Sandustry materials
沙金工業 Sandustry材料是具有密度、溫度和反應的獨立像素。本名錄列出截至 15 August 2026 已存在的所有官方維基材料頁面。密度欄空白代表尚未發布,不是零。礦渣等社群名稱會放在官方Residue旁的別名欄。本頁數字的唯一來源是官方商店文案、Hooded Horse維基名錄和 Steam 更新說明。社群名稱保留在別名欄。
如何閱讀名錄
官方資訊框欄位包括互動、密度、物質類型、取得來源、加工方式、副產品、可燃、可濕和可發射。我們保留這個骨架。黃金是唯一已發布密度為 300 的固體。水是唯一已發布密度為 100 的流體。其他一切都要等第一方數據。
入門循環的材料是沙、濕沙、水、黃金和 Residue。中期會加入 Redsand、Amethelis、Voidbloom 和 Fluxite。高熱材料包括熔岩、火山渣、灰燼與火。低溫材料包括冰、雪,以及凝結時的蒸氣。Auralite、Florinol 和 Energy 等遠古與能源像素,即使它們的機器仍是紅鏈結,也各自有命名頁面。
核心精煉像素
沙加水會以 1+1=2 製成濕沙。將濕沙放到 Shaker 上會變成黃金和 Residue。Residue 燃燒後會變成燒焦的 Residue,接著送入動力壓機。這就是前期經濟的全部。把乾沙放在 Shaker 上只會卡住。
濕沙→Shaker→黃金 + Residue
Redsand 比地表沙更密,混合至 Voidbloom 時會供給 Fluxite 的植物循環。Demo Hotfix 8 降低了以火箭採礦作為 Redsand 策略的效益。進入紅色層後,請使用輸送帶與篩選器,不要使用爆炸物。
| 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. |
相變像素
Steam 的關於文字就是物理說明卡:冰受熱會融化成水;水煮沸後會變成蒸氣並上升;蒸氣可以化為雨水回落。雪可以燃燒取水。雪加水會製成冰。雪加熔岩會製成火山渣,並消耗雪。在加熱槽把濕材料煮熟或讓蒸氣灌滿庫房前,先規劃好熱源。
不可摧毀的像素標示地圖邊界與部分庫房外殼。工具無法刪除它們。請把這視為佈局限制,而不是錯誤。
我們拒絕捏造的內容
Copper Ore、Liquid Copper、Prismite、Moonhop、Sunsand 以及數種虛空零件都有官方名稱,但沒有公開配方。它們保留在此表中,讓材料名冊符合官方 wiki 的基準。這裡不會替它們捏造密度或虛構冶煉產物。
玩家如何使用這張表
要規劃循環時,請按類別排序。地表像素供給 Shaker。流體供給槽體。熱像素供給燃燒線。植物像素供給 Fluxite。遠古與能源像素屬於後期內容。如果某列沒有密度,就不要自行捏造 Filter 設定。在有人公布數值前,請先手動分流那條輸送帶。
常見問題
為什麼沒有 Slag?
它並沒有消失。官方名稱是 Residue。Slag 是 sandustry.wiki 與較早期 demo 指南使用的社群別名。
為什麼有這麼多密度是空白的?
我們能驗證的第一方數值只有黃金 (300) 和水 (100)。留白比猜一張圖表更誠實。
要完成搶先體驗內容,需要收集每種像素嗎?
不用。已公布的勝利條件是工業擴張加上遠古庫房。沙、水、黃金、Residue、Redsand、Fluxite 與植物鏈已涵蓋有文件記載的貨幣。