The Sandustry filter is a confirmed logistics building used to separate selected physical materials inside a production line. In the supplied gameplay, players configure filters for sand, wet sand, residue, burnt residue, and gold so unwanted pixels do not recirculate or clog later machines. The exact research cost and optimal layout remain version-dependent, but the sorting function is directly supported by the collected sources.

Why Filters Matter

Sandustry moves loose particles through conveyors, launchers, shakers, collectors, and open containers. Dry sand, wet sand, residue, and gold can fall into the same space when a line is poorly contained. A filter creates a deliberate branch so one selected material follows a different route while the rest continues elsewhere.

Confirmed Material Selection

One supplied video opens the filter configuration and selects sand and wet sand as target materials. Another sequence filters for gold, then uses additional branches for residue and burnt residue. These examples confirm material-based routing, but they do not establish a single correct configuration for every factory.

Place Filters Around Real Bottlenecks

The transcripts repeatedly show material piling up when conveyors cannot move a deep stack or when dry sand enters a wet-sand processing route. Filters are most useful where mixed output leaves a shaker, where a collector should receive only gold, or where burnt residue must reach the next machine. Exact spacing, throughput, and pile limits are 待确认 because the supplied recordings do not provide stable engineering values.

Combine Filters With Launchers

Launchers can lift or throw particles to a higher or separate section of the factory, while conveyors carry them horizontally or vertically through a designed route. The videos combine those logistics pieces with filters to move selected material into separate buckets and processing loops. Conveyor portals are also described as crossing production lines without mixing, but their exact relationship to every filter design is not fully documented.

Account For Pixel Physics

A filter does not remove the need for walls, enough empty space, or a route that prevents material from spilling around the device. Large piles move more slowly in the supplied footage, and floating residue or rising steam can behave differently from heavy sand. Filter performance therefore depends on the physical layout around it, not only on a menu selection.

Early Access Status

Steam confirms that Sandustry is in Early Access and may gain more buildings, resources, production chains, and technologies. The developer also released an update described as improving filter editing, showing that this interface is still evolving. Use the confirmed sorting principle, but treat exact controls and values as 待确认 for future versions.