
MACHINE / IMPACT
Sandustry Kinetic Press
The required drop height, exact output and a practical way to clear the materials that block the press.
Drop Burnt Residue onto a Kinetic Press from at least 25 blocks high. Each valid input becomes one Gold and one Seed. Low drops or incorrect materials sit on top and stop further processing.
- Input
- Burnt Residue
- Drop
- 25+ blocks
- Output
- 1 Gold + 1 Seed
Build for impact
The conversion depends on fall height. Keep a straight, unobstructed drop and collect Gold and Seed below the press before they mix with another line.
Clear blockages automatically
The press has no built-in conveyor surface. The official Wiki suggests angled Launchers above the press to throw stagnant pixels aside without interrupting falling input.
Measure the drop before decorating the tower
Build a straight test shaft with at least the required 25-block fall and no ledges that can catch Burnt Residue. Drop one valid pixel and confirm both Gold and Seed leave the press before adding walls, launchers or a continuous feed. Count from the release point to the machine face using a consistent in-game reference. A tower that looks tall enough can still fail if the material begins its free fall lower than the visible top.
- Clear the shaft and machine surface.
- Set the release point at 25 blocks or more.
- Test one Burnt Residue input.
- Verify Gold and Seed both have clear exits.
Design a self-clearing press station
Incorrect material and low-impact inputs remain on the press, so continuous operation needs a way to remove them. Angle Launchers above the surface so they clear stagnant pixels without intercepting the valid falling stream. Keep the rejected-material path separate from Gold and Seed collection, and include an inspection opening. When throughput falls, close the input, clear the surface and run a single known-good pixel before changing the launcher angle or drop height.
EVIDENCE LOG