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Sandustry Materials: Density List & Resource Guide

A player-friendly reference for the official material list, density order, supplied chart, and links to the detailed Water, Lava, and Fluxite guides.

About this guideA player-friendly reference for the official material list, density order, supplied chart, and links to the detailed Water, Lava, and Fluxite guides.

Short answer

Sandustry’s official Materials page lists the game’s materials and elements in a density-sorted reference. Use the list below when you need to identify a resource, understand where it sits in the world, or jump to the detailed Water, Lava, and Fluxite guides. The image is the supplied density reference for the current field guide and is shown with the material order from the official Wiki.

Sandustry materials sorted by density
Sandustry materials sorted by density

Materials sorted by density

The official materials reference presents these entries in density order:

  1. Gold
  2. Sand
  3. Wet Sand
  4. Slag
  5. Burnt Slag
  6. Spores
  7. Wet Spores
  8. Seeds
  9. Flowers
  10. Amethelis
  11. Redsand
  12. Voidbloom
  13. Lava
  14. Scoria
  15. Cinder
  16. Fluxite
  17. Water
  18. Steam
  19. Snow
  20. Ice
  21. Crackstone

This order is useful when you are reading a pile or planning a processing route, but it is not by itself a recipe or a production ratio. A material’s role also depends on its state, the tool that can move it, and the structure or reaction that processes it.

Solid materials and early factory flow

Sand is the starting point for the first factory loop. Water changes Sand into Wet Sand, which can then enter early refining. Gold is the progression currency, while Slag and Burnt Slag appear as part of the refining path and may need to be moved, burned, or processed again.

Spores, Wet Spores, Seeds, and Flowers connect the factory to the planet’s living systems. Amethelis comes from Flowers and becomes important when combined with Redsand. Voidbloom belongs to the later material chain that leads toward Fluxite, so these materials are easier to understand when you follow the next process rather than treating the density list as a standalone recipe.

Thermal and deep-world materials

Lava, Scoria, and Cinder belong to the heat-and-cold side of Sandustry’s material simulation. Lava can be solidified into Scoria, and mining that solid form can create Cinder for transport or later use. Heat can then return Cinder to a Lava state, which is why a thermal route needs enough room for both the input and the transformed material.

Snow and Ice are also part of the cold side of the world. Water, Steam, Snow, and Ice can participate in different state changes, so check the current Water and Lava pages before building a long fluid or thermal line. The game’s systems are physical: a material may need to be moved closer to a structure before the next reaction is practical.

Water, Steam, and Fluxite

Water is used to wet Sand and Spores and is important for sustainable production. It can come from sources such as Ice, Steam, rain, or underground deposits described by the official Water page. For a detailed guide to flow, pools, Wet Sand, and blocked spaces, continue to Sandustry Water.

Steam is part of the heat-and-water loop. It rises when created by the relevant reactions, and the official materials references describe Steam reaching the sky and returning as rain. Keep fluid lines separate when the output matters, because a shared line can make it harder to tell which material is reaching the next machine.

Fluxite is the upgrade material for inventory tools, weapons, and drones. It can be found naturally and later generated with the Flux Emanator. Continue to Sandustry Fluxite when the question is upgrades or natural finds, or to Sandustry Lava when the question is heat, Cinder, or thermal transport.

Crackstone and terrain blocks

Crackstone is listed with the material and terrain references, but it does not function like a normal production resource. The official Crackstone page describes it as an obstacle that blocks progression and requires the appropriate explosive tool; the Shovel and Gun do not affect it, and it leaves no material drop when destroyed.

If a material or terrain block does not behave as expected, check whether it is part of a processing chain or part of the world itself. That distinction prevents a terrain obstacle from being placed into a factory line and helps you choose the right tool before spending time on a layout that cannot work.

How to use this reference

  • Use the density image and ordered list to identify materials in screenshots or mixed piles.
  • Use the Beginner Tips page when you need the first factory loop, logistics, refining, Research, Upgrades, and Augments.
  • Use the Water, Lava, and Fluxite pages when you need the mechanics for one material rather than the whole list.
  • Check the official Wiki before relying on an exact rate, recipe, cost, or version-sensitive interaction.

Source: Sandustry Official Wiki — Materials, with the supplied density reference image. The category link provided for this page is Category:Materials.