Home/sandustry automation
Sandustry Automation Tips
Sandustry automation guide for EA: when to automate, belt layout patterns, filter placement, overflow fixes, launcher tips, rebuild discipline, and factory FAQ.
5 min read · 11 sections
Building unlock order, ratios, and drone behavior change in Early Access. Use principles here; verify numbers on the official wiki and patch notes.
Automate the painful step first
Do not start with a megabase blueprint. Automate whatever currently wastes the most clicks — usually horizontal hauling, vertical lifts, or sorting mixed dig output.
Steam’s feature list centers conveyors, launchers, filters, fluids, and later drones plus deeper tech. Early progress almost always leans on belts and filters before drones.
A ugly temporary line that runs is worth more than a beautiful plan that still needs hand-carrying.
A minimal flow model that scales
Keep four stages visible even when tiny: dig face → buffer → refine / process → sink / storage.
Buffers absorb dig spikes so refiners do not starve or choke on unsorted floods.
Sinks matter. If valuable output has nowhere to go, the whole line looks “broken.”
When you expand, extend one stage at a time and re-check the junction behind it.
Layout habits that survive rebuilds
Leave spare tile width for a second belt before the first belt is full.
Put filters before merges, not after a clogged junction.
Keep walkways and rebuild lanes. Pixel factories get entombed by their own sand.
Keep power / heat / fluid lines readable. If you cannot diagnose it at a glance, you will rebuild it angry.
Prefer straight short segments over clever spaghetti on day one.
Rebuild in slices: replace one segment, run it, then extend.
Filters beat bigger belts
When sand, slag, and ore share one path, throughput looks fine until one material floods the line.
Filtering early is usually cheaper than widening everything and still sorting nothing.
Treat a mystery pile at a junction as a design bug, not a dig shortage.
If you need a rule of thumb: sort before you scale.
Overflow, backups, and “why did everything stop?”
Factory stoppages often start as a full sink or a polluted merge, not as a missing machine.
Give overflow somewhere intentional — a dump lane, a buffered spur, a temporary pit — so the main path can recover.
When stuck, watch one junction for thirty seconds. Identify the material that arrives but never leaves.
Only then add machines. More buildings on a polluted belt amplify the clog.
Vertical moves and launchers
Steam markets launchers alongside conveyors because dig faces are not flat forever.
Plan vertical moves as first-class logistics, not afterthoughts bolted onto a horizontal mess.
If you are climbing/descending constantly with inventory, that is your next automation target.
When drones and deep tech matter
Steam EA messaging includes drones and deeper technologies later in the journey. That does not mean they are the correct first unlock for every stuck beginner.
If belts and filters already solve the bottleneck, unlock glitter later. If you are pathing materials across awkward terrain repeatedly, revisit deeper logistics after reading current patch notes.
Three starter belt patterns (conceptual)
Straight line: dig pit → short buffer → refine input. Best for learning junction behavior with minimal corners.
Parallel sort: main belt carries mixed output; filter spurs peel sand, ore, and byproducts before they merge again.
Lift loop: dig face on one elevation, refine on another — plan launchers early instead of stair-walking inventory.
None of these need to look pretty. They need visible stages so you can see where flow breaks.
Automation mistakes that look like “not enough resources”
Adding a second refine machine while the input belt still carries unsorted sand.
Widening every belt instead of filtering one polluted merge.
Building vertical spaghetti before a horizontal buffer exists.
Automating output hauls while dig output is still a random mix from multiple tunnels.
Unlocking flashy tech because a video did, while your sink is full and the line is backed up.
Search questions this page answers
Common searches include sandustry automation, sandustry conveyor tips, sandustry filter setup, sandustry launcher guide, and sandustry factory layout early access.
Use this page for habits and flow logic. Exact building unlock order and ratios belong on the official wiki for your patch.
FAQ
Should I automate before expanding the dig?
If you are hand-carrying more than you dig, yes. Expanding dig volume without logistics creates a prettier backlog.
Are drones required early?
Steam markets drones among deeper / later tech. Early progress usually leans on conveyors, launchers, and filters first.
Why does adding more belts make things worse?
You may be multiplying an unsorted merge. Fix filters and overflow before doubling belt count.
How big should the first factory be?
Small enough that you can see every junction. Scale only after dig → buffer → refine → sink is stable.
Where do exact ratios live?
Official Hooded Horse wiki, Steam news, and in-game tooltips — not on this principle page.
Conveyor or launcher first?
Whichever removes the walk you hate most. Flat hauls favor belts; elevation changes favor launchers.
How many filters do I need early?
At least enough to keep sand, valuable ore, and byproducts from sharing one merge. One good filter lane beats three blind belts.
Why did automation slow my factory down?
You may have automated a clogged path. Fix junction sorting and sink space before adding more movers.
Should I rebuild or patch with more belts?
Rebuild one segment if the junction is unreadable. Patch only when the stage model (dig → buffer → refine → sink) is still visible.
Up next: Sandustry Beginner Guide
Keep moving through the wiki instead of bouncing on one page.