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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.

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Showing 56 of 56 materials
Indestructible
Terrain
∞
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).
Launchable
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.
Tools: Shovel, Gun, Rocket Launcher, Drill, Laser
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.
Launchable
Lava
Liquid
200
βœ“ 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.
Launchable
Aurixite
Solid
185
simulated
Gold-adjacent precious solid.
From: Late-game processing.
Process: Advanced refinery.
Launchable
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.
Launchable
Tools: Shovel, Gun, Rocket Launcher, Drill, Laser, Void Gun, Digger
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.
Tools: Drill, Laser, Void Gun
Auralite Crystal
Terrain
165
simulated
Crystal source of Auralite gas.
From: Underground crystal deposits.
Process: Aura Extractor β†’ Auralite.
Output: Auralite (gas).
Tools: Drill, Laser
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).
Tools: Drill, Laser, Void Gun
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.
Tools: Pickaxe, Mining Laser, Kinetic Press, Drill
Shatterstone
Terrain
158
simulated
Brittle variant of Stone. Shatters on destruction.
From: Underground terrain.
Process: Drill / Laser / Void Gun.
Tools: Drill, Laser, Void Gun
Crackstone
Terrain
155
simulated
Brittle terrain. Fractures under impact.
From: Underground terrain.
Process: Shovel / Gun / Drill.
Tools: Shovel, Gun, Rocket Launcher, Drill
Wet Sand
Solid
150
βœ“ 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).
Launchable
Sand
Solid
150
βœ“ 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).
WettableLaunchable
Limestone
Terrain
150
simulated
Sedimentary terrain. Mid-density mining target.
From: Underground terrain.
Process: Shovel / Drill.
Tools: Shovel, Gun, Drill
Sunsand
Solid
148
simulated
Warm-climate sand variant.
From: Desert / warm biomes.
Process: Similar to Sand.
WettableLaunchable
Scoria
Terrain
145
simulated
Frozen Lava. Destroy to harvest Cinder.
From: Snow + Lava β†’ Scoria.
Process: Any weapon destroys β†’ drops Cinder.
Output: Cinder.
Tools: Shovel, Gun, Rocket Launcher, Drill, Laser, Void Gun
Redsand
Solid
145
simulated
Reddish sand variant.
From: Special biomes.
Process: Similar to Sand β€” wetting / processing.
WettableLaunchable
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.
BurnableLaunchable
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.
Launchable
Mooncrystal
Terrain
140
simulated
Crystalline terrain with unique properties.
From: Special biomes.
Process: Drill / Laser.
Tools: Drill, Laser, Void Gun
Prismite
Solid
135
simulated
Light-refracting solid. Source of Prismaline gas.
From: Mid-game mining.
Process: Aura Extractor β†’ Prismaline.
Output: Prismaline (gas).
Launchable
Amethelis (Raw)
Solid
130
simulated
Wet reactive solid. Has a dry variant.
From: Special processing chain.
Process: Drying β†’ Dry Amethelis.
Output: Dry Amethelis.
WettableLaunchable
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.
WettableLaunchable
Void Husk
Solid
120
simulated
Shell from Void chain.
From: Void processing.
Process: Void refinery.
Launchable
Dry Amethelis
Solid
115
simulated
Dried form of Amethelis. Used in advanced chains.
From: Drying Amethelis.
Process: Advanced production chains.
Launchable
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.
Launchable
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.
Tools: Drill, Laser, Void Gun
Florinol Soil
Terrain
102
simulated
Source terrain for Florinol liquid.
From: Special biomes.
Process: Extract β†’ Florinol liquid.
Output: Florinol.
Tools: Shovel, Drill
Dirt
Terrain
100
simulated
Starter terrain. Drops Sand when destroyed.
From: Surface terrain (natural).
Process: Shovel / Gun / Drill destroys β†’ drops Sand.
Output: Sand.
Tools: Shovel, Gun, Rocket Launcher, Drill, Laser, Void Gun
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.
Tools: Shovel, Gun, Rocket Launcher
Dune
Terrain
95
simulated
Surface sand terrain variant.
From: Surface terrain (desert biomes).
Process: Shovel / Gun / Drill destroys β†’ drops Sand.
Output: Sand.
Tools: Shovel, Gun, Rocket Launcher
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).
BurnableLaunchable
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.
Launchable
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.
WettableLaunchable
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.
BurnableLaunchable
Moonhop
Solid
75
simulated
Low-gravity solid. Bounces or floats unusually.
From: Special biomes.
Process: Advanced chain.
Launchable
Moss
Terrain
70
simulated
Soft organic terrain layer.
From: Surface of Stone / Dirt in damp biomes.
Process: Shovel / Gun.
BurnableWettable
Tools: 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.
WettableLaunchable
Vine
Terrain
60
simulated
Climbing organic terrain.
From: Surface vegetation.
Process: Shovel / Gun.
BurnableWettable
Tools: Shovel, Gun
Void Petal
Solid
55
simulated
Void-plant intermediate.
From: Void Seed growth.
Process: Refining β†’ Voidbloom.
Output: Voidbloom.
WettableLaunchable
Puff
Terrain
50
simulated
Extremely light terrain. Floats or drifts.
From: Special biomes.
Process: Shovel / Vacuum.
Launchable
Tools: Shovel
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.
Launchable
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. β€œGold is the heaviest pixel”, β€œLava sinks below Water”) 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†’
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// ADVANCED PHYSICS GUIDE

Settling Anti-Clog Design & Sinking Chamber Engineering

DENSITY ORDERING MATRIX

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)

1. TOP LIQUIDSWater (100)Void Juice (105)
2. LIGHT RESIDUESlag (135)Floats on sand pool
3. BULK TERRAINSand (150)Subterranean loose sand
4. SEDIMENTARY STRATASandstone (160)Crushes to Quartz/Sand
5. APEX BEDGold (200)Fastest sinking pixel
01 Β· Sandstone (160) Routing

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.

02 Β· 45Β° Chute Angle Rule

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.

03 Β· Sinking Chamber Skimmers

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.

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