Calor`,`Vapor`,`Ruta abierta hacia el cielo`,`Lluvia`,`Agua recogida`],troubleshooting:[{symptom:`La Bomba se detiene aunque haya Agua alrededor`,solution:`Retira los píxeles Sólidos de la entrada central de la Bomba y confirma que Liquid Vent conectado aún tenga espacio de salida.`},{symptom:`El Vapor no vuelve a convertirse en lluvia útil`,solution:`Abre el pozo hasta el cielo y crea un Depósito de recolección bajo la ruta de condensación; no encierres el Vapor bajo tierra.`},{symptom:`El Agua se escapa por una esquina de Sólidos`,solution:`Añade otro Sólido en la unión diagonal; un Líquido puede escapar entre dos esquinas Sólidas sin sellar.`}],sourceLabels:[`Wiki oficial — Agua`,`Wiki oficial — Arena`,`Wiki oficial — Bomba`,`Wiki oficial — Líquido Vent`,`Wiki oficial — Steam`]},{slug:`sandustry-aura`,review:{sourceUpdatedAt:`2026-09-07`,translatedAt:`2026-09-07`,status:`reviewed`},keyword:`Aura Extractor de Sandustry`,searchAliases:[`Aura de Sandustry`,`10,000 Aura Tier 6`],title:`Guía de Aura de Sandustry: Aura Extractor y Tier 6`,description:`Produce Aura desde Auralite y Auralite Crystals, dirige los nanobots del Aura Extractor y completa el objetivo de 10,000 Aura del Tier 6.`,quickAnswer:`El Aura Extractor atrae Auralite, lo condensa en Auralite Crystals y usa un enjambre de nanobots para convertir esos cristales en Aura. Aura es una moneda no física similar a Fluxite y Factory Tier 6 exige 10,000 Aura.`,accuracyNote:`Aura y Aura Extractor ya están documentados por la wiki oficial. Esta página sustituye la evaluación anterior a su documentación.`,
5sections:[{id:`checked-state`,heading:`Construye la cadena de Auralite a Aura`,paragraphs:[`Aura es la salida no física de una cadena avanzada. El Aura Extractor recibe Auralite, que se obtiene al procesar Aurixite, y lo atrae hacia un punto luminoso dentro de su radio. Cuando llega, lo consume y forma Auralite Crystals.`,`Observa primero una cantidad pequeña. La atracción puede desviar Auralite que antes seguía una cinta o un Launcher, por lo que la wiki recomienda situar los Shakers relevantes cerca del radio del extractor. Mantén otras rutas fuera de esa trayectoria.`,`Reserva un área permanente con acceso para seleccionar el edificio y ver los cristales. Una cámara visible permite localizar si el límite está en el suministro, la atracción, la formación del cristal o el trabajo de los nanobots.`]},{id:`verified-concepts`,heading:`Dirige los nanobots y gestiona los cristales`,paragraphs:[`Selecciona el Aura Extractor y arrastra el objetivo del enjambre hasta un Auralite Crystal en formación. Los nanobots descomponen el cristal y producen Aura. Los cristales resisten las herramientas normales del jugador; el enjambre es el método documentado para extraerlos.`,`Aura es una moneda no física similar a Fluxite, no un sólido que caiga a un almacén. Sigue el contador u objetivo de progreso. La investigación Swarm Zoning permite que el enjambre apunte a los cristales automáticamente cuando hayas reunido suficiente Aura.`,`En v0.5.6 se puede retirar el extractor después de iniciar la cristalización. Los cristales se guardan en un búfer y, al reconstruirlo, su progreso se libera como Auralite. Prepara una zona de recogida antes de reconstruir.`]},{id:`future-verification`,heading:`Alcanza el objetivo de 10,000 Aura del Tier 6`,paragraphs:[`La página oficial de Viability Tiers fija Factory Tier 6 en 10,000 Aura. Mantén estable toda la cadena: Aurixite, Auralite, atracción, cristales y descomposición por nanobots. Busca la primera etapa cuyo inventario deja de cambiar como esperas.`,`La selección manual puede ser el límite aunque el suministro sea suficiente. Cuenta los cristales pendientes antes de priorizar Swarm Zoning. La automatización debe eliminar una restricción observada, no ocultar una entrada sin material.`,`Update #3 reduce fallos del renderizador provocados al refrescar el árbol tecnológico con Aura. Si el problema continúa, conserva la partida y el registro, anota v0.5.6, la rama y los mods y documenta la secuencia mínima.`]}],facts:[{label:`Cadena`,value:`Auralite → Auralite Crystal (cristal) → Aura`},{label:`Forma de Aura`,value:`Moneda no física similar a Fluxite`},{label:`Objetivo de Factory Tier 6`,value:`10,000 Aura`}],sourceLabels:[`Página oficial de Aura Extractor`,`Página oficial de Auralite Crystal`,`Viability Tiers oficiales`,`Update #3 oficial de Steam`,`Wiki oficial de Sandustry`]},{slug:`sandustry-copper`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-26`,status:`reviewed`},keyword:`Cobre de Sandustry`,searchAliases:[`guía de Power Brick de Sandustry`,`cadena de Cobre de Sandustry`],title:`Guía de Cobre y Power Brick de Sandustry`,description:`Procesa Mineral de cobre en Cobre, fúndelo en Smelter calentado, moldea Cobre líquido con Copper Mold y almacena Energía en Power Brick.`,quickAnswer:`La producción de Cobre empieza con Mineral de cobre y Cobre Sólido. Aplica Calor a Smelter para crear Cobre líquido y lleva después el Líquido a Copper Mold para moldearlo en Power Brick. Los bloques terminados almacenan mucha Energía y la infraestructura de generación puede cargarlos automáticamente.`,sections:[{id:`find-and-prepare`,heading:`Encuentra y prepara Cobre`,paragraphs:[`Mineral de cobre es un Recurso de Terreno y el inicio de esta cadena. Cuando alcances la fase correspondiente necesitarás el equipo de excavación adecuado para extraerlo. Mantén el Cobre separado de la Arena suelta y de los residuos de producción para que solo el Sólido previsto llegue al calentamiento.`]},{id:`smelt-liquid-copper`,heading:`Funde Cobre líquido`,paragraphs:[`Con Calor de Thermal Buffer o Lava, Smelter convierte Cobre en Cobre líquido. La salida Líquida necesita una ruta cerrada hasta el molde; un derrame de Cobre líquido entre Materiales ajenos puede ser más difícil de recuperar que una Cinta transportadora Sól
5ida detenida.`]},{id:`cast-power-bricks`,heading:`Moldea y carga Power Brick`,paragraphs:[`Copper Mold convierte Cobre líquido en Power Brick. La Investigación de la wiki oficial sitúa el molde en la fase de Energía y exige tecnologías de apoyo. Los bloques terminados sirven como Almacenamiento de energía de gran capacidad y los equipos de generación los cargan automáticamente.`]}],facts:[{label:`Equipo para producir Líquido`,value:`Smelter alimentado por Calor`},{label:`Máquina de moldeo`,value:`Copper Mold`},{label:`Uso final`,value:`Almacenamiento de energía de gran capacidad`}],chainLabels:[`Mineral de cobre`,`Cobre`,`Smelter calentado`,`Cobre líquido`,`Copper Mold`,`Power Brick`],sourceLabels:[`Índice de materiales de la wiki oficial`,`Índice de edificios de la wiki oficial`,`Árbol de investigación de la wiki oficial`,`Guía de la wiki oficial`]},{slug:`sandustry-infinite-water`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`Agua infinita de Sandustry`,searchAliases:[`Agua renovable de Sandustry`,`ciclo de Nieve y Vapor de Sandustry`],title:`Agua renovable en Sandustry: fuentes, vapor y límites`,description:`Crea un ciclo de Agua renovable desde Nieve y Hielo mediante Calor controlado, Vapor, condensación a Cielo abierto y lluvia, sin afirmar una infinitud literal.`,quickAnswer:`«Agua infinita» describe una producción renovable, pero no demuestra una fuente infinita literal ni un depósito sin pérdidas. Genera Nieve y deja que toque Agua para formar Hielo; calienta el Hielo para devolverlo a Agua y aplica más Calor para crear Vapor. Guía el Vapor hasta Cielo abierto, recoge la lluvia y compara el suministro con el Agua consumida por Arena y Semilla.`,accuracyNote:`Las mecánicas oficiales permiten que la Nieve congele Agua en Hielo, que el Calor devuelva el Hielo a Agua y que el Vapor se convierta en lluvia; esta página no afirma que ningún ciclo sea literalmente infinito.`,sections:[{id:`renewable-input`,heading:`Distingue aportes externos y reciclaje`,paragraphs:[`Nieve e Hielo pueden aportar agua, pero importa su origen. Fundir un depósito finito de Hielo consume reservas. Snowmaker usa Agua para crear Nieve; devolver ese producto no crea por sí solo una fuente nueva. Identifica qué entrada viene de fuera del circuito.`,`La página oficial de Agua menciona Cryoblaster y Nieve, mientras Steam explica que una aparente duplicación de lluvia puede recuperar Agua perdida antes. Son efectos distintos. Esta guía plantea el suministro renovable como una comprobación, no promete producción literalmente infinita en un circuito cerrado.`]},{id:`steam-circulation`,heading:`Abre una ruta al cielo y recoge la lluvia`,paragraphs:[`Calienta Agua o Nieve para obtener Steam y deja un recorrido sin techo que lo selle. Steam sube y se acumula bajo techos; al alcanzar el cielo puede condensarse y caer como lluvia. Coloca un depósito bajo el retorno previsto, sin asumir que cada gota vuelve a tu reserva.`,`Separa la subida de Steam de la entrada del consumidor. Una ampliación con techo puede cerrar una ruta antes abierta. Si se acumula bajo una repisa, retira la obstrucción antes de aumentar calor. Devuelve el líquido recogido con la ruta de transporte de Agua.`]},{id:`measure-net-output`,heading:`Comprueba si la reserva aumenta`,paragraphs:[`Anota reserva inicial, Nieve o Hielo externo utilizado, Agua enviada a Arena o Semilla y reserva final. Compara intervalos iguales. Un aumento inicial no demuestra una fuente ilimitada: Steam describe un depósito interno de lluvia que devuelve Agua perdida por movimiento lateral.`,`Observa primero con el consumo detenido y después con el consumidor activo. Si la reserva baja solo en el segundo caso, la fuente no cubre la demanda. Si baja en ambos, revisa recogida y transporte. Son mediciones sugeridas para tu montaje, no resultados de una prueba de este sitio.`]}],chainLabels:[`Nieve renovable`,`Contacto con Agua`,`Hielo`,`Calor controlado`,`Agua`,`Calor adicional`,`Vapor`,`Cielo abierto`,`Lluvia`,`Depósito de recolección`,`Suministro de Agua`],troubleshooting:[{symptom:`El ciclo produce Vapor, pero no almacena Agua`,solution:`Confirma que el Vapor llegue realmente al cielo; amplía y cierra el depósito de lluvia para que la condensación no caiga fuera ni se escape.`},{symptom:`La producción de Agua no cubre la demanda`,solution:`Separa la recogida del consumo, mide la lluvia neta y añade Nieve o capacidad de captura antes de suponer que el ciclo no tiene pérdidas.`}],sourceLabels:[`Wiki oficial — Agua`,`Wiki oficial — Steam`,`Wiki oficial — Nieve`,`Wiki oficial — Hielo`,`Wiki oficial — Snowmaker`]}];[..._e,...he,...be,...ve,...ye,...ge];var xe=[{slug:`sandustry-blueprints`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`沙金工業 Sandustry Blueprints`,searchAliases:[`Sandustry 工廠配置`,`Sandustry 生產線設計`],title:`沙金工業 Sandustry Blueprints 與工廠配置`,description:`運用清楚流向、可重複模組、溢流路徑、維修空間與擴充餘裕ï¼
5Œè¨­è¨ˆæ˜“讀的沙金工業 Sandustry Blueprints,因應持續變動的生產線。`,quickAnswer:`一份實用的沙金工業 Sandustry 藍圖,重點在於傳達素材流向,而不是追求最小尺寸。把工廠分成可重複的輸入、處理、分離、儲存與溢流模組;標明每條通道運送的素材;並在邊緣預留空間,以便日後加入機器。複製工具可重現驗證過的區段,過濾器與 Conveyor Portal 則能避免混合產線變得難以辨讀。`,sections:[{id:`flow-first`,heading:`先畫出兩個出口`,paragraphs:[`下方起步示意圖把接水區、Shaker 與兩個收集區分開。水 和 沙子 在進入 Shaker 前接觸;Gold 從下方離開,Residue 從側面離開。這比把所有建築塞進狹小長方形更重要。接上入口之前,先依箭頭方向保留空間。`,`可比較共用出口與分開出口。共用槽被 Residue 填滿時,Gold 路徑不易檢查;分開後,就能區分處理失敗和收集滿溢,不必拆掉接水階段。這是依官方輸出規則作出的編輯配置分析。`]},{id:`modular-layout`,heading:`逐段建立模組`,paragraphs:[`先建立 Gold 像素素材的目的地,再在上方放 Shaker,接著安排 Residue 側向路徑,最後才接 Wet Sand 入口。兩個出口還沒準備好就開放進料,容易造成積料。第一次運作時,若任一輸出倒流到機器,先停止供料。`,`後續壓製模組要依官方規格,從釋放點到 Kinetic Press 保留至少 25 格垂直落差,產品會從下方掉出。不能把 Shaker 的短進料路徑直接複製給壓製機;Burnt Residue 落差太低會停在頂部並擋住後續素材。第二張圖特別標示這個空間差異。`]},{id:`expansion-and-overflow`,heading:`保留維修與滿溢處理`,paragraphs:[`每個模組都要有可暫停的入口,以及不用打開鄰近生產線就能清空的目的地。過濾器 可以篩選固體,卻不能讓已滿的收集區自動出現空間。增加篩網或機器前,先排除這個實際瓶頸。`,`這些原創說明圖用來規劃連接,不是遊戲截圖、存檔下載、精確格數藍圖或實測產能聲明。先在遊戲中用小型配置核對指定輸入與輸出,記下版本和幾何調整,再複製擴充。`]}],troubleshooting:[{symptom:`複製的模組與原版運作不同`,solution:`檢查周圍 Terrain、進料高度、重力與輸出淨空;複製結構不會一併複製原本的素材狀態。`},{symptom:`混合輸出堵塞共用通道`,solution:`先分離密度最高的 Solid,並加入溢流路徑,避免某個已滿的目的地阻塞所有其他素材。`}],sourceLabels:[`Official Wiki 參考頁面: Shaker`,`Official Wiki 參考頁面: 沙子`,`Official Wiki 參考頁面: Kinetic Press`,`Official Wiki 參考頁面: 過濾器`]},{slug:`sandustry-planter-box-designs`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-25`,status:`reviewed`},keyword:`沙金工業 Sandustry Planter Box 設計`,searchAliases:[`Sandustry 種植配置`,`Sandustry 花朵自動化`],title:`沙金工業 Sandustry Planter Box 設計`,description:`建立清楚的 Planter Box 配置,讓種子潤濕、花朵生
5長並收集 Gold 和 Amethelis,同時預留空間,維持穩定的植物處理自動化。`,quickAnswer:`Planter Box 設計應分別輸送種子與水,讓兩者結合成 Wet Seed,並確保每個 Wet Seed 都能可靠接觸箱體。破壞花朵會產生 Gold 與飄移的 Amethelis,因此把較重的 Gold 收集在下方,同時引導具有 Wisp 特性的 Amethelis 前往 Energy 處理路徑。`,sections:[{id:`prepare-wet-seed`,heading:`種植前先準備 Wet Seed`,paragraphs:[`Kinetic Press 會以 Burnt Residue 產出種子。一粒種子接觸一個水像素後會變成一個 Wet Seed;使用受控的潤濕凹槽,可以避免未使用的水淹入生長區,也更容易診斷進料速度。`]},{id:`grow-and-harvest`,heading:`種植並收成花朵`,paragraphs:[`Wet Seed 接觸 Planter Box 後會長成花朵。燃燒或破壞成熟花朵會釋出 Gold 與 Amethelis。兩種輸出都能穿過箱體,因此可直接在下方設置收集室,不必使用寬闊的轉運產線。`]},{id:`separate-outputs`,heading:`分離 Gold 與 Amethelis`,paragraphs:[`Gold 密度極高,應向下落入 Collector;Amethelis 則是低密度 Wisp,下降時會飄移。替 Amethelis 設置寬廣的捕捉路徑,將其引向 Steam Dryer,並讓兩種輸出都遠離 Wet Seed 進料端。`]}],chainLabels:[`種子`,`æ°´`,`Wet Seed`,`Planter Box`,`花朵`,`Gold + Amethelis`],troubleshooting:[{symptom:`種子抵達箱體,但花朵沒有生長`,solution:`確認種子抵達 Planter Box 前已接觸水並變成 Wet Seed。`},{symptom:`Amethelis 逸出收集路徑`,solution:`加寬或封閉捕捉區;Amethelis 是會飄移的 Wisp,不是正常向下掉落的 Solid。`}],sourceLabels:[`Official Wiki 指南`,`Official Wiki 素材索引`,`Official Wiki 建築索引`]}],Se=[{slug:`sandustry-xbox-game-pass`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-25`,status:`reviewed`},keyword:`沙金工業 Sandustry Xbox 訂閱服務`,searchAliases:[`Sandustry Microsoft Store PC 版`,`Sandustry Game Preview 狀態`],title:`沙金工業 Sandustry 的 Xbox 訂閱服務供應狀態`,description:`檢查沙金工業 Sandustry 在 PC Game Pass 與 Microsoft Store 的供應狀態、了解 Game Preview 狀態,並避免把 PC 商店頁誤認為主機版發行資訊。`,quickAnswer:`沙金工業 Sandustry 以 Game Preview 名義,透過 Microsoft Store 與 PC Game Pass 提供 PC 版。這並不會自行確認 Xbox 主機版。安裝前應檢查官方商店頁的可遊玩裝置與訂閱標示,因為目錄狀態及平台供應情況可能變動。`,accuracyNote:`PC Game Pass 與 Microsoft Store 狀態已於 2026 å¹´ 8 月 19 日檢查;本頁不宣稱存在 Xbox 主機版本。`,sections:[{id:`pc-availability`,heading:`PC Game Pass 與 Microsoft Store`,paragraphs:[`Microsoft 官方商店頁把沙金工業 Sandustry Game Preview 列為 PC 發行項目。Game Preview 對應遊戲持續演進的搶先體驗階段,因此使用時仍應在商店頁確認商店標示、包含的訂閱方案、支援裝置與安裝需求。`]},{id:`not-console-proof`,heading:`不要推論主機支援`,paragraphs:[`Xbox 品牌商店頁或訂閱服務說明,都不足以證明存在 Xbox 主機版本。請查找明確列出該主機的支援裝置項目。本頁核實的商店頁只涉及 PC Game Pass,以及 PC 上的 Microsoft Store。`]},{id:`check-before-installing`,heading:`檢查目前的目錄狀態`,paragraphs:[`開啟 Microsoft 官方頁面,登入持有訂閱的帳戶,確認安裝按鈕、版本、裝置與 Game Preview 標示。如果實際存取情況與本指南不同,應以即時商店頁作為目前的權威紀錄。`]}],facts:[{label:`已核實平台`,value:`PC`},{label:`Microsoft 版本`,value:`沙金工業 Sandustry Game Preview`},{label:`主機版主張`,value:`此商店頁未確認`},{label:`檢查日期`,value:`2026 å¹´ 8 月 19 日`}],sourceLabels:[`Xbox 的沙金工業 Sandustry Game Preview 商店頁`,`沙金工業 Sandustry Steam 商店頁`]},{slug:`sandustry-steam`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`沙金工業 Sandustry Steam`,searchAliases:[`價格`,`Sandustry 價格`,`Sandustry Steam 功能`,`Sandustry Steam 系統需求`],title:`沙金工業 Sandustry 的 Steam 資訊`,description:`查閱沙金工業 Sandustry 的 Steam 資訊:單人搶先體驗、PC 試玩版、工作坊與雲端功能、成就、語言及系統需求ã€
5‚`,quickAnswer:`官方 Steam 商店頁把沙金工業 Sandustry 列為提供 PC 試玩版的單人搶先體驗遊戲,並列出 Steam 工作坊、Steam 雲端、交換卡片、親友同享與成就。商店頁支援 23 種介面與字幕語言,也發佈 Windows、macOS 與 SteamOS/Linux 的需求;功能可能變動,購買前應重新檢查商店頁。`,accuracyNote:`Steam 功能、語言與系統需求已於 2026 å¹´ 8 月 19 日檢查,仍應在官方商店頁重新確認。`,sections:[{id:`edition-and-features`,heading:`Steam 版本與功能`,paragraphs:[`Steam 把沙金工業 Sandustry 標示為搶先體驗中的單人模擬與策略遊戲。商店功能包括成就、交換卡片、工作坊、Steam 雲端與親友同享;另有獨立的 PC 試玩版,讓玩家可在購買前體驗核心工廠循環。`]},{id:`languages`,heading:`語言`,paragraphs:[`查閱的商店頁為 23 種語言提供介面與字幕支援,包括英文、俄文、日文、德文、簡體中文與繁體中文。頁面未列出完整語音支援;若在意特定呈現方式,請檢查語言表。`]},{id:`requirements`,heading:`系統需求`,paragraphs:[`Windows 最低需求列出 64-bit Windows 10 系統、4 GB RAM、Intel i5-4670K 或 AMD FX-8100 等級 CPU、相容的入門級顯示卡,以及約 1 GB 儲存空間。Steam 也發佈 macOS 與 SteamOS/Linux 的需求,並建議使用 SSD。`]},{id:`price-live-price`,heading:`採用即時官方價格`,paragraphs:[`以準備購買的帳戶與地區,開啟 Steam 或 Microsoft Store 商店頁。結帳顯示的價格可能反映當地貨幣、稅務處理、促銷或訂閱存取,這些資訊都不應由指南中複製的靜態數值取代。`]},{id:`price-compare-options`,heading:`比較相同的 PC 存取方式`,paragraphs:[`Steam 提供 PC 版、試玩版、工作坊、雲端與其他列出的 Steam 功能。Microsoft 提供 PC Game Preview 商店頁,也可能提供 PC Game Pass 存取。請分開比較永久擁有與訂閱存取,不要從 Xbox 品牌頁面推論存
5在主機版本。`]},{id:`price-early-access-change`,heading:`預期搶先體驗期間會有變動`,paragraphs:[`開發者說明,搶先體驗期間新增內容與功能後,價格可能上調。購買前應檢查退款條款及目前的開發說明;過去的特價或地區截圖,不保證等同今天的結帳總額。`]}],facts:[{label:`模式`,value:`單人`},{label:`發行狀態`,value:`搶先體驗`},{label:`Steam 成就`,value:`16`},{label:`語言`,value:`23 種介面與字幕語言`},{label:`檢查日期`,value:`2026 年 8 月 19 日`}],sourceLabels:[`沙金工業 Sandustry Steam 商店頁`,`Xbox 的沙金工業 Sandustry Game Preview 商店頁`]},{slug:`sandustry-demo`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-25`,status:`reviewed`},keyword:`沙金工業 Sandustry 試玩版`,searchAliases:[`Sandustry PC 試玩版`,`Sandustry 免費試玩`],title:`沙金工業 Sandustry 試玩版指南`,description:`使用沙金工業 Sandustry 官方 PC 試玩版學習像素物理、Wet Sand、Shaker、Gold、研究與物流,同時留意版本及存檔限制。`,quickAnswer:`官方 Steam 商店頁提供沙金工業 Sandustry 的 PC 試玩版。可用它測試移動、挖掘、水與沙子的反應、Shaker 處理、Gold 收集、研究及基礎物流。試玩版的內容、平衡與存檔相容性只代表該試玩版本,不能視為目前搶先體驗版本的承諾。`,accuracyNote:`試玩版供應狀態與相容性已於 2026 年 8 月 19 日在官方 Steam 商店頁檢查;版本範圍可能變動。`,sections:[{id:`official-download`,heading:`取得官方試玩版`,paragraphs:[`開啟沙金工業 Sandustry 的官方 Steam 商店頁,使用頁面顯示的試玩版操作。如此可確保下載連到正確的應用程式與目前平台需求。本頁所述、已核實的 PC 試玩版不需要第三方封存檔。`]},{id:`learning-goals`,heading:`優先學習的內容`,paragraphs:[`先體驗定義沙金工業 Sandustry 的系統:把 Dirt 挖成沙子、用水打濕、讓 Wet Sand 通過 Shaker 處理、把 Gold 移入 Collector,再利用研究與物流減少手動搬運。這些工作能幫助你判斷物理工廠模型是否適合自己。`]},{id:`version-caveats`,heading:`版本與存檔注意事項`,paragraphs:[`試玩版可能落後於目前的搶先體驗版本、限制進度,或採用不同的平衡設定。除非官方商店或開發者針對目前版本明確說明,否則不要假設試玩版存檔可以轉移;解除安裝或切換版本前,先保留存檔。`]}],facts:[{label:`平台`,value:`透過 Steam 提供的 PC 版`},{label:`價格`,value:`官方商店頁提供免費試玩版項目`},{label:`存檔轉移`,value:`依目前版本重新確認`},{label:`檢查日期`,value:`2026 年 8 月 19 日`}],sourceLabels:[`沙金工業 Sandustry Steam 商店頁`]},{slug:`sandustry-release-date`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-25`,status:`reviewed`},keyword:`沙金工業 Sandustry 發行日期`,searchAliases:[`Sandustry 搶先體驗日期`,`Sandustry 1.0 發行資訊`],title:`沙金工業 Sandustry 發行日期與搶先體驗`,description:`沙金工業 Sandustry 已於 2026 年 8 月 13 日進入搶先體驗。查閱開發者、發行商、目前內容範圍、規劃中的擴充內容與官方更新管道。`,quickAnswer:`沙金工業 Sandustry 已於 2026 年 8 月 13 日以搶先體驗形式推出,由 Lantto Games 開發、Hooded Horse 發行。開發團隊表示目前版本可遊玩,並計畫在開發期間加入更多程序生成、建築、資源、生產鏈、任務、生態區與技術。`,accuracyNote:`發行日期與搶先體驗說明已於 2026 年 8 月 19 日依官方 Steam 商店頁檢查。`,sections:[{id:`release-facts`,heading:`發行事實`,paragraphs:[`官方 Steam 商店頁把 2026 年 8 月 13 日列為搶先體驗發行日期。Lantto Games 是開發者,Hooded Horse 是發行商。這個日期代表公開搶先體驗開始,並不是未來 1.0 版本的發行日期。`]},{id:`early-access-scope`,heading:`搶先體驗的意義`,paragraphs:[`商店頁表示目前版本已可完整遊玩所宣傳的核心功能。團隊預計搶先體驗約持續一年,但也明確說明,時程可能隨意見
5回饋與開發工作重新安排優先順序而變動。`]},{id:`planned-growth`,heading:`規劃中的擴充與意見回饋`,paragraphs:[`計畫內容包括更強的程序生成,以及更多建築、資源、生產鏈、任務、生態區與技術。開發者透過 Discord 與 Steam 論壇收集建議及錯誤回報;官方 Steam News 仍是最清楚的發行紀錄管道。`]}],facts:[{label:`搶先體驗發行`,value:`2026 å¹´ 8 月 13 日`},{label:`開發者`,value:`Lantto Games`},{label:`發行商`,value:`Hooded Horse`},{label:`檢查日期`,value:`2026 å¹´ 8 月 19 日`}],sourceLabels:[`沙金工業 Sandustry Steam 商店頁`,`官方 Steam News`]},{slug:`sandustry-updates`,review:{sourceUpdatedAt:`2026-09-07`,translatedAt:`2026-09-07`,status:`reviewed`},keyword:`沙金工業 Sandustry Updates 更新與修補程式`,searchAliases:[`Sandustry 0.5.6 版 Update 3`,`Sandustry 更新紀錄`],title:`沙金工業 Sandustry Updates 更新:0.5.6 版與修補歷程`,description:`追蹤沙金工業 Sandustry 0.5.6 版 第 3 次更新、核對已安裝分支、保護存檔與模組,並檢查修補說明提及的每項工廠機制。`,quickAnswer:`官方更新公告顯示,截至 2026 年九月 7 日查核的最新官方版本是 九月 3 日發佈的 0.5.6 版 — 第 3 次更新。內容包括撫摸小動物、提升發電生物、修改岩漿與低溫 Thermal Buffer、改善 Aura 提取器搬移、修正傳送門與當機,並更新模組分支;請與已安裝版本比對,更新前先備份存檔。`,accuracyNote:`本頁於 2026 年九月 7 日查核。請用 Steam News 與遊戲顯示版本確認是否已有後續版本。`,sections:[{id:`official-news`,heading:`閱讀官方 Steam News 的 0.5.6 版第 3 次更新`,paragraphs:[`Steam News(應用程式 2764460)是主要公開修補紀錄。第 3 次更新於 2026 年九月 3 日發佈,版本為 0.5.6 版。請閱讀完整文章,因為同一版本同時包含新互動、平衡、模組掛鉤、當機與其他修正。`,`玩家現在可移動到小動物上撫摸牠們並暫時提升能力,發電生物的能量輸出也獲得提升。岩漿密度改為 200,會摧毀 Fluxite、紅土與層狀地形;負溫 Thermal Buffer 取得較少熱量並回傳 Cinder。雷射現在可融化冰。`,`移除 Aura 提取器時會保留結晶進度,重建後釋放 Auralite。更新也改善花朵復原、修正卡住的 Conveyor Portal、紅色方塊、神器房間岩漿互動與 Aura 科技樹渲染器當機,模組分支則更新至 0.5.6。`]},{id:`version-check`,heading:`把修補說明與已安裝分支相互核對`,paragraphs:[`等 Steam 完成下載後啟動遊戲,比較顯示版本,再檢查所選分支。一般版本與模組分支即使同樣顯示 0.5.6,也可能有不同檔案及已訂閱內容。`,`不要在同一測試同時改版本、模組和工廠配置。先在乾淨 0.5.6 版測試格重現最小互動,再分別加入舊存檔與模組,以判斷原因屬於修補、存檔狀態還是自訂內容。`,`開發者表示 大型更新 1 仍在製作,之前可能還有另一個錯誤修正與使用體驗更新。這是未來規劃,不是已經推出的版本。`]},{id:`post-update-routine`,heading:`檢查工廠並保留復原點`,paragraphs:[`開啟主要世界前先複製存檔。優先檢查以三種新可破壞地形構成的岩漿邊界,以及受密度 200 影響的分離器;再檢查 Thermal Buffer 回傳 Cinder、Aura 提取器、花朵種子儲備、Conveyor Portal 出口、雷射 附近 冰 與 發電生物的能量平衡。`,`為每個模組記錄輸入、輸出、版本敏感規則和安全停止點,比較固定時間前後的庫存。儲備可能掩蓋缺料,滿載目的地也可能讓已修正機器看似故障。`,`保留穩定的 0.5.6 版副本,直到通過爆量、閒置、重啟與長時間運作。若問題持續,保存記錄並縮小為單一素材或建築邊界。`,`搶先體驗期間的大型擴建前再次查看官方新聞來源,並在筆記保留日期與版本,讓舊設計的適用範圍仍然清楚。`]}],facts:[{label:`目前查核版本`,value:`0.5.6 版 — 第 3 次更新`},{label:`發佈日期`,value:`2026 年九月 3 日`},{label:`模組分支`,value:`已更新至 0.5.6 版`},{label:`查核日期`,value:`2026 年九月 7 日`}],sourceLabels:[`官方 Steam News`,`沙金工業 Sandustry Steam 商店頁`,`沙金工業 Sandustry Official Wiki`]}],Ce=[{slug:`sandustry-wiki`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-25`,status:`reviewed`},keyword:`Sandustry Wiki 繁體中文`,searchAliases:[`沙金工業 Sandustry Wiki`,`Sandustry 工廠參考`],title:`Sandustry Wiki:完整工廠參考`,description:`透過這份結構化工廠參考指南,查找沙金工業 Sandustry 的官方素材、建築、Tools、Research、無人機、Critters 與神器資料。`,quickAnswer:`Sandustry Wiki 是遊戲中像素素材、工廠建築、Tools、Research 樹、無人機、Critters 與神器的官方參考資料。可把本頁當作實地手冊索引:先找出需要的系統,再到連結的 Official Wiki 頁面確認可能變動的數值與解鎖條件。`,sections:[{id:`materials-and-buildings`,heading:`素材與建築`,paragraphs:[`官方參考資料依物理狀態區分素材,包括 Terrain、Solid、Liquid、Gas、Slushy 混合物與 Wisp。建築索引再把物流、生產、流體、熱力、Energy、邏輯與特殊結構分類,讓你能從資源追查到處理它的機器。`]},{id:`tools-and-research`,heading:`Tools 與 Research`,paragraphs:[`Tools 涵蓋挖掘、實用與建造工作;Research 會消耗 Gold、Energy 或 Auralite,並且可能同時要求 Factory Level 與前置技術。由於 Research 頁面仍標示為 WIP,規劃長解鎖路線前,應先在目前版本遊戲內確認確切成本。`]},{id:`exploration-systems`,heading:`無人機、Critters 與神器`,paragraphs:[`自動化不只依靠機器,還包括 Sweeper Drone、Digger Drone、Recon Drone 與 Hauler Drone。Critters 可用 Corraller 捕捉,也可能協助生產;古代結構則包含 Augments 與神器謎題,帶著更強的工具和後期技術返回探索即可獲得回報。`]}],facts:[{label:`主要貨幣`,value:`Gold、Fluxite、Energy`},{label:`素材狀態`,value:`Terrain、Solid、Liquid、Gas、Slushy、Wisp`},{label:`Research 狀態`,value:`Official Wiki 頁面標示為 WIP`}],sourceLabels:[`沙金工業 Sandustry Official Wiki`,`Official Wiki 素材索引`,`Official Wiki 建築索引`,`Official Wiki Tools 索引`,`Official Wiki Research 樹`]},{slug:`sandustry-guide`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`沙金工業 Sandustry 指南`,searchAliases:[`Sandustry 新手指南`,`Sandustry 前期自動化`],title:`沙金工業 Sandustry 指南:從第一粒沙子到自動化`,description:`先在沙金工業 Sandustry 建立可靠的沙子至 Wet Sand 生產線,再解鎖 Gold Research、處理 Residue,並建造可持續擴充的前期工廠自動化。`,quickAnswer:`先打碎 Dirt 取得沙子,讓每粒沙子與水接觸製成 Wet Sand,再把混合物送入 Shaker。將 Gold 導入 Collector,Gold 才能用來消費;Residue 則要分流處理。先以早期 Research 解鎖物流,再把生產線延伸至 Burnt Residue 與 Kinetic Press。`,sections:[{id:`first-production-loop`,heading:`建立第一條生產線`,paragraphs:[`先在可到達的水源旁保留乾燥施工區,再放置 Shaker。破壞 Dirt 可取得 沙子。讓少量 沙子 接觸 水,每組會變成 2 個 Wet Sand 像素;把乾燥的 沙子 放上機器並不是正確進料。接水區與 Gold 收集區分開,才能看出轉換在哪裡中斷。`,`把 Wet Sand 放在 Shaker 上方。官方機器頁面區分兩個出口:Gold 穿過底部,Residue 留在上方並緩慢移向側邊。替兩者安排不同目的地。先用小批素材確認流向,再延長供料,避免 Residue 滿溢遮住 Gold 路徑。`]},{id:`bank-and-research`,heading:`收集 Gold 並安排研究`,paragraphs:[`讓落下的 Gold 進入 Collector,再查看貨幣顯示;其他地方看得è¦
5‹çš„金堆不等於可用 Gold。若餘額沒有增加,先沿 Gold 出口追查,而不是再加機器。確認收集正常後,開啟 Research,依目前配置遇到的障礙選擇物流或移動工具。`,`Shaker 每次處理 Wet Sand 有 25% 機率產出 Gold,並不保證每四次一定成功一次。短時間沒有 Gold 與出口堵塞是不同問題。先看是否產生 Residue 以確認處理有發生,再觀察較大的批次。`]},{id:`starter-automation`,heading:`保留擴充與副產物路徑`,paragraphs:[`示意圖是物流規劃,不是等比例施工圖。保留接水入口、上方 Residue 路徑與下方 Gold 收集區的可視空間。官方機器頁面記載斜向 Shaker 配置,但尺寸仍取決於地形與供料。只複製你已在存檔中確認兩個出口都正常的部分。`,`保留 Residue 供後續燃燒與壓製,不要讓它回到水源。接上下一階段前先查看壓製機的落差要求。若其他部分正常而水量持續下降,原因可能是 沙子 反應消耗 水;單純增加 Shaker 無法補足水源。`]}],chainLabels:[`沙子`,`æ°´`,`Wet Sand`,`Shaker`,`Gold + Residue`,`Burnt Residue`,`Kinetic Press`],troubleshooting:[{symptom:`Gold 沒有增加 Research 餘額`,solution:`把 Gold 移入 Collector;散落在工廠其他位置的 Gold 不會計入可用貨幣。`},{symptom:`Shaker 輸出回堵`,solution:`替密度較高的 Wet Sand 留出暢通進料路徑,並先將密度較低的 Residue 分流,再增加投入量。`},{symptom:`Wet Sand 生產線逐漸停止`,solution:`沙子會消耗水。提高產量前先補充水源,或規劃可再生的雪花與蒸汽循環。`}],sourceLabels:[`Official Wiki 參考頁面: 沙子`,`Official Wiki 參考頁面: Shaker`,`Official Wiki 參考頁面: Collector`,`Official Wiki 參考頁面: Research`]},{slug:`sandustry-map`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-25`,status:`reviewed`},keyword:`沙金工業 Sandustry Map`,searchAliases:[`Sandustry 地圖指南`,`Sandustry 探索指南`],title:`沙金工業 Sandustry Map 與探索指南`,description:`辨讀不同地層、解鎖 Map、重訪神器謎題並使用 Locator,在不虛構座標的前提下探索沙金工業 Sandustry 的可破壞世界。`,quickAnswer:`沙金工業 Sandustry 的探索並不是一份固定座標清單:這顆可破壞的星球具有不同地層、生態區、埋藏資源與古代結構。透過 Research 解鎖 Map 和 Minimap、跟隨 Objectives 並標記實用路線;到了後期,再把 Void Juice 裝入 Locator 掃描隱藏神器。`,sections:[{id:`read-the-world`,heading:`辨讀可破壞的世界`,paragraphs:[`每次挖掘都會改變你和素材可用的路線。把 Terrain、開放豎井、湖泊、霜凍地層、洞穴與古代結構視為運作中的地理環境:一條隧道可以成為蒸汽煙囪、物流走廊或工廠的一部分,而非用過即棄的通道。`]},{id:`map-tools`,heading:`解鎖導航工具`,paragraphs:[`第 1 階的 Map Research 會解鎖 Map 與 Minimap,Activity Heatmap 則在之後出現。Objectives 會在 Minimap 上提供方向提示。後期 Locator 需要 Void Juice,其用途是掃描隱藏的外星神器,而不是揭示一份通用座標清單。`]},{id:`puzzles-and-return-trips`,heading:`重訪古代謎題`,paragraphs:[`初次發現古代謎題時,可能還沒有解題所需的工具或素材轉換方式。記錄路線,等 Research 解鎖冰凍、加熱、更強挖掘能力或臨時 Solid 橋樑後再返回;若玩家困在結構中,暫停選單的 Unstuck 指令仍可作為復原方法。`]}],facts:[{label:`Map Research`,value:`第 1 階;查閱的 Official Wiki 指南記載為 100 Gold`},{label:`神器工具`,value:`裝有 Void Juice 的 Locator`},{label:`座標`,value:`未宣稱存在通用座標`}],sourceLabels:[`沙金工業 Sandustry Official Wiki`,`Official Wiki 指南`,`Official Wiki Research 樹`,`Official Wiki Tools 索引`]},{slug:`sandustry-early-game-tips`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-25`,status:`reviewed`},keyword:`沙金工業 Sandustry 前期要點`,searchAliases:[`Sandustry 新手技巧`,`Sandustry 前期工廠`],title:`沙金工業 Sandustry 前期要點`,description:`運用必要操作、斜向 Shaker、Collector、清楚的物流、Residue 分流與審慎的水規劃,穩定你的第一座工廠。`,quickAnswer:`最有效的前期改善都與操作有關:熟悉複製、貼上、取代和 Hotbar 操作;讓 Gold 留在 Collector 內;利用重力分離素材;並在 Shaker 周圍預留空間。水會被沙子消耗,Residue 也會快速累積,因此擴大進料前就要規劃供應與廢物流向。`,sections:[{id:`controls`,heading:`善用建造操作`,paragraphs:[`按 
5C 選取要複製的結構,使用 Ctrl+C 與 Ctrl+V 複製配置;Ctrl 是預設的取代輔助鍵。沙金工業 Sandustry 提供十組 Hotbar Group,每組各有十格;按住 Alt 再按數字鍵或滾動滑鼠滾輪,即可切換群組,不必重新開啟建造選單。`]},{id:`shaker-layout`,heading:`運用 Shaker 周圍的密度差`,paragraphs:[`Wet Sand 的密度高於 Residue,而且 Shaker 移動 Residue 的速度較慢。官方 Shaker 頁面所述的斜向或階梯式配置,能讓較重的進料沉降,同時把較輕的輸出推向收集路徑;但仍要保留維修空間,才容易排除小型堵塞。`]},{id:`logistics-priorities`,heading:`分開價值、廢料與水`,paragraphs:[`Collector 能在不阻擋像素的情況下計入 Gold,因此應放在可靠的 Gold 路徑上。把 Residue 送往別處,留待日後燃燒;混合 Solid 難以管理時使用過濾器;在可再生雪花與蒸汽基礎設施就緒前,應把水庫視為消耗品。`]}],facts:[{label:`複製選取`,value:`C`},{label:`複製與貼上`,value:`Ctrl+C 與 Ctrl+V`},{label:`Hotbar Group`,value:`10 組,每組 10 æ ¼`}],sourceLabels:[`Official Wiki 指南`,`沙金工業 Sandustry Official Wiki`]}],we=[{slug:`sandustry-kinetic-press`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`沙金工業 Sandustry Kinetic Press 指南`,searchAliases:[`Sandustry Kinetic Press 配置`,`Sandustry 壓製機指南`],title:`沙金工業 Sandustry Kinetic Press 指南`,description:`依官方資料核對 Kinetic Press 落差、Burnt Residue 輸入與 Gold、種子 輸出,區分頂部堵塞及下方收集問題。`,quickAnswer:`讓 Burnt Residue 從 Kinetic Press 上方至少 25 格處落下。官方記載成功輸入會在機器下方產生 Gold 與 種子;落差太低或素材錯誤會停在頂部並堵住後續進料。保留暢通落料井與兩種輸出的收集路徑。`,accuracyNote:`官方 Kinetic Press 與 Burnt Residue 頁面記載輸入、落差及 Gold、種子 輸出。示意圖與排查順序屬於編輯說明,不是有紀錄的遊戲實測。`,sections:[{id:`unlock-and-input`,heading:`準備 Burnt Residue`,paragraphs:[`輸入是 Burnt Residue,不是原始 Residue。官方素材頁面說明燃燒 Residue 有 25% 機率留下 Burnt Residue,其餘可能消失。不要假設每個燃燒像素都會抵達壓製機。燃燒區與落料井分開,避免無關固體落到機器上。`,`釋放前先辨識轉換後的素材;有火焰或深色堆積物,不等於轉換已完成。頂部要保留清理錯誤素材的通道,因為壓製機不像 Shaker 會把堵塞物緩慢移走。`]},{id:`feed-height`,heading:`使用官方記載的 25 格落差`,paragraphs:[`官方 Kinetic Press 頁面要求從機器上方至少 25 格處落下。圖中的落差指素材釋放點到壓製機的距離,不是機器下方深度。落料路徑應保持暢通;中途接住素材的平台會改變有效落差。`,`落差太低的 Burnt Residue 會停在頂部,無法穿過。先停止進料、清除堆積像素,再檢查釋放位置。官方也介紹在機器上方以斜向 Launcher,把停住的素材送往側邊開口;這需要獨立清理路線與接收空間。`]},{id:`collect-outputs`,heading:`在下方接收兩種輸出`,paragraphs:[`官方轉換是 1 個 Burnt Residue 產生 1 個 Gold 與 1 個 種子,兩者都從壓製機下方掉出。保持出口空間暢通,把 Gold 送去收集,種子 留給植物鏈。輸出槽已滿與落差不足是不同問題,要分開檢查。`,`示意圖整理官方機制,不是實測配置,也不保證模組版本適用。若結果不同,記錄安裝版本、實際落差、輸入種類,以及素材留在機器上方或下方。這些觀察比持續加料更能判斷失敗位置。`]}],chainLabels:[`Residue`,`燃燒`,`Burnt Residue`,`Kinetic Press`,`Gold + 種子`],troubleshooting:[{symptom:`素材抵達壓製機但沒有被處理`,solution:`確認輸入的是 Burnt Residue,並確認它從可用高度落入實際入口,而不是停在機器旁邊。`},{symptom:`壓製機短暫運作後便停止`,solution:`清除輸出空間中的 Gold 與種子,替兩種產品各自安排目的地與溢流路徑。`}],sourceLabels:[`Official Wiki 參考頁面: Kinetic Press`,`Official Wiki 參考頁面: Burnt Residue`,`Official Wiki 參考頁面: Gold`,`Official Wiki 參考頁面: 種子`]}],Te=[{slug:`sandustry-mods`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`沙金工業 Sandustry 模組`,searchAliases:[`Fluxloader 狀態`,`Sandustry Fluxloader 載入器`,`Sandustry 125+ 模組`,`模組分支 0.5.6 版`],title:`沙金工業 Sandustry 0.5.6 版模組與 Steam 工作坊指南`,description:`在沙金工業 Sandustry 使用超過 125 個 Steam 工作坊模組、選擇 0.5.6 版模組分支、核對相依項目、保護存檔,並查閱 模組套件介面。`,quickAnswer:`開發者在 8 月 28 日公布沙金工業 Sandustry 已有超過 125 個模組。官方支援的 Steam 工作坊模組需要獨立模組分支,而第 3 次更新已把該分支更新至 0.5.6 版。請逐一核對支援版本與相依項目,備份世界,再用可丟棄存檔測試。`,accuracyNote:`125+ 里程碑與框架狀態來自官方開發者文章;工作坊數量及個別項目的相容性會持續變動。`,sections:[{id:`official-workshop`,heading:`從官方工作坊與模組分支開始`,paragraphs:[`開發者在 8 月 28 日表示沙金工業 Sandustry 已有超過 125 個模組。請從 Steam 應用程式 2764460 所連結的工作坊 開始,讓作者、相依項目、更新紀錄與討論保持連結到正確遊戲。`,`已訂閱項目不會在一般版本分支載入。官方文章要求使用獨立模組分支;過渡期間曾分為 0.5.2 版與 0.5.5 版實驗分支,第 3 次更新則確認模組分支現已更新為 0.5.6。`,`125+ 代表文章發佈時的生態規模,不表示每個項目都已更新或能彼此共存。閱讀個別模組最新說明,並把版本與相依項目記在測試存檔旁。`]},{id:`compatibility`,heading:`檢查介面、版本、相依項目與影響範圍`,paragraphs:[`更新後的模組套件框架提供官方介面文件。0.5.6 版新增建築移除、地形燃燒與格子熔化等事件和方法;兩個都修改相同系統的模組,即使單獨正常,也可能互相影響。`,`建立清單,記錄遊戲版本、Steam 分支、模組名稱、更新日期、相依項目與載入方式。缺少的資料標為未知。Map(地圖)、建築、處理方式、ç”
5Ÿç”¢éˆã€è¦–覺調整與大型改造,對既有世界的風險並不相同。`,`在可丟棄世界分小組啟用,依次測試啟動、建立世界、儲存、重載、主要功能和移除。前一組建立可用基準後,才加入下一個模組。`]},{id:`safe-updates`,heading:`保護存檔並保留可用的診斷證據`,paragraphs:[`加入、移除或更新會改變素材、建築、地圖、目標或配方的內容前,先複製重要存檔。用 0.5.6 版、分支與完整模組清單命名。不要只依賴可能覆寫檔案的 Steam 雲端。`,`更新後等 Steam 完成遊戲與工作坊下載,先開啟副本,檢查遺失建築、紅色方塊、停止配方、素材變化與記錄錯誤。第 3 次更新修正部分紅色方塊案例,但持續症狀仍可能來自尚未更新的項目。`,`停用所有項目前先保留記錄與配置。維持必要相依關係,逐組縮小範圍。回報版本、分支、項目、預期與實際結果及最短步驟,並復原最後可用的存檔。`,`外部載入器只依作者現行文件;沙金工業 Sandustry 的官方路徑是 Steam 工作坊、模組分支與模組套件介面。舊教學或第三方下載不能證明目前相容。`]},{id:`fluxloader-current-status`,heading:`本頁可以核實的範圍`,paragraphs:[`本站尚未核實目前 沙金工業 Sandustry Fluxloader 的維護者、安裝器或支援版本清單,因此本頁不提供下載。先前來源核對日期為 2026å¹´8月19日,當時未確認這些資料;修改說明不代表已證明該專案不存在。搜尋詞本身不足以識別軟體。`]},{id:`fluxloader-workshop-first`,heading:`採用有文件的 工作坊 路徑`,paragraphs:[`尋找模組時,從官方 沙金工業 Sandustry Steam 頁面連結的 工作坊 開始,閱讀作者、相依項目、更新紀錄與分支指示。有文件的操作流程請見 模組 指南;訂閱項目本身不保證既有存檔相容。`]},{id:`fluxloader-external-loader-checks`,heading:`模組要求額外載入器時`,paragraphs:[`若模組要求額外載入器,應由作者連到實際專案,並明確說明遊戲與版本對應。缺少其中一項時,先保留未確認狀態,不要替換成鏡像或其他遊戲的安裝器。嘗試有文件的變更前保留存檔副本;如有可核實的專案網址,可透過 聯絡頁面 回報。`]}],troubleshooting:[{symptom:`已訂閱模組沒有出現`,solution:`確認已選模組分支、Steam 完成下載,且所有相依項目支援 0.5.6 版。`},{symptom:`存檔出現紅色方塊或載入失敗`,solution:`保留存檔與記錄,用副本測試,並在維持相依項目的前提下逐組排除最近更新的模組。`}],sourceLabels:[`官方 Modding 與後續計畫文章`,`官方模組套件介面參考`,`沙金工業 Sandustry Steam 商店頁`,`沙金工業 Sandustry Official Wiki`]}],Ee=[{slug:`sandustry-lava`,review:{sourceUpdatedAt:`2026-09-07`,translatedAt:`2026-09-07`,status:`reviewed`},keyword:`沙金工業 Sandustry 岩漿`,searchAliases:[`Sandustry 岩漿密度`,`Cinder 與 Thermal Buffer`],title:`沙金工業 Sandustry 岩漿指南:密度 200、Cinder 與 Heat`,description:`在沙金工業 Sandustry 0.5.6 版把岩漿轉換為 Scoria 與 Cinder 來運輸,安全限制密度 200 的流動,並用低於零度的 Thermal Buffer 回收 Cinder。`,quickAnswer:`一般幫浦無法輸送岩漿。用雪花把岩漿冷卻成 Scoria,打碎 Scoria 取得可運輸的 Cinder,再點燃 Cinder 還原岩漿。0.5.6 版的岩漿密度為 200,會摧毀 Fluxite、紅土與層狀地形;接觸負溫 Thermal Buffer 時會變回 Cinder。`,accuracyNote:`0.5.6 版的密度、地形破壞與負溫 Thermal Buffer 行為已依 第 3 次更新 核對。重新接上大量岩漿前,請先用可還原的存檔測試舊設計。`,sections:[{id:`convert-for-transport`,heading:`把岩漿轉換成可運輸的 Cinder`,paragraphs:[`標準幫浦不接受岩漿,因此運輸要先改變素材狀態。讓少量雪花接觸岩漿生成 Scoria,再打碎這種地形取得 Cinder;Cinder 是可由抓取器、輸送帶或一般固體物流搬運的素材。`,`把轉換室與主岩漿源隔開,逐段量測進入的岩漿、生成的 Scoria、回收的 Cinder,以及抵達目的地的數量。素材堆
5在 Grabber 或輸送帶旁邊,不等於它已進入正確工作格。先用小批量測試,存檔重載後再重複一次。`,`不要用更多幫浦或共用管線處理不相容的輸入。固體路線能提供清楚庫存、關閉點與容易觀察的損失位置,遠比無法接取的地下岩漿洩漏更容易維修。`]},{id:`restore-and-contain`,heading:`在符合 0.5.6 版的容器內還原岩漿`,paragraphs:[`火焰發射器會把 Cinder 熔回岩漿。趁素材仍是固體時先完成容器,檢查所有接縫,只放入測試所需數量,再開始點燃。測試期間讓水、花朵、Residue 與易燃素材遠離轉換區。`,`第 3 次更新把岩漿密度提高到 200,並使其能摧毀 Fluxite、紅土與層狀地形。任何以這些地形製成的牆面、地板、塞子或內部分隔都要更換。外牆看似完整,也不能排除內部一格遭破壞後改變流向。`,`新密度 200 也可能改變依賴沉降順序的分離器。暫停舊設計,盡量清空共用交叉口,再以小批量測試,確認後才恢復完整供應。`]},{id:`use-heat`,heading:`運用 Heat 與負溫 Thermal Buffer 循環`,paragraphs:[`封閉的岩漿熱源可燃燒 Residue 或花朵,也可為熱力處理供熱。水接觸岩漿可能變成蒸汽,因此容器要為每種已知輸出提供安全通道,玩家維修路線則應位於腔室外側。`,`在 0.5.6 版,溫度為負值的 Thermal Buffer 從岩漿取得較少 Heat,並把岩漿轉回 Cinder,而非完全消耗。為 Cinder 預留專用出口,並監測 Thermal Buffer 是否持續低於零度。`,`把熱量平衡和素材吞吐量分開量測:記錄起始溫度、投入岩漿、回收 Cinder 與結束溫度。Cinder 堆積時先清理出口;溫度跨過零度時先恢復冷量,再比較下一批。`]}],chainLabels:[`岩漿`,`雪花冷卻`,`Scoria`,`打碎地形`,`Cinder`,`火焰發射器 Heat`,`封閉岩漿`],troubleshooting:[{symptom:`幫浦不會吸入岩漿`,solution:`這是預期行為。先把岩漿轉成 Scoria 與 Cinder,再使用固體物流。`},{symptom:`0.5.5 版舊岩漿容器更新後開始洩漏`,solution:`關閉來源,更換 Fluxite、紅土 或 層狀地形 邊界,再測試密度 200 的流動。`}],sourceLabels:[`Official Wiki 素材索引`,`Official Wiki 指南`,`Official Wiki 建築索引`]},{slug:`sandustry-water`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`沙金工業 Sandustry 水指南`,searchAliases:[`Sandustry 水源`,`Sandustry 蒸汽與冰`],title:`沙金工業 Sandustry 水指南`,description:`管理用於 Wet Sand 與 Wet Seed 的水,透過幫浦和管線運送,並運用雪花、冰、蒸汽與雨水恢復沙金工業 Sandustry 的水供應。`,quickAnswer:`水在潤濕沙子或種子時會被消耗,因此湖泊只是初始儲備,無法永久維持產量。可收集地表或地下水、融化冰,或生成雪花後以 Heat 轉成蒸汽。幫浦與管線能輸送一般 Liquid;蒸汽可沿開放豎井上升,到達天空後凝結成雨水。`,sections:[{id:`uses-and-sources`,heading:`把消耗計入供水需求`,paragraphs:[`潤濕 沙子 會消耗 水:1 個 沙子 加 1 個 水 變成 2 個 Wet Sand。潤濕 種子 也會消耗 水,不會把它送回儲槽。水源儲槽應放在這些反應上游;循環管線無法回收已轉成其他素材的水。`,`分開判斷消耗與流失。如果只在供應 沙子 時水位下降,核對接水量與補給;如果停止用水後仍下降,檢查水槽邊緣與對角縫隙。官方 水 頁面提到角落滲漏與無法沉積水滴的流失,看似封閉的邊界仍可能漏水。`]},{id:`pipes-and-pumps`,heading:`連接 幫浦、管線 與 Liquid Vent`,paragraphs:[`幫浦 需要接觸液體並連到 管線,Liquid Vent 則從同一管網釋放液體。清除 幫浦 內的非液體像素,讓 Liquid Vent 出口高於接收水槽。官方 Liquid Vent 頁面說明,除了最上排外都被淹沒時就會停止排出;上游加量不能強迫被淹沒的出口排水。`,`官方元件上限為完全浸沒 幫浦 每次更新 16 個液體像素,單個 Liquid Vent 每次更新 4 個。這不是你的工廠實測持續流量。混合管網可能把不需要的液體送到所有出口,因此 水 與其他液體應分線。岩漿 不適用這套輸送系統。`]},{id:`steam-and-ice`,heading:`選擇補給來源,不假設完全循環`,paragraphs:[`天然水池是有限儲量。冰 與 雪花 路徑會改變素材狀態;水 加熱成 蒸汽 後,若通道能抵達天空,就可上升並以回流雨水返回。天花板會擋住 蒸汽,應先確認目的地再加熱。可再生水指南會區分外部補給與雨水緩衝的回收。`,`啟動時先暫停 沙子 和植物用水,確認 幫浦 到 Liquid Vent 的路徑能填滿儲槽,再開一個用水端。這樣能區分運輸堵塞與消耗過大。圖示是連接方式的編輯說明,不是遊戲截圖或保證產能。`]}],chainLabels:[`雪花或冰`,`Heat`,`蒸汽`,`通往天空的開放路線`,`雨水`,`收集的水`],troubleshooting:[{symptom:`周圍明明有水,幫浦卻停止運作`,solution:`清除幫浦中央吸入口的 Solid 像素,並確認相連的 Liquid Vent 仍有輸出空間。`},{symptom:`蒸汽沒有轉回可用雨水`,solution:`讓豎井直通天空,並在凝結路徑下方塑造 Collection Basin,不要把蒸汽封在地下。`},{symptom:`水從 Solid 轉角漏出`,solution:`在斜向接縫處再加一個 Solid;Liquid 可以從未封閉的兩個 Solid 
5轉角逸出。`}],sourceLabels:[`Official Wiki 參考頁面: æ°´`,`Official Wiki 參考頁面: 沙子`,`Official Wiki 參考頁面: 幫浦`,`Official Wiki 參考頁面: Liquid Vent`,`Official Wiki 參考頁面: 蒸汽`]},{slug:`sandustry-aura`,review:{sourceUpdatedAt:`2026-09-07`,translatedAt:`2026-09-07`,status:`reviewed`},keyword:`沙金工業 Sandustry Aura`,searchAliases:[`沙金工業 Sandustry Aura`,`Aura 進階生產`],title:`沙金工業 Sandustry Aura 指南:Aura 提取器與第 6 級`,description:`在沙金工業 Sandustry 從 Auralite 與 Auralite 晶體生產 Aura、指揮 Aura 提取器的奈米機器人,並完成第 6 級的 10,000 Aura 目標。`,quickAnswer:`Aura 提取器會吸引 Auralite,將其凝結成 Auralite 晶體,再由奈米機器人群把晶體轉為 Aura。Aura 是類似 Fluxite 的非實體貨幣,工廠第 6 級需要 10,000 Aura。`,accuracyNote:`Aura 與 Aura 提取器現已收錄在 Official Wiki。本頁取代功能尚未獲官方確認時的舊版判斷。`,sections:[{id:`checked-state`,heading:`建立 Auralite 至 Aura 生產鏈`,paragraphs:[`Aura 是後期生產鏈的非實體輸出。Aura 提取器會吸引由 Shaker 處理上游礦石而來的 Auralite,使其移向作用半徑內的發光點;Auralite 抵達後會被消耗並形成 Auralite 晶體。`,`先用少量素材觀察吸引路徑。提取器放置後,原本沿輸送帶或 Launcher 移動的 Auralite 可能被拉走,因此官方資料建議把相關上游處理設備放在其半徑附近,並讓其他產線避開路徑。`,`預留可長期使用的維修空間,讓玩家能選取建築並查看所有晶體。清楚可見的腔室能分辨瓶頸在上游素材供應、吸引、晶體形成,還是奈米機器人處理。`]},{id:`verified-concepts`,heading:`指揮奈米機器人並管理 Auralite 晶體`,paragraphs:[`點選 Aura 提取器後,把機器人群的目標拖向正在形成的 Auralite 晶體。奈米機器人會分解晶體並產生 Aura。依官方晶體頁面,一般玩家工具無法破壞它;提取器的奈米機器人是有文件記載的開採方式。`,`Aura 是類似 Fluxite 的非實體貨幣,不會像固體落入儲存槽。請觀察進度或等級目標。取得足夠 Aura 後,群體分區研究可讓機器人群自動鎖定晶體。`,`0.5.6 版允許在結晶開始後移除提取器。被移除的晶體進度會存入緩衝,重建時以 Auralite 釋放。重建前先清出指定落點,避免素材進入錯誤物流。`]},{id:`future-verification`,heading:`完成第 6 級的 10,000 Aura 目標`,paragraphs:[`官方資料的等級目標頁面把工廠第 6 級目標列為 10,000 Aura。維持上游礦石、Auralite、吸引、晶體與機器人分解的整條鏈,從最早不再按預期變化的庫存開始排查。`,`即使供應充足,手動選取也可能成為限制。先計算等待處理的晶體,再決定是否優先研究群體分區。自動化應解決已觀察到的限制,而非掩蓋 Auralite 缺料或半徑被阻擋。`,`第 3 次更新降低 Aura 刷新完整科技樹時造成的渲染器當機。問題若仍存在,請保留存檔與記錄,記錄 0.5.6 版、分支與模組,並整理最短重現步驟。`]}],facts:[{label:`生產鏈`,value:`Auralite → Auralite 晶體 → Aura`},{label:`Aura 形式`,value:`類似 Fluxite 的非實體貨幣`},{label:`工廠第 6 級目標`,value:`10,000 Aura`}],sourceLabels:[`Official Wiki Aura 提取器頁面`,`Official Wiki Auralite 晶體頁面`,`Official Wiki 等級目標頁`,`官方 Steam 第 3 次更新公告`,`沙金工業 Sandustry Official Wiki`]},{slug:`sandustry-copper`,review:{sourceUpdatedAt:`2026-08-19`,translatedAt:`2026-08-25`,status:`reviewed`},keyword:`沙金工業 Sandustry Copper`,searchAliases:[`Sandustry Power Brick 指南`,`Sandustry Copper 生產鏈`],title:`沙金工業 Sandustry Copper 與 Power Brick 指南`,description:`在沙金工業 Sandustry 中把 Copper Ore 處理成 Copper,於 Heated Smelter 內熔化,再用 Copper Mold 鑄造 Liquid Copper,並以 Power Brick 儲存 Energy。`,quickAnswer:`Copper 生產從 Copper Ore 與 Solid Copper 開始。為 Smelter 供應 Heat 以製造 Liquid Copper,再把 Liquid 導入 Copper Mold,鑄造成 Power Brick。製成的磚塊可儲存大量 Energy,並能由發電基礎設施自動充能。`,sections:[{id:`find-and-prepare`,heading:`尋找並準備 Copper`,paragraphs:[`Copper Ore 是 Terrain 資源,ä¹
5Ÿæ˜¯é€™æ¢ç”Ÿç”¢éˆçš„起點。推進到相應階段後,需要合適的挖掘裝備才能開採。讓 Copper 與鬆散沙子及生產廢料分流,確保只有預定的 Solid 抵達加熱階段。`]},{id:`smelt-liquid-copper`,heading:`熔煉 Liquid Copper`,paragraphs:[`由 Thermal Buffer 或岩漿提供 Heat 時,Smelter 會把 Copper 轉成 Liquid Copper。Liquid 輸出需要一條封閉路徑通往模具;若 Liquid Copper 灑漏到無關素材中,可能比停止運轉的 Solid 輸送帶更難復原。`]},{id:`cast-power-bricks`,heading:`鑄造並充能 Power Brick`,paragraphs:[`Copper Mold 會把 Liquid Copper 轉成 Power Brick。Official Wiki Research 把模具列在 Energy 階段,且要求支援技術。完成的磚塊可作為 High-capacity Energy Storage,並由發電設備自動充能。`]}],facts:[{label:`Liquid 生產設備`,value:`由 Heat 供能的 Smelter`},{label:`鑄造機器`,value:`Copper Mold`},{label:`最終用途`,value:`High-capacity Energy Storage`}],chainLabels:[`Copper Ore`,`Copper`,`Heated Smelter`,`Liquid Copper`,`Copper Mold`,`Power Brick`],sourceLabels:[`Official Wiki 素材索引`,`Official Wiki 建築索引`,`Official Wiki Research 樹`,`Official Wiki 指南`]},{slug:`sandustry-infinite-water`,review:{sourceUpdatedAt:`2026-09-13`,translatedAt:`2026-09-13`,status:`reviewed`},keyword:`沙金工業 Sandustry Infinite Water`,searchAliases:[`Sandustry 可再生水`,`Sandustry 雪花蒸汽循環`],title:`沙金工業 Sandustry 可再生水:水源、蒸汽與限制`,description:`由雪花與冰開始,經過 Controlled Heat、蒸汽、Open Sky 凝結與雨水,建立可再生的沙金工業 Sandustry 水循環,但不宣稱真正無限。`,quickAnswer:`「Infinite Water」指可再生生產,並非無損水庫的證明。生成雪花,使其接觸水形成冰;再加熱冰,使其回復成水,之後繼續加熱成蒸汽。引導蒸汽抵達 Open Sky、收集回落雨水,並比較供應量與沙子及種子消耗的水量。`,accuracyNote:`官方機制支援雪花把水凍成冰、冰受 Heat 後回復成水,以及蒸汽轉成雨水;本頁未宣稱任何循環真正無限。`,sections:[{id:`renewable-input`,heading:`分清外部補給與回收水`,paragraphs:[`雪花 與 冰 可作水源,但要先確認來源。融化有限 冰 礦藏是在消耗儲存素材;Snowmaker 消耗 æ°´ 製造 雪花,把產物送回水路本身不會創造新水源。先找出哪一項輸入來自循環外部。`,`官方 æ°´ 頁面提及 Cryoblaster 產生 雪花 的路徑;蒸汽 頁面則解釋表面上的雨水複製可能是在回收先前流失的水。兩者是不同效果。因此本指南把可再生補給當成規劃問題,不承諾孤立封閉循環能無限產水。`]},{id:`steam-circulation`,heading:`讓蒸汽通往天空並接住雨水`,paragraphs:[`加熱 æ°´ 或 雪花 取得 蒸汽,並保留沒有封頂的通道。蒸汽 會上升並聚在屋頂下,抵達天空後才可凝結落雨。預期回流水返回的位置下方要有集水槽,不能假設每一滴都落入既有儲水區。`,`蒸汽 上升井與用水入口分開。後續擴廠加上的屋頂,可能封住原本暢通的路。如果蒸氣聚在平台下,先清除阻擋再增加熱量;收集到的液體可依水路指南送回儲槽。`]},{id:`measure-net-output`,heading:`檢查儲量是否真的增加`,paragraphs:[`記下起始儲量、外部使用的 雪花 或 冰、送往 沙子 或 種子 的水量,以及結束儲量,並比較相同觀察區間。短期增加不代表無限來源;官方 蒸汽 頁面說明內部雨水緩衝能回收橫向移動流失的水。`,`先停止消耗進行觀察,再開啟預定用水端。如果只在後者下降,補給不足以支撐需求;兩者都下降則檢查集水與運輸損失。這些是建議你採用的量測方式,不是本站已完成測試的結果。`]}],chainLabels:[`Renewable Snow`,`接觸水`,`冰`,`Controlled Heat`,`æ°´`,`Further Heat`,`蒸汽`,`Open Sky`,`雨水`,`Collection Basin`,`水供應`],troubleshooting:[{symptom:`循環產生蒸汽,但沒有儲存到水`,solution:`確認蒸汽確實抵達天空,再加寬並封閉雨水收集池,避免凝結水滴落空或漏出。`},{symptom:`產水量跟不上工廠需求`,solution:`把收集區與消耗端分開、測量淨雨水量,再增加雪花或捕捉容量,不要先假設循環沒有損失。`}],sourceLabels:[`Official Wiki 參考頁面: æ°´`,`Official Wiki 參考頁面: 蒸汽`,`Official Wiki 參考頁面: 雪花`,`Official Wiki 參考頁面: 冰`,`Official Wiki 參考頁面: Snowmaker`]}];[...Ce,...xe,...Ee,...we,...Te,...Se];var U=`2026-08-19`,W={label:`Sandustry Official Wiki`,url:`https://wiki.hoodedhorse.com/Sandustry/Sandustry_Official_Wiki`},G={label:`Official Wiki materials index`,url:`https://wiki.hoodedhorse.com/Sandustry/Materials`},K={label:`Official Wiki buildings index`,url:`https://wiki.hoodedhorse.com/Sandustry/Buildings`},q={label:`Official Wiki tools index`,url:`https://wiki.hoodedhorse.com/Sandustry/Tools`},J={label:`Official Wiki research tree`,url:`https://wiki.hoodedhorse.com/Sandustry/Research`},Y={label:`Official Wiki guide`,url:`https://wiki.hoodedhorse.com/Sandustry/Guide`},X={label:`Sandustry on Steam`,url:`https://store.steampowered.com/app/2764460/Sandustry/`},De={label:`Official Steam news`,url:`https://store.steampowered.com/news/app/2764460`};[...ue([{slug:`sandustry-wiki`,category:`guides`,keyword:`sandustry wiki`,title:`Sandustry Wiki: Complete Factory Reference`,description:`Navigate Sandustry's official materials, buildings, tools, research, drones, critters, and artifacts with this structured factory reference guide.`,quickAnswer:`The Sandustry Wiki is the official reference for the game's pixel materials, factory buildings, tools, research tree, drones, critters, and artifacts. Use this field-manual page as a guided index: start with the system you need, then confirm changing values and unlock requirements on the linked official Wiki pages.`,updatedAt:U,verification:`official`,sections:[{id:`materials-and-buildings`,heading:`Materials and buildings`,paragraphs:[`The official reference separates materials by physical state, including terrain, solids, liquids, gases, slushy mixtures, and wisps. Its building index then groups logistics, production, fluids, thermal, energy, logic, and special structures so you can trace a resource to the machine that processes it.`]},{id:`tools-and-research`,heading:`Tools and research`,paragraphs:[`Tools cover excavation, utility, and construction jobs, while research spends Gold, Energy, or Auralite and may require both a Factory Level and prerequisite technology. Because the research page is still marked as work in progress, confirm exact costs in the current game before planning a long unlock route.`]},{id:`exploration-systems`,heading:`Drones, critters, and artifacts`,paragraphs:[`Automation extends beyond machines through Sweeper, Digger, Recon, and Hauler drones. Critters can be captured with the Corraller and may support production, while ancient structures contain augments and artifact puzzles that reward returning with stronger tools and later technology.`]}],facts:[{label:`Primary currencies`,value:`Gold, Fluxite, Energy`},{label:`Material states`,value:`Terrain, solid, liquid, gas, slushy, wisp`},{label:`Research status`,value:`Official Wiki page marked WIP`}],relatedSlugs:[`sandustry-guide`,`sandustry-map`,`sandustry-updates`],sources:[W,G,K,q,J]},{slug:`sandustry-guide`,category:`guides`,keyword:`sandustry guide`,title:`Sandustry Guide: From First Sand to Automation`,description:`Start Sandustry with a reliable Sand-to-Wet-Sand line, unlock Gold research, process Residue, and build expandable early factory automation.`,quickAnswer:`Begin by breaking Dirt into Sand, combine each Sand pixel with Water to make Wet Sand, and feed the mixture through a Shaker. Route Gold into a Collector so it becomes spendable, keep Residue separate, and use early research to unlock logistics before extending the line toward Burnt Residue and the Kinetic Press.`,updatedAt:`2026-09-13`,verification:`official`,sections:[{id:`first-production-loop`,heading:`Build the first production loop`,paragraphs:[`Start beside an accessible Water deposit and keep a dry work area for the Shaker. Breaking Dirt supplies Sand. Bring a limited amount into contact with Water: each pair becomes 2 Wet Sand pixels. Dry Sand placed on the machine is not the input it processes. Keep the wetting pocket separate from the Gold collection space so you can see where a failed conversion begins.`,`Place Wet Sand on top of the Shaker. The official machine page distinguishes two exits: Gold falls through the bottom; Residue stays above and moves slowly toward the side. Give those outputs separate destinations. Start with a small batch before extending the feed so an overflowing Residue pocket cannot conceal the Gold route.`]},{id:`bank-and-research`,heading:`Bank Gold and choose research`,paragraphs:[`Route the falling Gold into a Collector. Check the currency display after collection; a visible pile elsewhere is not the same as spendable Gold. If the balance stays unchanged, follow the Gold exit before buying more processing capacity. Once it arrives reliably, open Research and choose the logistics or access tool needed by the next obstruction in your own layout.`,`The Shaker has a 25% chance of Gold per Wet Sand input. That does not promise one successful result in every four inputs. A short empty output is different from a blocked exit. Inspect Residue production to confirm processing, then observe a larger batch before deciding the machine is broken.`]},{id:`starter-automation`,heading:`Extend without rebuilding`,paragraphs:[`Use the diagram as a routing plan, not a scale drawing. Keep the wetting inlet, the upper Residue route and the lower Gold collection area visible. A diagonal Shaker arrangement is documented on the official machine page, but the required dimensions depend on terrain and feeding conditions. Copy only a section whose two output paths you have checked in your world.`,`Keep Re
5sidue for later burning and pressing rather than mixing it back into the Water source. Before connecting that next stage, read the Press height requirement. If Water falls while the rest of the line works, the Sand reaction is consuming it; expanding the Shaker array alone cannot repair a depleted supply.`]}],chain:[{label:`Sand`,kind:`resource`},{label:`Water`,kind:`resource`,href:`/resources/sandustry-water/`},{label:`Wet Sand`,kind:`resource`},{label:`Shaker`,kind:`machine`},{label:`Gold + Residue`,kind:`resource`},{label:`Burnt Residue`,kind:`resource`},{label:`Kinetic Press`,kind:`machine`,href:`/machines/sandustry-kinetic-press/`}],troubleshooting:[{symptom:`Gold does not increase the research balance`,solution:`Move the Gold into a Collector; loose Gold elsewhere in the factory is not counted as spendable currency.`},{symptom:`The Shaker output backs up`,solution:`Give dense Wet Sand a clear feed path and route lower-density Residue away separately before adding more input.`},{symptom:`The wet-sand line stops over time`,solution:`Sand consumes Water. Refill the source or plan a renewable Snow-and-Steam loop before increasing throughput.`}],relatedSlugs:[`sandustry-early-game-tips`,`sandustry-water`,`sandustry-kinetic-press`],sources:[{label:`Official Wiki — Sand`,url:`https://wiki.hoodedhorse.com/Sandustry/Sand`},{label:`Official Wiki — Shaker`,url:`https://wiki.hoodedhorse.com/Sandustry/Shaker`},{label:`Official Wiki — Collector`,url:`https://wiki.hoodedhorse.com/Sandustry/Collector`},{label:`Official Wiki — Research`,url:`https://wiki.hoodedhorse.com/Sandustry/Research`}]},{slug:`sandustry-map`,category:`guides`,keyword:`sandustry map`,title:`Sandustry Map and Exploration Guide`,description:`Explore Sandustry's destructible world by reading layers, unlocking the map, revisiting artifact puzzles, and using the Locator without fake coordinates.`,quickAnswer:`Sandustry does not reduce exploration to a fixed coordinate list: the world is a destructible planet with distinct layers, biomes, buried resources, and ancient structures. Unlock the Map and Minimap through research, follow objectives, mark useful routes, and later fill the Locator with Void Juice to scan for hidden artifacts.`,updatedAt:U,verification:`official`,sections:[{id:`read-the-world`,heading:`Read a destructible world`,paragraphs:[`Every excavation changes the routes available to you and to materials. Treat terrain, open shafts, lakes, frost layers, caves, and ancient structures as working geography: a tunnel can become a steam chimney, a logistics corridor, or part of the factory instead of a disposable path.`]},{id:`map-tools`,heading:`Unlock navigation tools`,paragraphs:[`Tier 1 Map research unlocks the Map and Minimap, while the Activity Heatmap arrives later. Objectives appear with directional help on the Minimap. The late-game Locator requires Void Juice and is designed to scan for hidden alien artifacts rather than reveal a universal list of coordinates.`]},{id:`puzzles-and-return-trips`,heading:`Revisit ancient puzzles`,paragraphs:[`Ancient puzzles may expect tools or material transformations that are not available on first discovery. Record the route and return after research unlocks freezing, heating, stronger excavation, or temporary solid bridges; the pause-menu Unstuck command remains a recovery option if a structure traps the player.`]}],facts:[{label:`Map research`,value:`Tier 1, 100 Gold in the reviewed official guide`},{label:`Artifact tool`,value:`Locator filled with Void Juice`},{label:`Coordinates`,value:`No universal coordinates claimed`}],relatedSlugs:[`sandustry-guide`,`sandustry-early-game-tips`,`sandustry-wiki`],sources:[W,Y,J,q]},{slug:`sandustry-early-game-tips`,category:`guides`,keyword:`sandustry early game tips`,title:`Sandustry Early Game Tips`,description:`Use essential controls, diagonal Shakers, Collectors, clean logistics, Residue routing, and careful water planning to stabilize your first factory.`,quickAnswer:`The best early-game improvements are operational: learn copy, paste, replace, and hotbar controls; keep Gold inside Collectors; let gravity separate materials; and reserve room around the Shaker. Water is consumed by Sand, while Residue accumulates quickly, so plan both supply and waste routes before scaling input.`,updatedAt:U,verification:`community-tested`,sections:[{id:`controls`,heading:`Use the construction controls`,paragraphs:[`Use C to select structures for copying, Ctrl+C and Ctrl+V to duplicate a layout, and Ctrl as the default Replace modifier. Sandustry provides ten hotbar groups with ten slots each; Alt plus a number or the mouse wheel switches groups without reopening build menus.`]}
5,{id:`shaker-layout`,heading:`Exploit density around the Shaker`,paragraphs:[`Wet Sand is denser than Residue, and the Shaker moves Residue slowly. The official Shaker page describes a diagonal or stepped arrangement that lets the heavier feed settle while pushing lighter output toward a collection route, but leave access space so a small blockage remains easy to clear.`]},{id:`logistics-priorities`,heading:`Separate value, waste, and water`,paragraphs:[`A Collector counts Gold without blocking pixels, so position it on a dependable Gold route. Send Residue elsewhere for later burning, use Filters when mixed solids become unmanageable, and treat the water reservoir as consumable until renewable Snow and Steam infrastructure is ready.`]}],facts:[{label:`Copy selection`,value:`C`},{label:`Copy and paste`,value:`Ctrl+C and Ctrl+V`},{label:`Hotbar groups`,value:`10 groups with 10 slots each`}],relatedSlugs:[`sandustry-guide`,`sandustry-blueprints`,`sandustry-water`],sources:[Y,W]},{slug:`sandustry-blueprints`,category:`blueprints`,keyword:`sandustry blueprints`,title:`Sandustry Blueprints and Factory Layouts`,description:`Design readable Sandustry blueprints with clear flow, repeatable modules, overflow paths, service access, and expansion space for changing production lines.`,quickAnswer:`A useful Sandustry blueprint communicates material flow rather than chasing minimum size. Divide the factory into repeatable input, processing, separation, storage, and overflow modules; label what each lane carries; and leave open edges for future machines. Copy tools help reproduce proven sections, while Filters and Conveyor Portals prevent mixed lines from becoming unreadable.`,updatedAt:`2026-09-13`,verification:`community-tested`,sections:[{id:`flow-first`,heading:`Draw the flow first`,paragraphs:[`The starting layout below separates a wetting pocket, a Shaker and two collection areas. Water and Sand meet before the Shaker; Gold leaves underneath; Residue leaves at the side. That distinction matters more than drawing every building in a compact rectangle. Use the arrow directions to reserve space before you connect the inlet.`,`A useful comparison is a common-output pocket versus separate exits. In the common pocket, a full Residue destination makes the Gold route difficult to inspect. With separate exits, you can distinguish a processing failure from collection overflow without dismantling the wetting stage. This is an editorial layout comparison based on documented output behavior.`]},{id:`modular-layout`,heading:`Build repeatable modules`,paragraphs:[`Build the Gold destination first, then the Shaker above it, then a side route for Residue. Connect the Wet Sand inlet last. Opening the inlet before there is somewhere for both outputs to go creates an avoidable backlog. At the first run, stop supply if either output returns toward the machine.`,`For a later Press module, reserve a vertical drop of at least 25 blocks from the release to the Kinetic Press, following the official specification. Products fall below it. Do not copy a short Shaker feed directly onto the Press: Burnt Residue released too low rests on top and blocks later arrivals. The second diagram makes that different spatial requirement explicit.`]},{id:`expansion-and-overflow`,heading:`Reserve service and overflow space`,paragraphs:[`Give each module an inlet you can pause and a destination you can empty without opening a neighboring line. A Filter can select a solid material, but it cannot create empty space at a full destination. Solve that physical bottleneck before stacking additional filters or machines.`,`Use these diagrams to plan connections. They are original explanatory schematics, not screenshots, downloadable saves, tile-accurate blueprints or measured throughput claims. Match the named inputs and outputs in a small in-game setup; record your game build and any geometry changes before duplicating the design.`]}],troubleshooting:[{symptom:`A copied module works differently from the original`,solution:`Check surrounding terrain, feed height, gravity, and output clearance; copying structures does not copy the original material state.`},{symptom:`Mixed outputs clog the shared lane`,solution:`Separate the densest solid first and add an overflow route so a full destination cannot block every other material.`}],relatedSlugs:[`sandustry-planter-box-designs`,`sandustry-early-game-tips`,`sandustry-guide`],sources:[{label:`Official Wiki — Shaker`,url:`https://wiki.hoodedhorse.com/Sandustry/Shaker`},{label:`Official Wiki — Sand`,url:`https://wiki.hoodedhorse.com/Sandustry/Sand`},{label:`Official Wiki — Kinetic Press`,url:`https://wiki.hoodedhorse.com/Sandustry/Kinetic_Press`},{label:`Official Wiki — Filter`,url:`https://wiki.hoodedhorse.com/Sandustry/Filter`}]},{slug:`sandustry-planter-box-designs`,category:`blueprints`,keyword:`sandustry planter box designs`,title:`Sandustry Planter Box Designs`,description:`Build clear Planter Box layouts that wet Seed, grow Flower, collect Gold and Amethelis, and leave space for stable plant-processing automation.`,quickAnswer:`A Planter Box design should deliver Seed and Water separately, combine them into Wet Seed, and give each Wet Seed reliable contact with the box. Flower destruction produces Gold and drifting Amethelis, so collect the heavy Gold below while guiding the wisp-like Amethelis toward its energy-processing route.`,updatedAt:U,verification:`community-tested`,sections:[{id:`prepare-wet-seed`,heading:`Prepare Wet Seed before planting`,paragraphs:[`The Kinetic Press supplies Seed from Burnt Residue. One Seed becomes one Wet Seed when it contacts one Water pixel, so a controlled wetting pocket prevents unused Water from flooding the growing area and makes the arrival rate easier to diagnose.`]},{id:`grow-and-harvest`,heading:`Grow and harvest Flower`,paragraphs:[`Wet Seed grows into Flower when it contacts the Planter Box. Burning or destroying a mature Flower releases Gold and Amethelis. The box allows both outputs to pass through, which supports a collection chamber directly below instead of a wide transfer line.`]},{id:`separate-outputs`,heading:`Separate Gold from Amethelis`,paragraphs:[`Gold is exceptionally dense and should fall toward a Collector, while Amethelis is a low-density wisp that drifts as it descends. Give the latter a broad capture path leading toward a Steam Dryer, and keep both outputs away from the Wet Seed feed.`]}],chain:[{label:`Seed`,kind:`resource`},{label:`Water`,kind:`resource`,href:`/resources/sandustry-water/`},{label:`Wet Seed`,kind:`resource`},{label:`Planter Box`,kind:`machine`},{label:`Flower`,kind:`resource`},{label:`Gold + Amethelis`,kind:`resource`}],troubleshooting:[{symptom:`Seed reaches the box but no Flower grows`,solution:`Verify that the Seed contacted Water and became Wet Seed before it reached the Planter Box.`},{symptom:`Amethelis escapes the collection path`,solution:`Widen or enclose the capture area because Amethelis is a drifting wisp rather than a 
5normally falling solid.`}],relatedSlugs:[`sandustry-blueprints`,`sandustry-water`,`sandustry-kinetic-press`],sources:[Y,G,K]},{slug:`sandustry-lava`,category:`resources`,keyword:`sandustry lava`,title:`Sandustry Lava Guide: Density 200, Cinder and Heat`,description:`Handle Sandustry Lava in v0.5.6: transport it through Scoria and Cinder, contain its density-200 flow, and recover Cinder with a cold Thermal Buffer.`,quickAnswer:`Pumps cannot move Lava. Cool it with Snow to create Scoria, break Scoria into portable Cinder, and ignite Cinder to restore Lava at the destination. In v0.5.6 Lava has density 200, destroys Fluxite, Redsoil and Strataform, and returns as Cinder when it meets a negative Thermal Buffer.`,updatedAt:`2026-09-07`,gameVersion:`v0.5.6`,verification:`official`,accuracyNote:`The v0.5.6 density, terrain-destruction, and negative Thermal Buffer behavior comes from Update #3. Test old containment in a recovery copy before reconnecting a full Lava source.`,sections:[{id:`convert-for-transport`,heading:`Convert Lava into portable Cinder`,paragraphs:[`Standard Pumps cannot move Lava, so transport begins with a state change. Bring Snow into controlled contact with a small amount of Lava to create Scoria. Break the Scoria terrain to release Cinder, a solid that can be grabbed or moved with ordinary solid logistics. Keep the conversion chamber isolated from the destination so a mistake cannot release the whole source.`,`Measure every boundary: Lava entering the cooling cell, Scoria formed, Cinder recovered, and Cinder delivered. A pile beside the Grabber or conveyor does not prove that the route accepts it. Commission the line with a limited sample, clear the output, and repeat after a save and reload before treating the route as dependable.`,`Do not try to solve failed pumping with more Pumps or a shared Pipe network. Lava remains outside ordinary fluid transport in the cited official material. Converting to a documented movable solid gives the route a visible inventory and a shutoff point, which are more useful than an inaccessible underground spill.`]},{id:`restore-and-contain`,heading:`Restore Lava inside v0.5.6-safe containment`,paragraphs:[`Direct Flamethrower heat melts Cinder back into Lava. Build and inspect the enclosure while the material is still solid, place only the amount needed for the first test, and ignite it after every boundary is closed. Keep Water, Flower, Residue, and other reactive materials away until the source behaves as expected.`,`Update #3 raises Lava density to 200 and makes it destroy Fluxite, Redsoil, and Strataform terrain. Replace any of those materials used as a wall, floor, plug, or internal separator. The exterior may look intact while a destroyed internal cell redirects Lava into another line, so inspect contact points rather than only the room outline.`,`Density 200 can also alter a separator that depended on the earlier settling order. Pause old factories before loading the patch, empty shared junctions where possible, and test one small batch. Document the materials that remain stable in your current build instead of assuming that a familiar color or terrain type is safe.`]},{id:`use-heat`,heading:`Use heat and the negative Thermal Buffer loop`,paragraphs:[`A contained Lava source can ignite Residue or Flower and contribute heat to thermal work. Water that reaches Lava can become Steam, changing both the fluid route and the gas space above it. Provide an escape or collection path for every documented output before allowing continuous input, and keep the player's service route outside the chamber.`,`In v0.5.6, a cold Thermal Buffer with negative temperature receives less heat from Lava and converts the Lava back into Cinder instead of fully consuming it. Give returned Cinder a dedicated exit. Watch the buffer temperature because the result depends on remaining below zero; a warming buffer may stop behaving like the first batch.`,`Treat heat balance and material throughput as separate limits. Record starting temperature, Lava introduced, Cinder returned, and ending temperature over the same interval. If Cinder accumulates at the output, fix that blockage before increasing cooling. If temperature crosses zero first, restore cold capacity before judging the material route.`]}],chain:[{label:`Lava`,kind:`resource`},{label:`Snow cooling`,kind:`process`},{label:`Scoria`,kind:`resource`},{label:`Break terrain`,kind:`process`},{label:`Cinder`,kind:`resource`},{label:`Flamethrower heat`,kind:`process`},{label:`Contained Lava`,kind:`resource`}],troubleshooting:[{symptom:`A Pump will not take in Lava`,solution:`This is expected. Convert Lava through Scoria into Cinder and use solid transport.`},{symptom:`A v0.5.5 Lava chamber leaks after updating`,solution:`Stop the source, replace Fluxite, Redsoil, or Strataform boundaries, and retest the density-200 flow with a limited batch.`}],relatedSlugs:[`sandustry-water`,`sandustry-kinetic-press`,`sandustry-blueprints`],englishRelatedSlugs:[`sandustry-update-0-5-6`,`sandustry-thermal-buffer`,`sandustry-material-density`],sources:[G,Y,K]},{slug:`sandustry-water`,category:`resources`,keyword:`sandustry water`,t
5itle:`Sandustry Water Guide`,description:`Manage Sandustry Water for Wet Sand and Wet Seed, move it through Pumps and Pipes, and recover supply by working with Snow, Ice, Steam, and rain.`,quickAnswer:`Water is consumed when it wets Sand or Seed, so a lake is a starting reserve rather than permanent throughput. Collect surface or underground Water, melt Ice, or create Snow and heat it into Steam. Pumps and Pipes move ordinary liquids; Steam can rise through an open shaft and condense into rain at the sky.`,updatedAt:`2026-09-13`,verification:`official`,sections:[{id:`uses-and-sources`,heading:`Account for Water that is consumed`,paragraphs:[`Wetting Sand consumes Water: 1 Sand and 1 Water become 2 Wet Sand. Wetting a Seed also consumes Water rather than returning it to storage. Put the source reservoir upstream of these reactions. A recirculating pipe cannot recover Water that has become another material.`,`Separate loss diagnosis from demand. If the level drops only while Sand feeds, compare the wetting input with the supply. If it drops with the consumer paused, inspect basin edges and diagonal corners. The official Water page notes corner leakage and loss of droplets that fail to settle; a closed-looking outline can still leak.`]},{id:`pipes-and-pumps`,heading:`Connect Pump, Pipe and Liquid Vent`,paragraphs:[`A Pump needs liquid touching it and a connected Pipe. A Liquid Vent releases liquid from the same network. Keep the Pump clear of non-liquid pixels and give the Vent an outlet above the receiving pool. The official Vent page says it stops releasing when all but the top row is submerged. Raising capacity upstream cannot force a submerged outlet to empty.`,`The published upper rates are 16 liquid pixels per tick for a fully submerged Pump and 4 per tick per Vent. These are component limits, not measured sustained throughput for your factory. A mixed network can deliver unwanted liquids to every outlet, so keep the Water supply separate from other fluid circuits. Lava is excluded from this transport system.`]},{id:`steam-and-ice`,heading:`Choose a source rather than assuming a closed loop`,paragraphs:[`Natural pools are finite storage. Ice and Snow routes change material state; Water heated into Steam can rise and return as rain if the path reaches the sky. A ceiling traps Steam, so locate the destination before applying heat. Read the renewable-water guide for the distinction between external replenishment and recovered rain-buffer Water.`,`For commissioning, pause Sand and plant inputs, confirm the Pump-to-Vent path fills the reservoir, then enable one consumer. This ordering isolates a blocked transport path from excessive consumption. The diagram is an editorial explanation of connections, not an in-game screenshot or a guaranteed production rate.`]}],chain:[{label:`Snow or Ice`,kind:`resource`},{label:`Heat`,kind:`process`},{label:`Steam`,kind:`resource`},{label:`Open route to sky`,kind:`process`},{label:`Rain`,kind:`resource`},{label:`Collected Water`,kind:`resource`}],troubleshooting:[{symptom:`A Pump stops even though Water surrounds it`,solution:`Clear solid pixels from the Pump's central intake area and confirm the connected Vent has room to output.`},{symptom:`Steam never returns as usable rain`,solution:`Open the shaft to the sky and shape a collection basin beneath the condensation path instead of sealing the vapor underground.`},{symptom:`Water leaks through a block corner`,solution:`Add another solid block across the diagonal joint; liquids can escape through an unsealed two-block corner.`}],relatedSlugs:[`sandustry-infinite-water`,`sandustry-guide`,`sandustry-planter-box-designs`],sources:[{label:`Official Wiki — Water`,url:`https://wiki.hoodedhorse.com/Sandustry/Water`},{label:`Official Wiki — Sand`,url:`https://wiki.hoodedhorse.com/Sandustry/Sand`},{label:`Official Wiki — Pump`,url:`https://wiki.hoodedhorse.com/Sandustry/Pump`},{label:`Official Wiki — Liquid Vent`,url:`https://wiki.hoodedhorse.com/Sandustry/Liquid_Vent`},{label:`Official Wiki — Steam`,url:`https://wiki.hoodedhorse.com/Sandustry/Steam`}]},{slug:`sandustry-aura`,category:`resources`,keyword:`sandustry aura`,title:`Sandustry Aura Guide: Aura Extractor and Tier 6`,description:`Build S
5andustry Aura production from Auralite through Auralite Crystals, direct the Aura Extractor nanobots, and complete the 10,000 Aura Tier 6 goal.`,quickAnswer:`The Aura Extractor attracts Auralite, condenses it into Auralite Crystals, and uses a directed nanobot swarm to turn those crystals into Aura. Aura is a non-physical currency similar to Fluxite, and Factory Tier 6 requires 10,000 Aura. Keep the extractor accessible for manual targeting.`,updatedAt:`2026-09-07`,gameVersion:`v0.5.6`,verification:`official`,accuracyNote:`Aura and the Aura Extractor are now documented by the official wiki. This supersedes the older pre-release assessment made before these mechanics had official documentation.`,sections:[{id:`checked-state`,heading:`Build the Auralite-to-Aura chain`,paragraphs:[`Aura is the final non-physical output of a late-game production chain. The official Aura Extractor page starts with Auralite, which is shaken from Aurixite. The extractor attracts Auralite toward a glowing point inside its radius, consumes it, and forms Auralite Crystals. Plan the upstream Shaker close enough that the global attraction does not pull material across an unrelated factory route.`,`Auralite movement is part of the intake design. Start with a small visible supply and watch the attraction path before enclosing the module. Keep launchers, conveyors, and storage out of that path unless they are intentionally feeding the extractor. A route that handled Auralite correctly before placement can change as soon as the extractor begins attracting it.`,`Give the extractor a permanent service area when possible. Leave room to select the building, observe the glowing target, and see every forming crystal. Late-game output is slow enough that a blocked or misdirected step can waste substantial observation time, so the first test should favor visibility over compactness.`]},{id:`verified-concepts`,heading:`Direct nanobots and manage Auralite Crystals`,paragraphs:[`Click the Aura Extractor to select a target for its nanobot swarm, then drag the target to a forming Auralite Crystal. The nanobots break down the crystal and produce Aura. Auralite Crystals are impervious to ordinary player tools according to their official page; the extractor nanobots are the documented way to mine them.`,`Aura does not fall into a physical output bin. The official tip describes it as a non-physical currency similar to Fluxite, ending the functional byproduct chain. Track the Tier objective or interface value rather than waiting for a visible solid. With enough Aura, Swarm Zoning research can make the swarm target crystals automatically.`,`In v0.5.6 the extractor can be removed after crystallization begins. Removed Auralite Crystals are buffered, and rebuilding the extractor releases their progress as Auralite. Clear an intentional landing zone before rebuilding so the returned material does not get pulled into a launcher or mixed route.`]},{id:`future-verification`,heading:`Reach the 10,000 Aura Tier 6 target`,paragraphs:[`The official Viability Tiers page lists Factory Tier 6 as 10,000 Aura. Treat that as a cumulative production objective and keep the entire chain stable: Aurixite supply, Auralite creation, attraction, crystal formation, and nanobot breakdown. Inspect the earliest stage whose inventory stops changing as expected before adding capacity elsewhere.`,`Manual targeting can become the operator limit even when material supply is healthy. Observe how many crystals wait for nanobots, then prioritize Swarm Zoning when its current research requirements fit the factory plan. Automation should remove a measured constraint; it should not conceal a starved Auralite source or an obstructed extraction radius.`,`Update #3 reduces renderer crashes caused by Aura refreshing the full Tech Tree. If a crash persists, preserve the save and current log, record v0.5.6, branch, and mods, and reproduce the smallest sequence. The published fix addresses a named cause but does not make every late-game crash an Aura fault.`]}],facts:[{label:`Production chain`,value:`Auralite → Auralite Crystal → Aura`},{label:`Aura form`,value:`Non-physical currency similar to Fluxite`},{label:`Factory Tier 6 goal`,value:`10,000 Aura`}],relatedSlugs:[`sandustry-wiki`,`sandustry-updates`,`sandustry-copper`],englishRelatedSlugs:[`sandustry-update-0-5-6`,`sandustry-shaker`,`sandustry-factory-troubleshooting`],sources:[{label:`Official Wiki Aura Extractor page`,url:`https://wiki.hoodedhorse.com/Sandustry/Aura_Extractor`},{label:`Official Wiki Auralite Crystal page`,url:`https://wiki.hoodedhorse.com/Sandustry/Auralite_Crystal`},{label:`Official Wiki Viability Tiers`,url:`https://wiki.hoodedhorse.com/Sandustry/Viability_Tiers`},{label:`Official Steam Update #3`,url:`https://steamcommunity.com/app/2764460`},W]},{slug:`sandustry-copper`,category:`resources`,keyword:`sandustry copper`,title:`Sandustry Copper and Power Brick Guide`,description:`Process Sandustry Copper Ore into Copper, melt it in a heated Smelter, cast Liquid Copper with a Copper Mold, and store Energy in Power Bricks.`,quickAnswer:`Copper production begins with Copper Ore and solid Copper. Supply a Smelter with heat to create Liquid Copper, then direct that liquid into a Copper Mold to cast a Power Brick. The resulting brick stores a large amount of Energy and can be charged automatically by power-generation infrastru
5cture.`,updatedAt:U,verification:`official`,sections:[{id:`find-and-prepare`,heading:`Find and prepare Copper`,paragraphs:[`Copper Ore is a terrain resource and the starting point for the chain. It requires suitable excavation equipment as progression advances. Keep Copper separate from loose sand and production waste so only the intended solid reaches the heating stage.`]},{id:`smelt-liquid-copper`,heading:`Smelt Liquid Copper`,paragraphs:[`The Smelter changes Copper into Liquid Copper when supplied with heat from a Thermal Buffer or Lava. Liquid output needs a contained path toward the mold; a spill into unrelated materials can be much harder to recover than a stopped solid conveyor.`]},{id:`cast-power-bricks`,heading:`Cast and charge Power Bricks`,paragraphs:[`The Copper Mold converts Liquid Copper into a Power Brick. Official research places the mold in the Energy tier and requires supporting technology. The finished brick acts as high-capacity Energy storage and can be charged automatically by generation equipment.`]}],chain:[{label:`Copper Ore`,kind:`resource`},{label:`Copper`,kind:`resource`},{label:`Heated Smelter`,kind:`machine`},{label:`Liquid Copper`,kind:`resource`},{label:`Copper Mold`,kind:`machine`},{label:`Power Brick`,kind:`resource`}],facts:[{label:`Liquid producer`,value:`Smelter supplied with heat`},{label:`Casting machine`,value:`Copper Mold`},{label:`Final role`,value:`High-capacity Energy storage`}],relatedSlugs:[`sandustry-lava`,`sandustry-water`,`sandustry-kinetic-press`],sources:[G,K,J,Y]},{slug:`sandustry-infinite-water`,category:`resources`,keyword:`sandustry infinite water`,title:`Sandustry Renewable Water: Sources, Steam and Limits`,description:`Build a renewable Sandustry water cycle from Snow and Ice through controlled heat, Steam, open-sky condensation, and rain without claiming infinity.`,quickAnswer:`‘Infinite water’ means renewable production, not proof of a lossless reservoir. Generate Snow, let it contact Water to form Ice, heat the Ice back into Water, then continue heating toward Steam. Guide vapor to open sky, collect returning rain, and measure supply against Water consumed by Sand and Seed.`,updatedAt:`2026-09-13`,verification:`community-tested`,accuracyNote:`Official mechanics support Snow freezing Water into Ice, Ice returning to Water under heat, and Steam returning as rain; no loop is claimed to be literally infinite.`,sections:[{id:`renewable-input`,heading:`Separate external inputs from recycled Water`,paragraphs:[`Snow and Ice can be useful water sources, but their origin matters. Melting a finite Ice deposit spends stored material. A Snowmaker consumes Water to produce Snow, so feeding its output back into the water line does not by itself create a new source. Identify which input enters from outside the loop.`,`The official Water page mentions a Cryoblaster-to-Snow route, while the Steam page explains why apparent rain duplication can reclaim previously lost Water. These describe different effects. This guide therefore uses renewable supply as a planning question, not a promise of literally infinite output from an isolated closed loop.`]},{id:`steam-circulation`,heading:`Give Steam an open route and rain a collection basin`,paragraphs:[`Heat Water or Snow to obtain Steam, then provide a path without a sealing ceiling. Steam rises and pools beneath roofs; reaching the sky allows it to condense and fall as rain. Put a collection basin beneath the intended return area instead of assuming every drop lands in your existing reservoir.`,`Keep the Steam riser separate from the consumer inlet. A roof added during later factory expansion can stop a previously open path. If steam accumulates below a ledge, fix that obstruction before increasing heat. Use the Water transport guide to move c
5ollected liquid back to storage.`]},{id:`measure-net-output`,heading:`Check whether the reserve actually grows`,paragraphs:[`Record the starting reservoir, external Snow or Ice used, Water sent to Sand or Seed, and the ending reservoir. Compare equal observation intervals. An initial increase does not establish an unlimited source: the Steam page describes an internal rain buffer that can return Water lost through lateral movement.`,`First measure with consumption paused; then repeat with the intended consumer active. If storage falls only in the second run, supply does not cover demand. If it falls in both, inspect collection and transport losses. These are suggested measurements for your setup, not results from a test performed by this website.`]}],chain:[{label:`Renewable Snow`,kind:`resource`},{label:`Contact with Water`,kind:`process`},{label:`Ice`,kind:`resource`},{label:`Controlled heat`,kind:`process`},{label:`Water`,kind:`resource`},{label:`Further heat`,kind:`process`},{label:`Steam`,kind:`resource`},{label:`Open sky`,kind:`process`},{label:`Rain`,kind:`resource`},{label:`Collection basin`,kind:`process`},{label:`Water supply`,kind:`resource`}],troubleshooting:[{symptom:`The loop produces Steam but no stored Water`,solution:`Confirm the vapor reaches the sky, then widen and seal the rain basin so condensed drops do n
5ot miss or leak from it.`},{symptom:`Water production cannot keep up with the factory`,solution:`Separate collection from consumers, measure net rain, and increase Snow or capture capacity rather than assuming the loop is lossless.`}],relatedSlugs:[`sandustry-water`,`sandustry-lava`,`sandustry-planter-box-designs`],sources:[{label:`Official Wiki — Water`,url:`https://wiki.hoodedhorse.com/Sandustry/Water`},{label:`Official Wiki — Steam`,url:`https://wiki.hoodedhorse.com/Sandustry/Steam`},{label:`Official Wiki — Snow`,url:`https://wiki.hoodedhorse.com/Sandustry/Snow`},{label:`Official Wiki — Ice`,url:`https://wiki.hoodedhorse.com/Sandustry/Ice`},{label:`Official Wiki — Snowmaker`,url:`https://wiki.hoodedhorse.com/Sandustry/Snowmaker`}]},{slug:`sandustry-kinetic-press`,category:`machines`,keyword:`sandustry kinetic press`,title:`Sandustry Kinetic Press Guide`,description:`Use the documented Kinetic Press drop height, Burnt Residue input and separate Gold and Seed outputs to diagnose blockages and plan a clear collection route.`,quickAnswer:`Drop Burnt Residue onto the Kinetic Press from at least 25 blocks above it. Official documentation says each successful input produces Gold and Seed below the machine. Material released too low, or an incorrect input, rests on top and can block later arrivals. Keep the drop shaft and both output routes clear.`,updatedAt:`2026-09-13`,verification:`official`,accuracyNote:`Official Kinetic Press and Burnt Residue pages document the input, drop height, Gold and Seed outputs. The schematic and diagnostic sequence are editorial explanations, not a recorded gameplay test.`,sections:[{id:`unlock-and-input`,heading:`Prepare Burnt Residue`,paragraphs:[`The input is Burnt Residue, not raw Residue. The official material page says burning Residue has a 25% chance to leave Burnt Residue; the rest can disappear. Do not size the downstream line as if every burned pixel reaches the Press. Separate the burning area from the drop shaft so unrelated solids cannot land on the machine.`,`Identify the resulting material before releasing it. A flame effect or a dark pile is not enough to establish that the conversion finished. Keep access to remove incorrect material from the top of the Press, since the machine does not carry a blockage away like a Shaker.`]},{id:`feed-height`,heading:`Use the documented 25-block drop`,paragraphs:[`The official Kinetic Press page specifies a fall from 25 or more blocks above the machine. The drop shown here refers to the distance from the material release to the Press, not the depth below it. Keep that fall unobstructed; a ledge that catches the material changes the usable drop.`,`Burnt Residue released too low rests on top rather than passing through. Stop the input, clear the accumulated pixels and inspect the release point before restarting. The official page also describes angled Launchers above the Press for clearing stagnant material to a side opening. Treat that as a separate clearing route, with somewhere for the rejected material to go.`]},{id:`collect-outputs`,heading:`Collect both outputs below the Press`,paragraphs:[`The documented conversion is 1 Burnt Residue into 1 Gold and 1 Seed, with both outputs falling below the Press. Keep the outlet clear and send Gold to collection while reserving Seed for the plant chain. A full output pocket is different from insufficient drop height; inspect the two places separately.`,`The schematic summarizes the published mechanics. It is not a measured design or a guarantee for modded builds. If your setup differs, record the installed version, actual drop, input identity and whether material remains above or below the Press. Those observations distinguish the likely failure much more clearly than adding more feed.`]}],chain:[{label:`Residue`,kind:`resource`},{label:`Burning`,kind:`process`},{label:`Burnt Residue`,kind:`resource`},{label:`Kinetic Press`,kind:`machine`},{label:`Gold + Seed`,kind:`resource`}],troubleshooting:[{symptom:`Material reaches the Press but is not processed`,solution:`Check that the input is Burnt Residue and that it falls into the actual intake from a usable height rather than resting beside the machine.`},{symptom:`The Press runs briefly and then stops`,solution:`Clear Gold and Seed from the output space and give each product a destination plus an overflow route.`}],relatedSlugs:[`sandustry-guide`,`sandustry-planter-box-designs`,`sandustry-blueprints`],sources:[{label:`Official Wiki — Kinetic Press`,url:`https://wiki.hoodedhorse.com/Sandustry/Kinetic_Press`},{label:`Official Wiki — Burnt Residue`,url:`https://wiki.hoodedhorse.com/Sandustry/Burnt_Residue`},{label:`Official Wiki — Gold`,url:`https://wiki.hoodedhorse.com/Sandustry/Gold`},{label:`Official Wiki — Seed`,url:`https://wiki.hoodedhorse.com/Sandustry/Seed`}]},{slug:`sandustry-mods`,searchAliases:[`Fluxloader`,`Sandustry Fluxloader`],category:`mods`,keyword:`sandustry mods`,title:`Sandustry Mods and Steam Workshop Guide for v0.5.6`,description:`Use Sandustry's 125+ mods from Steam Workshop, select the v0.5.6 mods branch, verify dependencies, protect saves, and consult the Sandkit API.`,quickAnswer:`Sandustry had more than 125 Workshop mods by the official August 28 update. Mods require the separate Steam mods branch, which moved to v0.5.6 in Update #3. Check each item's supported branch and dependencies, back up the world, and test additions in a disposable save.`,updatedAt:`2026-09-13`,gameVersion:`v0.5.6 mods branch`,verification:`change-sensitive`,accuracyNote:`The 125+ milestone and framework status come from official developer posts. Workshop inventory and item compatibility change continuously, so verify each item at installation time.`,sections:[{id:`official-workshop`,heading:`Start with the official Workshop and mods branch`,paragraphs:[`The developer reported more than 125 Sandustry mods on August 28, covering community experiments that appeared before the API documentation was complete. Start at the Workshop attached to Steam app 2764460. This keeps item identity, author, dependencies, update history, and discussion tied to the correct game instead of an unverified mirror.`,`Subscribed 
5items do not load on the normal vanilla branch. Official posts direct players to a separate mods branch. Earlier compatibility was split between 0.5.2 and 0.5.5 experimental branches while authors migrated; Update #3 states that the mods branch is now on 0.5.6. Check the selected branch and current item instructions together.`,`Do not assume that more than 125 means every item is current or compatible with every other item. The count describes the ecosystem at the time of the post. Read the most recent change note and comments for the exact mod, then record the version and dependencies beside the save you intend to test.`]},{id:`compatibility`,heading:`Check API, version, dependencies, and scope`,paragraphs:[`The refreshed Sandkit framework includes official API documentation, and v0.5.6 adds hooks, events, and methods such as building removal, terrain burning, and melting at a cell. A mod that handles those events can change how ordinary removal, Fire, Laser, or material interactions behave. Review its stated scope before combining it with another mod that touches the same system.`,`Build a compatibility inventory with the game version, Steam branch, mod name, mod update date, required dependencies, and load instructions. Treat missing information as unknown rather than filling it from a similarly named project. Maps, buildings, processing methods, production chains, visual changes, and total overhauls have different risks for an existing world.`,`Enable a small group at a time in a disposable world. Test launch, world creation, saving, reloading, the advertised feature, and removal behavior. When two mods overlap, add the second only after the first passes. This produces a known-good boundary and makes a later failure reproducible.`]},{id:`safe-updates`,heading:`Protect saves and update without losing evidence`,paragraphs:[`Copy valuable saves before adding, removing, or updating any item that changes materials, buildings, maps, objectives, or recipes. Label the copy with v0.5.6, the branch, and the complete mod list. Steam Cloud is useful, but a synchronized copy can replace a file; keep an intentional recovery copy outside the active save location when practical.`,`After a game update, let Steam finish both game and Workshop downloads before opening the main world. Test a duplicate first. Inspect missing buildings, red blocks, stopped recipes, changed material behavior, and log errors. Update #3 includes red-block fixes and new mod hooks, but a persistent symptom may still come from an item that has not adopted the current framework.`,`If a save fails, preserve its log and configuration before disabling everything. Reduce the mod set in groups while keeping required dependencies. Report the version, branch, exact items, expected result, actual result, and reproduction steps. Restore the last known-good copy instead of repeatedly writing experiments into the only world.`,`For external loaders or files, follow the current mod author's own documentation and verify provenance. The official Sandustry path is the Steam Workshop plus the documented mods branch and Sandkit API. An old tutorial, familiar filename, or third-party download page does not establish current compatibility.`]},{id:`fluxloader-current-status`,heading:`What this page can verify`,paragraphs:[`This site has not verified a current Sandustry Fluxloader maintainer, installer or supported-version list. There is therefore no download on this page. The earlier source check dated August 19, 2026 did not establish one; editing this explanation does not turn that absence into proof that no such project exists. A search term is not enough to identify software.`]},{id:`fluxloader-workshop-first`,heading:`Use the documented Workshop route`,paragraphs:[`For supported mod distribution, start with the Workshop linked from the official Sandustry Steam page. Read the item author, dependency list, update history and branch instructions. Use the current Mods guide for the documented Workshop workflow. A subscription alone does not establish compatibility with an existing save.`]},{id:`fluxloader-external-loader-checks`,heading:`If a mod requires a separate loader`,paragraphs:[`Require a link from the mod author to the actual loader project and an explicit game/version match. If either is absent, leave the dependency unresolved rather than substitute a mirror or an installer for another game. Preserve a copy of the save before trying a documented change. Report a verifiable project URL through Contact if this status needs correction.`]}],troubleshooting:[{symptom:`Subscribed mods do not appear`,solution:`Confirm the separate mods branch is selected, Steam finished downloads, and every required dependency supp
5orts v0.5.6.`},{symptom:`A save shows red blocks or fails after updating`,solution:`Preserve the save and log, test a duplicate, then reduce recently changed mods in groups while retaining their dependencies.`}],relatedSlugs:[`sandustry-steam`,`sandustry-updates`],englishRelatedSlugs:[`sandustry-update-0-5-6`,`sandustry-save-and-mod-recovery`],sources:[{label:`Official Modding & What's Next post`,url:`https://steamcommunity.com/app/2764460`},{label:`Official Sandkit API reference`,url:`https://wiki.hoodedhorse.com/Sandustry/API_Reference`},{label:`Sandustry on Steam`,url:`https://store.steampowered.com/app/2764460/Sandustry/`},{label:`Sandustry Official Wiki`,url:`https://wiki.hoodedhorse.com/Sandustry/Sandustry_Official_Wiki`}]},{slug:`sandustry-xbox-game-pass`,category:`game-info`,keyword:`sandustry xbox game pass`,title:`Sandustry Xbox Game Pass Availability`,description:`Check Sandustry's PC Game Pass and Microsoft Store availability, understand Game Preview status, and avoid confusing the PC listing with a console release.`,quickAnswer:`Sandustry is listed for PC through Microsoft Store and PC Game Pass as Sandustry Game Preview. That does not by itself confirm an Xbox console edition. Check the official store page's playable-device and subscription labels before installing, because catalog status and platform availability can change.`,updatedAt:U,verification:`change-sensitive`,accuracyNote:`PC Game Pass and Microsoft Store status were checked on August 19, 2026; this page does not claim an Xbox console version.`,sections:[{id:`pc-availability`,heading:`PC Game Pass and Microsoft Store`,paragraphs:[`The official Microsoft listing presents Sandustry Game Preview for PC distribution. Game Preview corresponds to the game's evolving Early Access stage, so store labels, included subscriptions, supported devices, and installation requirements should be confirmed on the listing at the time of use.`]},{id:`not-console-proof`,heading:`Do not infer console support`,paragraphs:[`An Xbox-branded store page or Game Pass mention is not sufficient evidence of an Xbox console build. Look for a supported-device entry naming the console itself. The verified listing here concerns PC Game Pass and Microsoft Store on PC.`]},{id:`check-before-installing`,heading:`Check the current catalog state`,paragraphs:[`Open the official Microsoft page, sign in to the account that holds the subscription, and confirm the install button, edition, device, and Game Preview label. If access differs from this guide, the live storefront is the authoritative current record.`]}],facts:[{label:`Verified platform`,value:`PC`},{label:`Microsoft edition`,value:`Sandustry Game Preview`},{label:`Console claim`,value:`Not confirmed by this listing`},{label:`Checked`,value:`August 19, 2026`}],relatedSlugs:[`sandustry-steam`,`sandustry-release-date`],sources:[{label:`Sandustry Game Preview on Xbox`,url:`https://www.xbox.com/en-US/games/store/sandustry-game-preview/9PPH71DV44T7`},X]},{slug:`sandustry-steam`,searchAliases:[`price`,`Sandustry price`,`buying options`],category:`game-info`,keyword:`sandustry steam`,title:`Sandustry on Steam`,description:`Review Sandustry on Steam: single-player Early Access, the PC demo, Workshop and Cloud features, achievements, languages, and system requirements.`,quickAnswer:`The official Steam page lists Sandustry as a single-player Early Access game with a PC demo, Workshop, Steam Cloud, Trading Cards, Family Sharing, and achievements. It supports 23 interface and subtitle languages and publishes Windows, macOS, and SteamOS/Linux requirements; recheck the store before purchase because features can change.`,updatedAt:`2026-09-13`,verification:`change-sensitive`,accuracyNote:`Steam features, languages, and requirements were checked on August 19, 2026 and should be reconfirmed on the official store page.`,sections:[{id:`edition-and-features`,heading:`Steam edition and features`,paragraphs:[`Steam identifies Sandustry as a single-player Simulation and Strategy title in Early Access. Store features include achievements, Trading Cards, Workshop, Steam Cloud, and Family Sharing, while a separate PC demo lets players test the core factory loop before buying.`]},{id:`languages`,heading:`Languages`,paragraphs:[`The reviewed listing provides interface and subtitle support for 23 languages, including English, Russian, Japanese, German, Simplified Chinese, and Traditional Chinese. It does not list full audio support, so verify the language table if a specific presentation mode matters.`]},{id:`requirements`,heading:`System requirements`,paragraphs:[`The minimum Windows listing names a 64-bit Windows 10 system, 4 GB RAM, an Intel i5-4670K or AMD FX-8100 class CPU, compatible entry-level graphics, and about 1 GB storage. Steam also publishes macOS and SteamOS/Linux requirements and recommends an SSD.`]},{id:`price-live-price`,heading:`Use the live official price`,paragraphs:[`Open the Steam or Microsoft Store listing in the account and region where you will purchase. The displayed checkout price can reflect local currency, tax treatment, promotions, or subscription access, none of which should be replaced by a static value copied into a guide.`]},{id:`price-compare-options`,heading:`Compare the same PC access`,paragraphs:[`Steam provides the PC edition, demo, Workshop, Cloud, and other listed Steam features. Microsoft offers the PC Game Preview listing and may expose PC Game Pass access. Compare ownership and subscription access separately, and do not infer a console edition from an Xbox-branded page.`]},{id:`price-early-access-change`,heading:`Expect Early Access changes`,paragraphs:[`The developer notes that the price may rise as content and features are added during Early Access. Check refund terms and the current development statement before buying; a past sale or regional screenshot is not a guarantee of today's checkout total.`]}],facts:[{label:`Mode`,value:`Single-player`},{label:`Release state`,value:`Early Access`},{label:`Steam achievements`,value:`16`},{label:`Languages`,value:`23 interface and subtitle languages`},{label:`Checked`,value:`August 19, 2026`}],relatedSlugs:[`sandustry-demo`,`sandustry-mods`],sources:[{label:`Sandustry on Steam`,url:`https://store.steampowered.com/app/2764460/Sandustry/`},{label:`Sandustry Game Preview on Xbox`,url:`https://www.xbox.com/en-US/games/store/sandustry-game-preview/9PPH71DV44T7`}]},{slug:`sandustry-demo`,category:`game-info`,keyword:`sandustry demo`,title:`Sandustry Demo Guide`,description:`Use the official Sandustry PC demo to learn pixel physics, Wet Sand, Shakers, Gold, research, and logistics while accounting for version and save limits.`,quickAnswer:`The official Steam listing offers a Sandustry PC demo. Use it to test movement, excavation, Water and Sand reactions, Shaker processing, Gold collection, research, and basic logistics. Treat its content, balance, and save compatibility as demo-version details rather than promises about the current Early Access build.`,updatedAt:U,verification:`change-sensitive`,accuracyNote:`Demo availability and compatibility were checked on the official Steam store on August 19, 2026; version scope can change.`,sections:[{id:`official-download`,heading:`Get the official demo`,paragraphs:[`Open Sandustry's official Steam store page and use the demo action shown there. This ties the download to the correct application and current platform requirements. No third-party archive is needed for the verified PC demo described on this page.`]},{id:`learning-goals`,heading:`What to learn first`,paragraphs:[`Focus on the systems that define Sandustry: mine Dirt into Sand, wet it with Water, process Wet Sand through a Shaker, move Gold into a Collector, and use research plus logistics to reduce manual handling. Those tasks reveal whether the physical factory model suits you.`]}
5,{id:`version-caveats`,heading:`Version and save caveats`,paragraphs:[`A demo may lag behind the current Early Access version, limit progression, or use different balance. Do not assume a demo save transfers unless the official store or developer explicitly says so for the current build; preserve the save before uninstalling or moving versions.`]}],facts:[{label:`Platform`,value:`PC via Steam`},{label:`Price`,value:`Free demo entry on the official listing`},{label:`Save transfer`,value:`Confirm for the current version`},{label:`Checked`,value:`August 19, 2026`}],relatedSlugs:[`sandustry-steam`,`sandustry-guide`,`sandustry-release-date`],sources:[X]},{slug:`sandustry-release-date`,category:`game-info`,keyword:`sandustry release date`,title:`Sandustry Release Date and Early Access`,description:`Sandustry entered Early Access on August 13, 2026. Check its developer, publisher, current scope, planned growth, and official update channels.`,quickAnswer:`Sandustry launched into Early Access on August 13, 2026. It is developed by Lantto Games and published by Hooded Horse. The developers describe the current build as playable while planning more procedural generation, buildings, resources, production chains, quests, biomes, and technology during development.`,updatedAt:U,verification:`change-sensitive`,accuracyNote:`Release date and Early Access statements were checked against the official Steam listing on August 19, 2026.`,sections:[{id:`release-facts`,heading:`Release facts`,paragraphs:[`The official Steam store lists August 13, 2026 as the Early Access release date. Lantto Games is the developer and Hooded Horse is the publisher. This date describes the start of public Early Access, not a future version 1.0 launch date.`]},{id:`early-access-scope`,heading:`What Early Access means`,paragraphs:[`The store describes the current version as fully playable with the advertised core features. The team expects Early Access to last roughly a year, but explicitly allows that schedule to change as feedback and development reshape priorities.`]},{id:`planned-growth`,heading:`Planned growth and feedback`,paragraphs:[`Plans include stronger procedural generation and additional buildings, resources, chains, quests, biomes, and technologies. The developers use Discord and the Steam forums for suggestions and bug reports, while official Steam news remains the clearest release-history channel.`]}],facts:[{label:`Early Access release`,value:`August 13, 2026`},{label:`Developer`,value:`Lantto Games`},{label:`Publisher`,value:`Hooded Horse`},{label:`Checked`,value:`August 19, 2026`}],relatedSlugs:[`sandustry-updates`,`sandustry-steam`],sources:[X,De]},{slug:`sandustry-updates`,category:`game-info`,keyword:`sandustry updates`,title:`Sandustry Updates: v0.5.6 and Patch History`,description:`Track Sandustry v0.5.6 Update #3, verify your installed branch, protect saves and mods, and audit every factory mechanic named in the official patch notes.`,quickAnswer:`The latest official release checked on September 7, 2026 is v0.5.6 — Update #3, published September 3. It adds critter petting, boosts Voltblub output, changes Lava and cold Thermal Buffers, improves Aura Extractor removal, fixes portals and crashes, and updates the mods branch.`,updatedAt:`2026-09-07`,gameVersion:`v0.5.6`,verification:`change-sensitive`,accuracyNote:`This page was checked September 7, 2026. Use the linked Steam news feed and the installed game's version display to confirm whether a newer release has shipped.`,sections:[{id:`official-news`,heading:`Read v0.5.6 Update #3 in official Steam news`,paragraphs:[`Steam News for app 2764460 is the primary public patch record. Update #3 was published September 3, 2026 and labels the build v0.5.6. Read the whole announcement rather than relying on a version number in a search snippet; one release can combine new interactions, balance changes, modding hooks, crash work, and small fixes.`,`The visible gameplay additions are petting critters for a temporary capability boost and a general Voltblub energy-output boost. Lava density becomes 200 and Lava destroys Fluxite, Redsoil, and Strataform. A negative Thermal Buffer takes less heat from Lava and returns it as Cinder. Lasers now melt Ice.`,`Aura Extractors can be removed after crystallization starts; the crystals are buffered and released as Auralite after rebuilding. Flower recovery is easier, Conveyor Portal sticking is fixed, and the patch addresses red blocks, special artifact-room Lava behavior, GPU diagnostics, and Aura Tech Tree renderer crashes. It also adds Sandkit hooks and moves the mods branch to 0.5.6.`]}
5,{id:`version-check`,heading:`Match the note to the installed branch`,paragraphs:[`Allow Steam to finish downloads, start the game, and compare the displayed version with the official post. Then check the selected branch. A vanilla installation and a mods-branch installation can have different files and subscribed content even when both display 0.5.6. Record the branch and active mod list before troubleshooting.`,`Do not change the version, mod set, and factory layout in the same test. If behavior differs from a guide, first reproduce the smallest interaction in a clean v0.5.6 cell. Then add the old save and mods separately. This sequence identifies whether the cause belongs to the patch, saved state, or custom content.`,`The developer said Major Update #1 was still cooking and would probably be preceded by another bug-fix and quality-of-life update. That is a roadmap statement, not a released version. Keep future content clearly labeled until an official post says it is available.`]},{id:`post-update-routine`,heading:`Audit changed factories and preserve recovery points`,paragraphs:[`Copy the main world before opening it under the patch. Inspect Lava containment first, especially boundaries made from the three newly destructible terrains and separators affected by density 200. Check returned Cinder at cold Thermal Buffers, Aura Extractor placement, Flower seed reserves, Conveyor Portal exits, Ice near Lasers, and Voltblub power balance.`,`For each module, write the expected input, output, version-sensitive rule, and safe shutdown point. Compare inventory at the beginning and end of a fixed interval. A reserve can hide a shortage, and a full destination can make a fixed machine look broken. Save and reload once after the first clean test.`,`Keep the known-good v0.5.6 copy until the factory completes its normal burst, idle, restart, and long-run conditions. If a failure remains, preserve logs and reduce it to one material or building boundary. Link the exact official note in a report and distinguish the published change from your observation.`,`The official news feed can move on quickly during Early Access. Recheck it before a major expansion, and update only the pages whose facts actually changed. Keeping per-page dates, citations, and version badges makes older layouts interpretable instead of silently wrong.`]}],facts:[{label:`Current checked release`,value:`v0.5.6 — Update #3`},{label:`Published`,value:`September 3, 2026`},{label:`Mods branch`,value:`Updated to v0.5.6`},{label:`Checked`,value:`September 7, 2026`}],relatedSlugs:[`sandustry-steam`,`sandustry-release-date`,`sandustry-mods`],englishRelatedSlugs:[`sandustry-update-0-5-6`,`sandustry-lava`,`sandustry-aura`],sources:[De,X,W]}]),...M];function Oe(e){return e.normalize(`NFKC`).toLocaleLowerCase().replace(/[^\p{L}\p{N}]+/gu,` `).trim().replace(/\s+/g,` `)}function Z(e,t){let n=Oe(e);return t===`es`?n.normalize(`NFD`).replace(/\p{M}/gu,e=>e===`̃`?e:``).normalize(`NFC`):n}function ke(e,t,n){let r=Z(t.keyword,n),i=Z(t.title,n),a=Z(`${t.category} ${t.categoryTitle}`,n),o=Z(t.quickAnswer,n);return e===r||t.exactAliases.includes(e)?100:e===i?90:r.startsWith(e)?70:i.includes(e)?50:a.includes(e)||t.aliases.some(t=>t.includes(e))?30:o.includes(e)?10:0}function Ae(e,t,n,r){let i=Z(e,r),a=Math.max(0,Math.floor(n));if(!i||a===0)return[];let o=new Intl.Collator(r);return t.map(e=>({...e,score:ke(i,e,r)})).filter(e=>e.score>0).sort((e,t)=>{if(e.score!==t.score)return t.score-e.score;let n=e.categoryOrder-t.categoryOrder;return n===0?o.compare(e.title,t.title):n}).slice(0,a)}function je(e){if(!e||typeof e!=`object`)return!1;let t=e,n=t.tagName?.toUpperCase();return n===`INPUT`||n===`TEXTAREA`||n===`SELECT`||t.isContentEditable===!0||!!t.closest?.(`[contenteditable='true']`)}function Me(e){return e.defaultPrevented||e.isComposing||e.altKey?!1:(e.ctrlKey||e.metaKey)&&e.key.toLowerCase()===`k`?!0:!e.ctrlKey&&!e.metaKey&&e.key===`/`&&!je(e.target)}function Ne(e,t,n){return n<=0?-1:e<0?t===1?0:n-1:(e+t+n)%n}function Pe(e,t){if(!(t<0||t>=e.length))return e[t]}function Q(e){return!e||e.hidden?!1:typeof e.getClientRects==`function`?e.getClientRects().length>0:!0}function Fe(e,t){if(Q(e))return e.focus(),`primary`;if(Q(t))return t.focus(),`fallback`}var Ie=8;function Le(e,t,n,r,i){let a=n.map(e=>t.find(t=>t.slug===e)).filter(e=>!!e),o=Oe(e).length>0,s=o?Ae(e,t,Ie,i):a;return{hasQuery:o,results:s,status:o?_(r,s.length):r.recommendedLabel,emptyTitle:r.emptyTitle,emptyHint:r.emptyHint,shortcuts:{move:r.moveLabel,open:r.openLabel,close:r.closeShortcutLabel}}}
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Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.