Shaker
BuildingShaker — separates Wet Sand into Gold + Residue.
First unlock, always. This is the engine of your economy.
All 46 research unlocks across 6 tiers — with Gold cost, prerequisites, and a recommended priority path. Plan your tech progression before you spend.
Minimum-viable path through the tree. Priorities are based on which unlocks enable the next economic leap (Shaker → Logistics → Filter → Flamethrower → Cryoblaster → …).
Shaker — separates Wet Sand into Gold + Residue.
First unlock, always. This is the engine of your economy.
Conveyor Belt + Launcher.
Without logistics you move everything by hand. Unlock right after Shaker.
Hover mode (Space bar) — fly over buildings.
Quality of life; grab it after your first conveyor.
Map + Minimap.
Helps planning but not urgent early.
Flare Gun — temporary illumination underground.
Skip until you actually need to go underground regularly.
Filter — conveyor that only passes specific elements.
Critical for separating mixed streams (e.g. Copper Ore from Sand).
Sprint Boost (Shift) — temporary speed.
Wall Light — permanent mounted light.
Cost not yet published on wiki.
Flamethrower — burn Residue, melt Ice, boil Water to Steam.
Unlocks the burn-Residue-for-bonus-Gold loop and the renewable Water cycle.
Kinetic Press — processes Burnt Residue into more Gold + Seed.
Closes the Residue → Gold loop. Pair with Flamethrower.
Flashlight — illuminates where you aim.
Sweeper Drones — auto-collect loose materials.
Big labor saver once your factory is producing.
Conveyor Portal — cross streams without mixing.
Burner Belt — ignites flammables in transit.
Requires Thermal Buffer for heat.
Thermal Buffer — stores and distributes heat.
Backbone for Pyro Dispenser, Burner Belt, Smelter.
CryoBlaster — infinite Snow for renewable Water.
Unlock once you start running low on natural Water.
Pipe + Pump + Liquid Vent.
Essential for moving Water, Lava, Liquid Copper/Gold.
Planter Box — Wet Seed → Flower (Gold + Amethelis).
Gun — ranged mining.
Pyro Dispenser — automated fire puff every 3s.
Clearing Frame — slow belt for pushing floating items.
Vacuum — suck materials into a tank.
Activity Heatmap overlay on map.
Aerokinetic Fan — blows powders (great for Amethelis).
Digger Drone — autonomous mining.
Advanced Filter — filters multiple elements incl. liquids & gases.
Steam Dryer + Condenser.
Rocket Launcher — explosive mining.
Prereq for Drill. Get this before late Tier 4.
Conveyor Belt Mk.2 + Launcher Mk.2.
Corraller — captures Critters.
Hauler Drone — autonomous material transport.
Recon Drone — scouting.
Snowmaker — Water → Snow using Energy.
Florinol Battery — stores Florinol as Energy.
Prereq for Drill and Copper Mold. Foundation of the Energy economy.
Drill — powered mining through hard materials (uses Energy).
Required to mine Stone, Copper Ore, Solidite and beyond.
Smelter — Gold → Liquid Gold, Copper → Liquid Copper.
Major storage-density upgrade for your Gold bank.
Energy Siphon — moves Energy between storages.
Flux Emanator — Voidbloom → Fluxite (renewable upgrades).
Late-game Fluxite source. Essential once natural deposits run out.
Copper Mold — Liquid Copper → Power Brick (Energy storage).
Void Rift — produces Void Seeds for the Void chain.
Energy Connector — pipes Energy between structures.
Steam Turbine — automated power generation.
Laser — continuous mining of hard materials.
Best mining tool in the game. Save up.
Recall Shard — teleport back to a Voidbloom portal.
Locator — scans for hidden artifacts (uses Void Juice).
Synthesizer — transmutes materials using Energy.
Late-game material generation. Tier 6 capstone.
Learn the 1:1 sand-to-water ratio, Lumling perspiration farms, and flood prevention containment.
Overcome gravity with +4 hydraulic launchers, 45° slides, and R-key filter wall modes.
Dual-outlet Shaker setups, slag evacuation belts, and closed-loop gold farming for early research.
The 25+ block drop height math to guarantee 100% conversion of Burnt Slag into Gold and Bio-Spores.
Wire automated anti-clog shutoff gates, fluid emergency dumps, and 0-power logic networks.
Grow Amethelis flowers, trigger Redsand gravity collisions, and distill permanent Fluxite upgrade tokens.
Automate Lumling feeding loops, pen blueprints, and relic multipliers for endless Luminous Residue.
Mine Prismite crystal, vaporize Prismaline gas, and distill Void Juice to power the ancient Artifact Locator radar.
Simulate settling order for any combination of the 57 materials in the game.
Reverse-calculate exact input rates, intermediate queues, and building counts for target outputs.
Costs and unlocks are taken from the official Sandustry wiki. Priority recommendations are derived from which unlocks unlock the next economic loop — for example Flamethrower is high because it enables the burn-Residue-for-Gold cycle and the renewable Water cycle.
Pair this with the Production Planner to compute how much Gold/min each build will produce.
All 12 buildings: inputs, outputs, temperatures and setups.
Interactive density hierarchy for all 57 materials.
Simulate any material mix and see the settling stack instantly.
Mine Prismite, capture Prismaline gas and automate the Tier 6 distillation line.
Condenser, Ice, Snowmaker and the infinite Lumling water loop.
Closed-loop gold farming with submerged Launchers and Shakers.
Capture, feed and automate Lumling pens.
Deep cavern mining and extreme-heat smelting.