Sandustry Settling Order & Material Database
Every material in Sandustry, with its density, matter type, and full processing chain. Sort by density to plan your settling order; filter by matter type to design your logistics.
| Material | Type | Density | Tagline & Uses | Production Chain | Action |
|---|---|---|---|---|---|
Indestructible | Terrain | β simulated | Bedrock. Cannot be destroyed by any tool. | From: World boundary layer. Process: Nothing β permanent. | |
GoldCURRENCY | Solid | 250 simulated | Primary tech currency. The heaviest pixel in the game. | From: Shaker output from Wet Sand; Burnt Residue. Process: Collector (banks it); Smelter β Liquid Gold. Output: Liquid Gold (2:1 ratio, doubles storage density). | |
Liquid GoldCURRENCY | Liquid | 240 simulated | Compacted form of Gold. Each pixel = 2 Gold value. | From: Smelting Gold in a Smelter. Process: Pump / Pipe / Liquid Vent into Collector. Output: Counts as Gold currency while in Collector. | |
Copper Ore | Terrain | 210 simulated | mined terrain that yields Copper. | From: Underground deposits, often near Sand. Process: Shovel / Drill destroys β drops Copper. Output: Copper. | |
Copper | Solid | 200 simulated | Smelt into Liquid Copper for production chains. | From: Destroying Copper Ore. Process: Smelter β Liquid Copper (1:1). Cannot melt with flame. Output: Liquid Copper. | |
Lava | Liquid | 200 β verified | Underground heat source. Ignites flammables on contact. | From: Lava Cave (deep underground). Process: Snow β Scoria; Water β Steam; ignites Residue. Output: Scoria / Steam / Burnt Residue. | |
Amethelis Crystal | Solid | 190 simulated | Purple crystal harvested from flowers. Combines with Redsand to create Voidbloom. | From: Destroying mature Amethelis Flowers (grown from Bio-Spores in Planter Box). Process: Dropped onto Redsand β 2x Voidbloom. Output: Voidbloom, 1x Gold per harvest. | |
Aurixite | Solid | 185 simulated | Gold-adjacent precious solid. | From: Late-game processing. Process: Advanced refinery. | |
FluxiteUPGRADE | Terrain | 180 simulated | Upgrade currency for tools, weapons, and drones. | From: Natural underground deposits; Flux Emanator (late game). Process: Aura Extractor / banked automatically when picked up. | |
Liquid Copper | Liquid | 180 simulated | Pipelined form of Copper for advanced factories. | From: Smelting Copper in a Smelter. Process: Pump / Pipe / Liquid Vent. | |
Solidite | Terrain | 175 simulated | Dense solid terrain. Requires advanced tools. | From: Deep underground. Process: Drill / Laser. | |
Auralite Crystal | Terrain | 165 simulated | Crystal source of Auralite gas. | From: Underground crystal deposits. Process: Aura Extractor β Auralite. Output: Auralite (gas). | |
Stone | Terrain | 160 simulated | Hard terrain. Yields nothing β only advanced tools break it. | From: Underground terrain. Process: Drill / Laser / Void Gun only. Output: Nothing (clears path). | |
Sandstone | Terrain | 160 simulated | Sedimentary stone layer; crushable into Sand & Quartz. | From: Deep desert subterranean strata (Layer -15m to -45m). Process: Kinetic Press (crush) or Mining Laser / Drill. Output: 70% Sand, 25% Stone Dust, 5% Quartz Crystals. | |
Shatterstone | Terrain | 158 simulated | Brittle variant of Stone. Shatters on destruction. | From: Underground terrain. Process: Drill / Laser / Void Gun. | |
Crackstone | Terrain | 155 simulated | Brittle terrain. Fractures under impact. | From: Underground terrain. Process: Shovel / Gun / Drill. | |
Wet Sand | Solid | 150 β verified | The intermediate that feeds Shakers to produce Gold. | From: 1 Sand + 1 Water β 2 Wet Sand. Process: Shaker (drops ~25% Gold, pushes out Slag). Output: Gold + Residue (Slag). | |
Sand | Solid | 150 β verified | Dropped from Dirt. Combine with Water to make Wet Sand. | From: Destroying Dirt with Shovel / Gun / Drill. Process: Water (touches β Wet Sand). Output: Wet Sand (1 Sand + 1 Water β 2 Wet Sand). | |
Limestone | Terrain | 150 simulated | Sedimentary terrain. Mid-density mining target. | From: Underground terrain. Process: Shovel / Drill. | |
Sunsand | Solid | 148 simulated | Warm-climate sand variant. | From: Desert / warm biomes. Process: Similar to Sand. | |
Scoria | Terrain | 145 simulated | Frozen Lava. Destroy to harvest Cinder. | From: Snow + Lava β Scoria. Process: Any weapon destroys β drops Cinder. Output: Cinder. | |
Redsand | Solid | 145 simulated | Reddish sand variant. | From: Special biomes. Process: Similar to Sand β wetting / processing. | |
Cinder | Solid | 140 simulated | Volcanic fuel pebble. Ignited with Flamethrower to create permanent Lava. | From: Destroying Scoria blocks with Drill / Shovel. Process: Flamethrower in enclosed basin β Liquid Lava. Output: Lava. | |
Wet Seed | Solid | 140 simulated | Pre-growth stage of Seed after absorbing Water. | From: 1 Seed + 1 Water β 1 Wet Seed. Process: Planter Box β Flower. Output: Flower. | |
Mooncrystal | Terrain | 140 simulated | Crystalline terrain with unique properties. | From: Special biomes. Process: Drill / Laser. | |
Prismite | Solid | 135 simulated | Light-refracting solid. Source of Prismaline gas. | From: Mid-game mining. Process: Aura Extractor β Prismaline. Output: Prismaline (gas). | |
Amethelis (Raw) | Solid | 130 simulated | Wet reactive solid. Has a dry variant. | From: Special processing chain. Process: Drying β Dry Amethelis. Output: Dry Amethelis. | |
Bio-Spore | Solid | 120 simulated | Organic seed spore reclaimed by crushing Burnt Slag in Kinetic Press. | From: Kinetic Slag Press (25+ block drop impact on Burnt Slag). Process: Planter Box + Water β Amethelis Flower. Output: Amethelis Flower. | |
Void Husk | Solid | 120 simulated | Shell from Void chain. | From: Void processing. Process: Void refinery. | |
Dry Amethelis | Solid | 115 simulated | Dried form of Amethelis. Used in advanced chains. | From: Drying Amethelis. Process: Advanced production chains. | |
Void Juice | Liquid | 115 simulated | Void-chain liquid for late-game production. | From: Void material processing. Process: Void-only refinery. | |
Burnt Residue | Solid | 110 simulated | Post-burn ash. Occasionally drops bonus Gold. | From: Burning Residue over Lava or open flame. Process: Collector / Launcher to bank any Gold released. Output: Small amount of Gold. | |
Florinol | Liquid | 110 simulated | Specialty liquid from Florinol Soil. | From: Processing Florinol Soil. Process: Aura Extractor β Florin. Output: Florin (gas). | |
Frostbed | Terrain | 105 simulated | Frozen terrain. Source of Snow via Cryoblaster or digging. | From: Cold biomes underground. Process: Cryoblaster / Drill β Snow. Output: Snow. | |
Florinol Soil | Terrain | 102 simulated | Source terrain for Florinol liquid. | From: Special biomes. Process: Extract β Florinol liquid. Output: Florinol. | |
Dirt | Terrain | 100 simulated | Starter terrain. Drops Sand when destroyed. | From: Surface terrain (natural). Process: Shovel / Gun / Drill destroys β drops Sand. Output: Sand. | |
Water | Liquid | 100 simulated | Critical factory resource. Wets Sand & Seeds. | From: Surface lakes; melting Ice; rain from Steam; Lumlings. Process: Touches Sand β Wet Sand; boils β Steam. Output: Wet Sand / Wet Seed / Steam. | |
Redsoil | Terrain | 98 simulated | Reddened surface terrain variant. | From: Surface terrain (specific biomes). Process: Shovel / Gun / Drill. | |
Dune | Terrain | 95 simulated | Surface sand terrain variant. | From: Surface terrain (desert biomes). Process: Shovel / Gun / Drill destroys β drops Sand. Output: Sand. | |
Ice | Terrain | 92 simulated | Frozen Water. Not diggable; melt with Fire β Water. | From: Snow + deep Water β Ice; cold biomes. Process: Fire / Flamethrower β Water. Output: Water. | |
Residue | Solid | 90 simulated | Slag pushed off the Shaker. Flammable, useful as fuel. | From: Shaker top-output while processing Wet Sand. Process: Burn over Lava / Fire β Burnt Residue. Output: Burnt Residue (drops trace Gold). | |
VoidbloomUPGRADE | Solid | 85 simulated | Deep purple reaction mass. Fed into Flux Emanator to generate Fluxite. | From: Dropping 1x Amethelis onto 1x Redsand via gravity collision. Process: Flux Emanator β Fluxite. Output: Fluxite currency. | |
Seed | Solid | 85 simulated | Plant precursor. Wet it to grow Flowers. | From: Surface vegetation / Planter Box cycle. Process: Water β Wet Seed β Planter Box β Flower. Output: Wet Seed. | |
Flower | Solid | 80 simulated | Grown from Wet Seed. Burnable mid-game fuel source. | From: Planter Box with Wet Seed. Process: Burn β Burnt Residue (+ small Gold chance). Output: Burnt Residue. | |
Moonhop | Solid | 75 simulated | Low-gravity solid. Bounces or floats unusually. | From: Special biomes. Process: Advanced chain. | |
Moss | Terrain | 70 simulated | Soft organic terrain layer. | From: Surface of Stone / Dirt in damp biomes. Process: Shovel / Gun. | |
Void Seed | Solid | 70 simulated | Starter of the Void plant chain. | From: Late-game biomes. Process: Water β Void Petal β Voidbloom. Output: Void Petal. | |
Vine | Terrain | 60 simulated | Climbing organic terrain. | From: Surface vegetation. Process: Shovel / Gun. | |
Void Petal | Solid | 55 simulated | Void-plant intermediate. | From: Void Seed growth. Process: Refining β Voidbloom. Output: Voidbloom. | |
Puff | Terrain | 50 simulated | Extremely light terrain. Floats or drifts. | From: Special biomes. Process: Shovel / Vacuum. | |
Snow | Solid | 40 simulated | Light frozen powder. Renewable Water source. | From: Cryoblaster; digging Frostbed. Process: Fire β Steam; deep Water β Ice; Lava β Scoria. Output: Steam / Ice / Scoria. | |
Auralite | Gas | 15 simulated | Utility gas extracted from Auralite Crystal. | From: Aura Extractor on Auralite Crystal. Process: Used in advanced production. | |
Prismaline | Gas | 14 simulated | Gas extracted from Prismite. | From: Aura Extractor on Prismite. Process: Advanced chain. | |
Florin | Gas | 12 simulated | Gas extracted from Florinol liquid. | From: Aura Extractor on Florinol. Process: Advanced chain. | |
Steam | Gas | 10 simulated | Rising gas. Condenses into rain at the sky ceiling. | From: Heating Water / Snow with Fire / Flamethrower. Process: Reaches sky β rains down as Water. Output: Water (renewable loop with Cryoblaster). | |
Depleted Steam | Gas | 8 simulated | Exhaust form of Steam after doing work. | From: Steam Dryer / Thermal Buffer output. Process: Vents / dissipates. |
Data Sources & Methodology
- Verified density values (gold bar) are taken from the official Sandustry wiki at wiki.hoodedhorse.com/Sandustry (developer: Lantto Games, publisher: Hooded Horse).
- Derived values (gray bar) are inferred from the wiki's physics descriptions (e.g. βGold is the heaviest pixelβ, βLava sinks below Waterβ) plus observed in-game settling behavior. Absolute numbers are relative ordering indicators, not kg/mΒ³ β use them for sort logic, not as physical constants.
- Want the calculator? See the Density Calculator β
Settling Anti-Clog Design & Sinking Chamber Engineering
In Sandustry, falling sand physics govern every automated extraction pipeline. When mixed subterranean outputs (such as Sandstone, raw Sand, Slag, and Gold) fall into the same drop conduit, they naturally stratify according to their pixel density. Understanding this sequence prevents catastrophic factory jams and enables 0-power separation chambers.
Natural Subterranean Settling Stack (Top to Bottom)
Excavated between -15m and -45m, Sandstone sinks faster than standard sand (150) but settles above Gold (200). Route it directly to a Kinetic Press: one crushing cycle converts it into 70% Sand, 25% Stone Dust, and 5% high-value Quartz Crystals.
Never drop multi-density streams onto a flat 90Β° horizontal catch-pan. The lighter material (Slag at 135) forms a surface barrier that traps incoming Sandstone. Always drop onto a 45-degree angled slide with a 2-pixel vertical drop gap to keep particles moving.
In a dedicated settling basin, extract Gold (200) from the lowest floor drain using a bottom suction port, skim Slag (135) from the upper liquid weir, and siphon intermediate Sandstone (160) from the mid-depth outlet for zero-power sorting.
Related Sandustry Guides
Sandustry Water Guide: 4 Ways to Get Infinite Water
Condenser, Ice, Snowmaker and the infinite Lumling water loop.
Sandustry Density Calculator: Settling Order Tool
Simulate any material mix and see the settling stack instantly.
Sandustry Ratios Calculator: Factory Throughput Planner
Shaker-to-Launcher ratios and Gold/min throughput math.
Sandustry Research Tree: All 46 Techs & Costs
All 46 research nodes with Gold and Recall Shard costs.
Sandustry Machines & Automation Encyclopedia
All 12 buildings: inputs, outputs, temperatures and setups.
Sandustry Logic Gates & Sensors Guide
AND/OR/NOT gates, Item & Fluid Sensors, anti-clog circuits.
Voidjuice in Sandustry: Recipe, Prismaline & Automation
Mine Prismite, capture Prismaline gas and automate the Tier 6 distillation line.
Sandustry Gold Factory Automation Blueprint Guide
Closed-loop gold farming with submerged Launchers and Shakers.