Factory field manual · guide

Sandustry Kinetic Press Guide

Feed Burnt Residue into the Kinetic Press, separate Gold and Seed, and diagnose insufficient input, foreign material and retained output.

Statusversion sensitiveVerified2026-08-27Game versionunknownClaims5 traced

Kinetic Press input and output

The Kinetic Press processes Burnt Residue and produces Gold and Seed. Current Official Wiki guidance says one processing cycle needs at least 25 blocks of input, but that quantity is version sensitive and is shown with the verification date rather than treated as permanent.

Kinetic Press quick card

Input
Burnt Residue
Current minimum
At least 25 blocks for one cycle; version sensitive
Outputs
Gold and Seed
Early upstream source
A Shaker processing Wet Sand
Common stops
Insufficient input height, foreign material or retained material at the top
Unknown
Cycle time and output ratio are not confirmed

The fastest diagnostic path is to prove one isolated cycle. A large factory can hide whether the Press lacks the correct input, fails the minimum, or has an output obstruction.

Unlock status and placement

This guide does not give an exact unlock requirement because current official sources do not lock that detail to a named game version. Once the machine is available, place it where the input surface and both output materials remain visible during testing.

Leave room for three responsibilities:

  1. An upstream Burnt Residue buffer.
  2. A clean Press input zone with enough vertical material to satisfy the current minimum.
  3. An open output zone where Gold and Seed can be identified before separation.

Do not start with a compact enclosed build. Visibility is more valuable than density until the first cycle completes.

Feed it from a Shaker

A Shaker processes Wet Sand and separates Burnt Residue and Gold. That makes it an early Burnt Residue source, but the Shaker also creates another solid output. Prevent Gold or unrelated material from reaching the Press input while proving the route.

Minimum Shaker-to-Press test
  1. 01Confirm the Shaker receives Wet Sand
  2. 02Identify the Burnt Residue output
  3. 03Collect Burnt Residue in a separate visible buffer
  4. 04Feed only Burnt Residue to the Kinetic Press
  5. 05Build the input to the current minimum state
  6. 06Observe one Press cycle
  7. 07Open the output area for Gold and Seed

Test the handoff with a short, direct path. Vertical movement adds another failure boundary, so introduce it only when the direct route has already worked.

Keep the Burnt Residue buffer reachable during this test. Being able to pause, clear and refill the input without disturbing the Press makes each cycle easier to compare and recover.

Separate Gold and Seed

First allow both outputs to enter an empty inspection area. Confirm Gold and Seed are present before adding a separator. This prevents a filtering mistake from being misdiagnosed as a Press failure.

Then divide the output route:

  • Keep the first handoff wide enough that material does not remain on top of the Press.
  • Create a buffer before any narrow transport or filtering point.
  • Route Seed toward Water when the next task is Wet Seed and Flower production.
  • Route Gold to its own storage or downstream use.
  • Stop the Press feed while changing output geometry so retained material does not hide the result.

The current evidence does not establish a fixed Gold-to-Seed output ratio. Size the first prototype for visibility and recovery, not a guessed throughput.

Why the Kinetic Press stops

Kinetic Press diagnosis order

  1. 1Confirm the input is Burnt Residue
  2. 2Check whether the current 25-block minimum is reached
  3. 3Check the input height at the Press
  4. 4Remove foreign material from the top
  5. 5Clear retained output and downstream congestion
  6. 6Test one isolated cycle
  7. 7Reconnect the Shaker and separators one at a time

Insufficient material

Visible residue is not necessarily enough. The current official guidance specifies a minimum of at least 25 blocks for one cycle. Build a clear input column or buffer and verify the threshold before changing the machine position.

Material is present but too low

Input height can prevent processing. Inspect how the material contacts the Press instead of counting only the total amount elsewhere in the feed line.

Foreign material reaches the top

Gold from a Shaker line, Seed from a return route or another solid can contaminate the Press input. Stop all feeds, clear the top and reintroduce Burnt Residue alone.

Material remains on top after processing

Treat this as an output-clearance problem. The Official Wiki suggests diagonal Launchers as one troubleshooting approach for retained material, but that suggestion is not a universal layout. First prove that an open output space clears the Press; then test the Launcher geometry separately.

The Press works alone but stops in the factory

Reconnect one dependency at a time: Shaker feed, transport, output buffer, then separation. The first restored component that changes the result identifies the failed boundary.

Stable feeding without a best-rate claim

A stable starter layout is one that repeats the verified transformation and recovers cleanly from a stop. It is not necessarily the smallest or fastest layout.

Use these acceptance checks:

  • Burnt Residue arrives without foreign solids.
  • The input can reach the current minimum without blocking visibility.
  • At least one isolated Press cycle completes.
  • Gold and Seed leave the top area rather than accumulating there.
  • The output buffer can be cleared before the next diagnostic test.
  • The route restarts after feed is paused and resumed.

Record the game version before adding claims about cycle time, throughput or output quantities. Those values remain outside this page until reproduced.

For a repeatable local test, write down the input state before each cycle: whether the feed contains only Burnt Residue, whether the current minimum is visibly reached, whether the top is clear, and whether the output buffer is empty. After the cycle, record which outputs are visible and whether any material remains on the Press. This small worksheet makes two runs comparable without pretending the observations apply to every version.

If the second run differs, reset to the same empty output state instead of immediately changing the geometry. A stable layout needs repeatable starting conditions as well as a successful result. Only after multiple equivalent starts behave the same should the route be evaluated for compactness or speed.

Kinetic Press FAQ

How much Burnt Residue does the Kinetic Press need?

The current Official Wiki says at least 25 blocks for one processing cycle. This is version sensitive and was last checked on 2026-08-27.

Why is material sitting on top of the Press?

Check for foreign material and output congestion. Clear the top, test one cycle with an open output area, then consider the Official Wiki suggestion of diagonal Launchers for retained material.

How do I separate Gold and Seeds?

Let both outputs reach a visible buffer first, confirm their identities, then split the route. Keep the first output handoff open so separation does not create a blockage at the Press.

Can I feed the Press directly from a Shaker?

A Shaker is a confirmed early source of Burnt Residue, so it can supply the chain. Separate Burnt Residue from the Shaker's Gold output and prove a short direct feed before adding vertical logistics or filters.

Return to the Machines index for neighboring equipment, the Plant guide for the Seed-to-Flower path, or the Beginner Guide for the complete early production sequence.