Sandustry materials
沙金工业 Sandustry 材料是拥有密度、温度和反应属性的独立像素。本名单列出了截至 15 August 2026 已存在的所有官方 Wiki 材料页面。密度栏为空表示尚未公布,不代表数值为零。像炉渣这样的社区名称会与官方 Residue 并列在别名栏中。本页面数字的唯一来源是官方商店文案、Hooded Horse Wiki 名单和 Steam 补丁说明。社区名称保留在别名栏中。
如何阅读名单
官方信息框字段包括交互、密度、物质类型、获取途径、加工方式、副产物、可燃、可湿润和可发射。我们保留这套结构。黄金是唯一公布密度为 300 的固体。水是唯一公布密度为 100 的流体。其他一切都要等第一方数值公布。
开局循环材料是沙子、湿沙、水、黄金和Residue。中期会加入Redsand、Amethelis、Voidbloom和Fluxite。热态材料包括岩浆、火山渣、煤渣和火。冷态材料包括冰、雪,以及凝结后的蒸汽。Auralite、Florinol、能量等远古与电力像素,即使对应机器仍是红链,也会作为独立页面存在。
核心精炼像素
沙子加水会以1+1=2的比例制成湿沙。将湿沙放在Shaker上会变成黄金和Residue。Residue燃烧后会变成烧焦的Residue,随后进入动力压机。这就是早期经济的全部内容。把干沙放在Shaker上只会停滞。
湿沙→Shaker→黄金 + Residue
Redsand比地表沙子更致密,与Voidbloom混合后可供给Fluxite植物循环。Demo 热修复 8削弱了火箭采矿作为Redsand策略的作用。进入红色层后,应使用传送带和过滤器,而不是炸药。
| Name | Aliases | Category | Density | Obtained | Processed | Summary |
|---|---|---|---|---|---|---|
| Sand | surface | — | Surface dig, Dirt layers | Water contact | Starter granular solid. Mixes with Water into Wet Sand. Dry Sand on a Shaker produces no Gold. | |
| Wet Sand | surface | 150 | Sand + Water | Shaker | Official density 150. Sand + Water makes Wet Sand at 1:2 (one water). Only this state belongs on a Shaker. Gold falls through; Residue stays on top. | |
| Gold | product | 300 | Shaker on Wet Sand, Kinetic Press on Burnt Residue | Research spend | Heaviest printed pixel (density 300). Research currency only after it sits in a Collector. Can smelt to Liquid Gold and still count. Shaker chance about 1 in 4. | |
| Residue | Slag | byproduct | 50 | Shaker | Fire, Lava, Kinetic Press after burn | Official density 50. Official name Residue (community: Slag). Every Shaker Wet Sand makes one Residue. Fire: each pixel has a 25 percent chance to become Burnt Residue, else it is consumed. |
| Burnt Residue | Burnt Slag | byproduct | — | Burned Residue | Kinetic Press | Residue after fire. Drop at least 25 blocks onto a Kinetic Press for 1 Gold + 1 Seed. Too little height and it just sits. |
| Water | fluid | 100 | Lakes, Melted Ice, Burned Snow | Sand wetting, Heat, Cold | Official density 100. Heats to Steam, freezes to Ice. Sand drinks limited reservoirs. Lumlings are the documented infinite refill. Pipes move it; lava cannot share those pipes. | |
| Ice | fluid | — | Cold Water, Snow + Water | Heat, Flamethrower, Lava | Steam page physics: Ice melts when heated. Thick ice walls are a common vault obstacle. | |
| Steam | fluid | — | Boiled Water | Cooling, Rain | Rises when water boils. Official copy says it can fall again as rain if it reaches the sky. | |
| Snow | cold | — | Cold biomes | Fire, Water, Lava | Cryoblaster writes infinite Snow. Snow freezes Water, solidifies Lava, or can be steamed into rain. | |
| Redsand | RedSand | deep | — | Deeper biomes | Amethelis mix, Filters | Denser sand variant used in Fluxite loops. Demo Hotfix 8 reduced rocket spam as a quarry method. |
| Redsoil | deep | — | Red biomes | Official wiki pixel. Treat as the packed/red-soil companion to Redsand until a full infobox is copied. | ||
| Fluxite | product | — | Natural veins, Flux Emanator | Inventory upgrades | Second currency. Official beginner page: unlocks upgrades for Grabber, Flamethrower, and Drones. | |
| Amethelis | botanical | — | Flowers | Redsand mix, Drying | Petal resource from flowers. Mixed with Redsand toward Voidbloom. Also sits on the energy chain toward Florin. | |
| Dry Amethelis | botanical | — | Dried Amethelis | Energy chain | Dried petal step on the official energy path: Amethelis → Dry Amethelis → Florin → Florinol. | |
| Voidbloom | botanical | 30 | Amethelis + Redsand | Flux Emanator | Official density 30. Void Petals + Redsand. Feed the Flux Emanator 1:1 to grow Fluxite. | |
| Void Husk | void | — | Void plants | Official void-plant leftover. Keep on the roster; do not invent a recipe. | ||
| Void Juice | Voidjuice | void | — | Void plants | Official liquid void product. Locator text on the official wiki mentions it. | |
| Void Petal | void | — | Void plants | Official void botanical part. | ||
| Void Seed | void | — | Void plants | Planter Box | Official seed variant for void flora. | |
| Seed | botanical | — | Plants, Kinetic Press spores | Water, Planter Box | Steam: watered seeds bloom into flowers that can be ignited for resources. | |
| Wet Seed | botanical | — | Seed + Water | Growth | Wetted seed state before bloom. | |
| Flower | botanical | — | Watered seeds | Fire, Harvest | Planter Box product. Official article: Moss stem + 4 Amethelis + 1 Gold. Destroy with weapons or Fire. | |
| Moss | botanical | — | Damp surfaces | Official organic pixel. Treat as a fire-spread risk near flamethrower work. | ||
| Lava | heat | — | Deep heat, Remelted Scoria/Cinder | Cooling, Snow contact | Official heat fluid. Used to burn Residue and cut ice. Pipes and vents move it. | |
| Scoria | heat | — | Lava + Snow or cooling | Further heat | Cooled lava rock used to relocate heat without an open lava lake. | |
| Cinder | heat | — | Scoria chain | Remelt | Frozen lava. Official lava-move path: freeze Lava to Cinder, haul it, reignite with a Flamethrower. | |
| Fire | heat | — | Flamethrower, Ignited organics | Spreads through organic tiles. Official tool path for Residue and flowers. | ||
| Dirt | terrain | — | Surface | Common terrain pixel on the official materials list. | ||
| Stone | terrain | — | Crust | Drill, Explosives | Hard crust pixel. Prefer tools over shovels once you leave sand. | |
| Crackstone | terrain | — | Mid layers | Heavy tools | Official hard rock. Community guides ask how to break it; use heavy tools, not shakers. | |
| Copper Ore | metal | — | Ore veins | Heat | Official ore. Smelting buildings on the official wiki are still partly redlinks, so do not invent a smelter recipe. | |
| Copper | metal | — | Copper Ore | Heat | Refined copper pixel listed on the official wiki. | |
| Liquid Copper | metal | — | Melted Copper | Molds | Molten copper. Copper Mold is still a redlink building. | |
| Liquid Gold | metal | — | Melted Gold | Molten gold pixel. Do not assume it spends like solid Gold on the research desk. | ||
| Auralite | ancient | — | Ancient layers | Research spend | Ancient crystal currency mentioned beside Gold on the official research page. | |
| Aurixite | ancient | — | Ancient layers | Official related crystal. No public recipe on 2026-08-15. | ||
| Energy | power | — | Florinol chain | Batteries, Connectors | Power resource on the official beginner energy chain. Spend and storage buildings are partly redlinks. | |
| Florin | power | — | Dry Amethelis | Mid step on Amethelis → Florinol energy refining. | ||
| Florinol | power | — | Florin | Batteries | Official energy fluid. Florinol Battery is still a redlink. | |
| Prismite | ancient | — | Deep layers | Official crystal pixel. | ||
| Prismaline | ancient | — | Deep layers | Official crystal companion to Prismite. | ||
| Sunsand | surface | — | Lit surface | Official bright sand variant. | ||
| Moonhop | special | — | Special layers | Official named pixel. No public interaction table yet. | ||
| Indestructible | terrain | — | Map bounds, Vault shells | World boundary / vault shell pixel. Tools do not delete it. | ||
| Auralite Crystal | terrain | — | Official terrain on the wiki main page. | |||
| Dune | terrain | — | Official terrain name on the wiki main page. | |||
| Florinol Soil | terrain | — | Official terrain. Distinct from the Florinol liquid. | |||
| Frostbed | cold | — | Official cold terrain on the main-page grid. | |||
| Limestone | terrain | — | Official terrain. | |||
| Mooncrystal | ancient | — | Official terrain next to Moonhop. | |||
| Puff | terrain | — | Official terrain name. No published recipe. | |||
| Shatterstone | terrain | — | Official hard terrain. | |||
| Solidite | terrain | — | Official terrain. | |||
| Vine | botanical | — | Official botanical terrain. Fire risk next to Moss. | |||
| Depleted Steam | fluid | — | Official gas on the main-page grid. |
相变像素
蒸汽的 About 文本就是物理规则卡:冰受热会融化成水;水煮沸后会变成蒸汽并上升;蒸汽还能化作雨水返回。雪可以燃烧取水。雪加水会制成冰。雪加岩浆会制成火山渣,并消耗雪。在加热湿化罐或让蒸汽淹没仓库前,先规划好热量路线。
不可摧毁像素标记着地图边界和部分仓库外壳。工具无法删除它们。应把它们视为布局限制,而不是漏洞。
我们拒绝凭空编造的内容
铜矿、液态铜、Prismite、Moonhop、Sunsand以及数种虚空部件都有官方名称,却没有公开配方。它们保留在这张表中,以便材料名录与官方 Wiki 的最低收录范围一致。这里不会给它们虚构密度或编造熔炉产物。
玩家如何使用这张表
需要规划循环时,按类别筛选。地表像素供给Shaker。流体供给罐体。热像素供给燃烧线。植物像素供给Fluxite。远古与电力像素属于后期内容。如果某行没有密度,就不要自行编造 Filter 设置。先手动拆分这条传送带,直到有人公布数值。
常见问题
为什么没有 Slag?
它并没有缺失。官方名称是Residue。Slag 是 sandustry.wiki 和旧版 Demo 指南中使用的社区别名。
为什么有这么多密度是空白?
我们能核实的一手数据只有黄金(300)和水(100)。留空比猜一个数值更诚实。
完成抢先体验需要收集每一种像素吗?
不需要。公开的胜利条件是工业扩张加上远古仓库。沙子、水、黄金、Residue、Redsand、Fluxite以及植物链,已经覆盖有文档记录的货币。