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Sandustry 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.

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Showing 53 of 53 materials
MaterialTypeDensityTagline & UsesProduction ChainProperties
Indestructible
Terrain
derived
Bedrock. Cannot be destroyed by any tool.
From: World boundary layer.
Process: Nothing — permanent.
GoldCURRENCY
Solid
250
derived
Primary tech currency. The heaviest pixel in the game.
From: Shaker output from Wet Sand; Burnt Residue.
Process: Collector (banks it); Smelter → Liquid Gold.
Output: Liquid Gold (2:1 ratio, doubles storage density).
Launchable
Liquid GoldCURRENCY
Liquid
240
derived
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.
Lava
Liquid
220
derived
Underground heat source. Ignites flammables on contact.
From: Lava Cave (deep underground).
Process: Snow → Scoria; Water → Steam; ignites Residue.
Output: Scoria / Steam / Burnt Residue.
Copper
Solid
200
derived
Smelt into Liquid Copper for production chains.
From: Destroying Copper Ore.
Process: Smelter → Liquid Copper (1:1). Cannot melt with flame.
Output: Liquid Copper.
Launchable
Liquid Copper
Liquid
195
derived
Pipelined form of Copper for advanced factories.
From: Smelting Copper in a Smelter.
Process: Pump / Pipe / Liquid Vent.
Aurixite
Solid
185
derived
Gold-adjacent precious solid.
From: Late-game processing.
Process: Advanced refinery.
Launchable
FluxiteUPGRADE
Terrain
180
derived
Upgrade currency for tools, weapons, and drones.
From: Natural underground deposits; Flux Emanator (late game).
Process: Aura Extractor / banked automatically when picked up.
Launchable
Tools: Shovel, Gun, Rocket Launcher, Drill, Laser, Void Gun, Digger
Solidite
Terrain
175
derived
Dense solid terrain. Requires advanced tools.
From: Deep underground.
Process: Drill / Laser.
Tools: Drill, Laser, Void Gun
Copper Ore
Terrain
170
derived
mined terrain that yields Copper.
From: Underground deposits, often near Sand.
Process: Shovel / Drill destroys → drops Copper.
Output: Copper.
Tools: Shovel, Gun, Rocket Launcher, Drill, Laser
Auralite Crystal
Terrain
165
derived
Crystal source of Auralite gas.
From: Underground crystal deposits.
Process: Aura Extractor → Auralite.
Output: Auralite (gas).
Tools: Drill, Laser
Stone
Terrain
160
derived
Hard terrain. Yields nothing — only advanced tools break it.
From: Underground terrain.
Process: Drill / Laser / Void Gun only.
Output: Nothing (clears path).
Tools: Drill, Laser, Void Gun
Shatterstone
Terrain
158
derived
Brittle variant of Stone. Shatters on destruction.
From: Underground terrain.
Process: Drill / Laser / Void Gun.
Tools: Drill, Laser, Void Gun
Crackstone
Terrain
155
derived
Brittle terrain. Fractures under impact.
From: Underground terrain.
Process: Shovel / Gun / Drill.
Tools: Shovel, Gun, Rocket Launcher, Drill
Wet Sand
Solid
150
✓ official
The intermediate that feeds Shakers to produce Gold.
From: 1 Sand + 1 Water → 2 Wet Sand.
Process: Shaker (drops ~25% Gold, pushes out Slag).
Output: Gold + Residue (Slag).
Launchable
Sand
Solid
150
✓ official
Dropped from Dirt. Combine with Water to make Wet Sand.
From: Destroying Dirt with Shovel / Gun / Drill.
Process: Water (touches → Wet Sand).
Output: Wet Sand (1 Sand + 1 Water → 2 Wet Sand).
WettableLaunchable
Limestone
Terrain
150
derived
Sedimentary terrain. Mid-density mining target.
From: Underground terrain.
Process: Shovel / Drill.
Tools: Shovel, Gun, Drill
Sunsand
Solid
148
derived
Warm-climate sand variant.
From: Desert / warm biomes.
Process: Similar to Sand.
WettableLaunchable
Scoria
Terrain
145
derived
Frozen Lava. Destroy to harvest Cinder.
From: Snow + Lava → Scoria.
Process: Any weapon destroys → drops Cinder.
Output: Cinder.
Tools: Shovel, Gun, Rocket Launcher, Drill, Laser, Void Gun
Redsand
Solid
145
derived
Reddish sand variant.
From: Special biomes.
Process: Similar to Sand — wetting / processing.
WettableLaunchable
Wet Seed
Solid
140
derived
Pre-growth stage of Seed after absorbing Water.
From: 1 Seed + 1 Water → 1 Wet Seed.
Process: Planter Box → Flower.
Output: Flower.
Launchable
Mooncrystal
Terrain
140
derived
Crystalline terrain with unique properties.
From: Special biomes.
Process: Drill / Laser.
Tools: Drill, Laser, Void Gun
Prismite
Solid
135
derived
Light-refracting solid. Source of Prismaline gas.
From: Mid-game mining.
Process: Aura Extractor → Prismaline.
Output: Prismaline (gas).
Launchable
Cinder
Solid
130
derived
Portable solid form of Lava. Ignite to revert to Lava.
From: Snow + Lava → Scoria; destroy Scoria → Cinder.
Process: Ignite with Fire/Lava → Lava.
Output: Lava (when ignited).
Launchable
Amethelis
Solid
130
derived
Wet reactive solid. Has a dry variant.
From: Special processing chain.
Process: Drying → Dry Amethelis.
Output: Dry Amethelis.
WettableLaunchable
Void Husk
Solid
120
derived
Shell from Void chain.
From: Void processing.
Process: Void refinery.
Launchable
Dry Amethelis
Solid
115
derived
Dried form of Amethelis. Used in advanced chains.
From: Drying Amethelis.
Process: Advanced production chains.
Launchable
Void Juice
Liquid
115
derived
Void-chain liquid for late-game production.
From: Void material processing.
Process: Void-only refinery.
Burnt Residue
Solid
110
derived
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.
Launchable
Florinol
Liquid
110
derived
Specialty liquid from Florinol Soil.
From: Processing Florinol Soil.
Process: Aura Extractor → Florin.
Output: Florin (gas).
Frostbed
Terrain
105
derived
Frozen terrain. Source of Snow via Cryoblaster or digging.
From: Cold biomes underground.
Process: Cryoblaster / Drill → Snow.
Output: Snow.
Tools: Drill, Laser, Void Gun
Florinol Soil
Terrain
102
derived
Source terrain for Florinol liquid.
From: Special biomes.
Process: Extract → Florinol liquid.
Output: Florinol.
Tools: Shovel, Drill
Dirt
Terrain
100
derived
Starter terrain. Drops Sand when destroyed.
From: Surface terrain (natural).
Process: Shovel / Gun / Drill destroys → drops Sand.
Output: Sand.
Tools: Shovel, Gun, Rocket Launcher, Drill, Laser, Void Gun
Water
Liquid
100
derived
Critical factory resource. Wets Sand & Seeds.
From: Surface lakes; melting Ice; rain from Steam; Lumlings.
Process: Touches Sand → Wet Sand; boils → Steam.
Output: Wet Sand / Wet Seed / Steam.
Redsoil
Terrain
98
derived
Reddened surface terrain variant.
From: Surface terrain (specific biomes).
Process: Shovel / Gun / Drill.
Tools: Shovel, Gun, Rocket Launcher
Dune
Terrain
95
derived
Surface sand terrain variant.
From: Surface terrain (desert biomes).
Process: Shovel / Gun / Drill destroys → drops Sand.
Output: Sand.
Tools: Shovel, Gun, Rocket Launcher
Ice
Terrain
92
derived
Frozen Water. Not diggable; melt with Fire → Water.
From: Snow + deep Water → Ice; cold biomes.
Process: Fire / Flamethrower → Water.
Output: Water.
Residue
Solid
90
derived
Slag pushed off the Shaker. Flammable, useful as fuel.
From: Shaker top-output while processing Wet Sand.
Process: Burn over Lava / Fire → Burnt Residue.
Output: Burnt Residue (drops trace Gold).
BurnableLaunchable
Seed
Solid
85
derived
Plant precursor. Wet it to grow Flowers.
From: Surface vegetation / Planter Box cycle.
Process: Water → Wet Seed → Planter Box → Flower.
Output: Wet Seed.
WettableLaunchable
Flower
Solid
80
derived
Grown from Wet Seed. Burnable mid-game fuel source.
From: Planter Box with Wet Seed.
Process: Burn → Burnt Residue (+ small Gold chance).
Output: Burnt Residue.
BurnableLaunchable
Moonhop
Solid
75
derived
Low-gravity solid. Bounces or floats unusually.
From: Special biomes.
Process: Advanced chain.
Launchable
Moss
Terrain
70
derived
Soft organic terrain layer.
From: Surface of Stone / Dirt in damp biomes.
Process: Shovel / Gun.
BurnableWettable
Tools: Shovel, Gun
Void Seed
Solid
70
derived
Starter of the Void plant chain.
From: Late-game biomes.
Process: Water → Void Petal → Voidbloom.
Output: Void Petal.
WettableLaunchable
Voidbloom
Solid
65
derived
Void-ecology flower. Advanced chain.
From: Void Seed → Void Petal → Voidbloom cycle.
Process: Void-only refining.
WettableLaunchable
Vine
Terrain
60
derived
Climbing organic terrain.
From: Surface vegetation.
Process: Shovel / Gun.
BurnableWettable
Tools: Shovel, Gun
Void Petal
Solid
55
derived
Void-plant intermediate.
From: Void Seed growth.
Process: Refining → Voidbloom.
Output: Voidbloom.
WettableLaunchable
Puff
Terrain
50
derived
Extremely light terrain. Floats or drifts.
From: Special biomes.
Process: Shovel / Vacuum.
Launchable
Tools: Shovel
Snow
Solid
40
derived
Light frozen powder. Renewable Water source.
From: Cryoblaster; digging Frostbed.
Process: Fire → Steam; deep Water → Ice; Lava → Scoria.
Output: Steam / Ice / Scoria.
Launchable
Auralite
Gas
15
derived
Utility gas extracted from Auralite Crystal.
From: Aura Extractor on Auralite Crystal.
Process: Used in advanced production.
Prismaline
Gas
14
derived
Gas extracted from Prismite.
From: Aura Extractor on Prismite.
Process: Advanced chain.
Florin
Gas
12
derived
Gas extracted from Florinol liquid.
From: Aura Extractor on Florinol.
Process: Advanced chain.
Steam
Gas
10
derived
Rising gas. Condenses into rain at the sky ceiling.
From: Heating Water / Snow with Fire / Flamethrower.
Process: Reaches sky → rains down as Water.
Output: Water (renewable loop with Cryoblaster).
Depleted Steam
Gas
8
derived
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. “Gold is the heaviest pixel”, “Lava sinks below Water”) plus observed in-game settling behavior. Absolute numbers are relative ordering indicators, not kg/m³ — use them for sort logic, not as physical constants.
  • Want the calculator? See the Density Calculator →