Sandustry Guide and Wiki

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Sandustry Conveyor and Launcher Routing Guide

Transport can appear active while useful material misses a capture point or accumulates off screen. This guide treats every handoff as an interface with a feed shape, landing zone, destination capacity, and recovery path.

Early Access · solid logistics · Checked 2026-08-22

Confirm direction and material

Use a tiny clean sample to verify current placement direction and accepted solid behavior. Clear the route before rotating or rebuilding so old pixels do not make the new setup look successful. Label start and destination. Do not begin with mixed material because a single contaminant can change how a pile enters the handoff.

Keep the feed thin and visible

A deep pile can bridge an opening or deliver bursts that exceed the next stage. Add a visible input pocket and limit supply during commissioning. Watch where the first, middle, and last pixels travel. If delivery changes as the pocket fills, redesign the feed shape instead of quoting the best short rate.

Build a generous catch zone

A Launcher handoff needs empty space and containment around the expected landing area. Start wider than the final design. Record overshoot, undershoot, and material that sticks to boundaries. Narrow only after repeated clean batches. Keep valuable storage away from the test until the catch zone survives full and empty destination states.

Test downstream capacity

Allow the destination buffer to approach full while using limited input. Check whether material backs into the conveyor, falls outside the catch area, or buries another outlet. The safe full response should preserve containment and controls. If it does not, add warning capacity or overflow before increasing transport rate.

Separate crossings

Where routes cross, use physical separation or a verified handoff that prevents material sharing. Avoid hidden intersections behind walls. If a contaminant appears, stop both feeds and quarantine the affected inventory. Trace backward from the first mixed pocket rather than sorting only at the final collector.

Measure delivered throughput

Count material accepted by the destination over a sustained interval, not launcher cycles or pixels leaving the source. Repeat with buffers cleared. Use the slower delivered rate in the planner. This includes geometry losses and burst behavior and gives downstream capacity a realistic input assumption.

Test reload and absence

Save and reload with normal material in the route, then leave and return if the game state allows. Observe whether piles settle differently or a handoff needs manual clearing. A route that cannot restart requires access, a drain path, or a lower normal buffer before it supports unattended production.

Expand one handoff at a time

When adding parallel routes, keep each catch zone and destination distinguishable. Shared supply or collection may become the new bottleneck. Recheck delivered throughput and overflow after every branch. Preserve one simple test route for confirming behavior after logistics patches.

Create a handoff acceptance test

Use three measured batches for each important handoff: a thin normal feed, a short burst, and a batch delivered while the destination is near its warning line. Count material placed at the source, accepted at the destination, and left in the route. Inspect the same landing and lowest collection points after each run. A stable interface should contain every batch, keep controls reachable, and return to its normal empty or working state without excavation. Record the build, feed shape, and destination level with the result. If losses differ, redesign the interface or use the conservative accepted rate; do not average an occasional perfect throw with a spill that contaminates another line. Repeat once after reload before carrying a valuable or mixed stream.

Sources and evidence notes

  • Sandustry on Steam

    Tier 1 · Early Access retail store listing. Official identity, release state, features, platforms, and requirements

  • Official Sandustry Wiki

    Tier 1 · Current official community wiki. Named materials, buildings, and documented game systems

  • Sandustry Official FAQ

    Tier 1 · Pinned Early Access FAQ and support discussion. Current support topics, features, and reporting guidance

Frequently Asked Questions