Sandustry Recipes and Production Chain
Follow the verified Sandustry chain from Sand and Water to Wet Sand, Residue, Gold, and Collector-ready Research currency without guessed recipes.
What This Recipe Page Covers
This page documents the verified opening production chain in Sandustry. It is not presented as a complete recipe database: the checked official sources support the transformations below, but they do not provide enough current-version evidence for every later material, machine cost, Research cost, or optimal factory ratio. The directory therefore lists only relationships that can be traced to a named official page.
In Sandustry, “recipe” can describe more than a conventional crafting menu. The opening chain includes a terrain drop, a direct material reaction, machine processing, and a collection condition. Keeping those stages separate makes it easier to diagnose where a line has stopped without inventing an input, output, or machine that the official sources do not specify.
Verified Opening Chain
| Stage | Input | Process or condition | Output | Evidence |
|---|---|---|---|---|
| Gather Sand | Dirt | Destroy Dirt | Sand; exact yield not specified here | Official Wiki — Sand |
| Make Wet Sand | 1 Sand pixel + 1 Water pixel | The two pixels touch | 2 Wet Sand pixels | Official Wiki — Sand and Water |
| Process Wet Sand | 1 Wet Sand pixel | Process it on top of a Shaker | 1 Residue pixel, plus a 25% chance of 1 Gold pixel | Official Wiki — Shaker |
| Register Gold | Gold | Keep Gold inside Collector tiles | Gold appears in the available bank and can be spent on Research | Official Wiki — Gold and Collector |
Read the table as a sequence of verified relationships, not as a throughput calculator. The exact Sand-to-Wet-Sand reaction is a fixed material conversion, while the Shaker’s Gold result is probabilistic. A 25% chance per processed Wet Sand pixel is not a guaranteed 4 Wet Sand → 1 Gold recipe. The official Shaker page is the source for both the consistent Residue output and the Gold probability.
Step 1: Get Sand
The opening chain begins with Sand. The official Sand page states that Sand drops when Dirt is destroyed. It does not provide a universal yield for each block of Dirt in the evidence used here, so this page does not publish a quantity, collection rate, fastest location, or recommended mining route. Official Wiki — Sand
This first stage is a gathering relationship rather than a machine recipe:
Dirt — destroyed → Sand
The output becomes useful in the verified processing chain when it reaches Water. No fixed machine count or transport layout is required by the source for this gathering step.
Step 2: Turn Sand and Water into Wet Sand
When one Sand pixel touches one Water pixel, both inputs are replaced by two Wet Sand pixels. The official Sand and Water pages independently describe the same conversion, so the supported formula is:
1 Sand + 1 Water → 2 Wet Sand
Sources: Official Wiki — Sand and Official Wiki — Water.
This formula describes material units, not production speed. It does not establish how quickly a particular layout wets Sand, how many Water pixels a factory should buffer, or how many machines are optimal. Those operational values depend on evidence that is not part of this page. For the material itself, see Wet Sand.
Step 3: Process Wet Sand with a Shaker
Place Wet Sand on top of a Shaker. For each Wet Sand pixel the Shaker processes, the official source states that one Residue pixel is produced and there is a 25% chance to also produce one Gold pixel. Gold passes through the bottom of the Shaker, while Residue remains above and moves toward the side. Official Wiki — Shaker
The supported production relationship is:
1 Wet Sand — Shaker → 1 Residue + 25% chance of 1 Gold
The source defines a 25% chance per processed pixel, not a guaranteed batch conversion. Official Wiki — Shaker
This stage has two physical outputs. Residue needs a route away from the Shaker’s top, and any Gold exits below. That movement is part of the machine’s documented behavior; this page does not prescribe a best Filter, Launcher, Conveyor, or machine ratio.
Step 4: Make Gold Available for Research
Gold leaving a Shaker is not automatically available to spend. The official Gold and Collector pages state that Gold counts toward the player’s available bank while it is inside Collector tiles; available Gold can then be spent on Research. Official Wiki — Gold and Official Wiki — Collector
The verified condition is:
Gold inside Collector tiles → available Gold in the HUD → Research spending
A Collector counts Gold rather than converting it into a different material. The checked evidence does not support an attraction radius, storage capacity, ideal footprint, permanent Research order, or fixed technology cost, so none is supplied here. Official Wiki — Collector
Known Values and Deliberate Unknowns
| Item | State | Source boundary |
|---|---|---|
| Sand + Water input and Wet Sand output | CONFIRMED: 1 + 1 → 2 pixels | Sand, Water |
| Wet Sand to Residue | CONFIRMED: 1 processed pixel → 1 Residue pixel | Shaker |
| Wet Sand to Gold | CONFIRMED: 25% chance of 1 Gold per processed pixel | Shaker |
| Dirt-to-Sand quantity | UNKNOWN: not supplied by the checked source set | Sand |
| Fixed processing time or throughput | UNKNOWN: not supplied by the checked source set | Shaker |
| Complete current recipe count | UNKNOWN: not established by the checked source set | Official Wiki index |
| Best machine ratio or layout | UNKNOWN: no universal value is established by these mechanism pages | Shaker and Collector |
Troubleshooting the Chain
- If Sand is not becoming Wet Sand, verify that Sand and Water actually touch. The reaction requires contact between the two input pixels. Sand and Water
- If Wet Sand is not processing, verify that it reaches the top of the Shaker and that the output area is not obstructing the material flow described by the machine page. Shaker
- If no Gold appears in a short run, remember that Gold is a 25% chance per processed Wet Sand pixel, not a guaranteed output. Shaker
- If visible Gold cannot be spent, route it into Collector tiles so it counts toward the available bank. Gold and Collector
FAQ
Is this every Sandustry recipe?
No. This is the verified opening production chain supported by the cited official sources. A complete current-version recipe list, total recipe count, machine costs, and later production chains remain outside this page until equivalent evidence is available.
What is the first exact material conversion?
One Sand pixel and one Water pixel become two Wet Sand pixels when they touch. Official Wiki — Sand and Water
Does four Wet Sand guarantee one Gold?
No. Each processed Wet Sand pixel has its own 25% chance to also produce one Gold pixel. The official rule is probabilistic and does not promise a fixed result for a group of four. Official Wiki — Shaker
What happens to every processed Wet Sand pixel?
Each one becomes one Residue pixel. Gold is the additional chance-based output. Official Wiki — Shaker
Why does Gold need a Collector?
Gold is available in the player’s bank and can be spent on Research while it is inside Collector tiles. Official Wiki — Gold and Collector
Related Guides
Update History
Updated: 2026-09-04, Asia/Shanghai — Replaced the empty template with the verified opening chain. Unknown quantities, costs, counts, rates, and optimal layouts remain unpublished.