Sandustry Materials
Know what a pixel becomes before you build the line.
20 tracked Sandustry materials, each with its documented sources, uses, conversion ratios and patch history. They are not a flat list: most of them sit on one long progression spine that runs from the Dirt you dig in the first minute through to the Florin gas that pays for late research. Every value here traces to the official wiki or a dated patch note, and unpublished numbers are left out rather than guessed.
How materials flow
One chain carries most of the early and mid game. Follow it in order.
Dirt is dug for Sand, which meets Water to become Wet Sand. A Shaker splits that into Gold and Residue; burning the Residue leaves Burnt Residue, and a Kinetic Press turns each pixel of that into one more Gold plus a Seed. Wet the Seed for a Wet Seed, grow it into a Flower, and harvest Amethelis, which dries and burns into Florin for the Condenser. Lava, Snow and Steam sit alongside the spine as the heat and water utilities that keep it running.
Grouped by matter type
The wiki sorts materials by how they behave, not by where they appear.
Terrain
4 materialsCrackstone is a barrier material, not a resource. One HP, but immune to the Shovel and Gun, so it gates areas until you unlock a better tool.
Material data TerrainDirtDirt is the bulk of the map's ground and the only source of Sand, which makes it the start of the entire gold chain.
Material data TerrainFluxiteFluxite is the upgrade currency, running alongside Gold as the other half of progression spending. Natural supply is finite until the Flux Emanator.
Material data TerrainScoriaScoria is frozen Lava, formed where Snow hits a lava pool. It is tougher than Dirt but breaks to any regular digging tool, and it yields Cinder.
Material dataPowder
1 materialLiquid
2 materialsLava cannot be picked up or piped, so moving it means converting it: freeze it to Scoria, dig that into Cinder, and re-melt the Cinder on arrival.
Material data LiquidWaterWater is the limiting resource of the early game. Almost every production line ends up bottlenecked on water throughput rather than on ore.
Material dataSlushy
3 materialsResidue is the guaranteed half of the Shaker's output and is useless until burned. Fire spreads between pixels, which makes bulk burning easy to automate.
Material data SlushyWet SandWet Sand is the only form the Shaker accepts, and its output sorts itself: Gold falls out the bottom, Residue is pushed out sideways.
Material data SlushyWet SeedA Wet Seed is the only thing a Planter Box will grow. Its density exactly matches Water, so it hangs suspended rather than sinking.
Material dataSolid
4 materialsBurnt Residue is the surviving quarter of burned Residue and the point where the production chain forks into currency and the flower loop.
Material data SolidCinderCinder is the portable form of Lava. Unlike Lava it can be carried and routed like any other solid, and a direct flame turns it back into Lava.
Material data SolidGoldGold is the main progression currency and the densest pixel in the game, so it self-separates to the bottom of any mixed pile.
Material data SolidSeedSeeds come out of the Kinetic Press alongside Gold. Dry, they do nothing; they have to meet Water before a Planter Box will accept them.
Material dataPlant
1 materialWisp
3 materialsAmethelis is the petal material that makes up most of a Flower head. As a Wisp it drifts sideways as it falls, so catch areas need to be wide.
Material data WispDry AmethelisDry Amethelis is Amethelis after the Dryer, one density point lighter than the wet form, and the fuel that burns into Florin gas.
Material data WispSnowSnow is the game's main cold source. It freezes deep Water into Ice and Lava into Scoria, consuming itself in both cases.
Material dataGas
2 materialsFlorin is the gas given off when Dry Amethelis burns, and the last step of the flower chain before it pays out through a Condenser.
Material data GasSteamSteam is what Water or Snow becomes under Fire, and what you get free wherever Water meets Lava. Reaching the Sky, it returns as rain.
Material data