Sandustry terrain and factory channels

Liquid · Density 100

Water is a material, not a backdrop.

Water drives the Wet Sand loop and several later reactions. Its level, spill path, and destination matter as much as its quantity, so treat every pool as part of the factory.

Matter type
Liquid
Density
100
Interactions
Fire · Snow
Obtained from
Ice · Steam
Processed by
Fire · Snow
Byproducts
Steam · Ice
Burnable
Yes
Wettable
No
Launchable
No

Working route

Use the constraint
as the design.

  1. 01 · Source it

    Surface lakes, underground layers, Ice, Steam rain, and Lumling are documented sources.

  2. 02 · Contain it

    Water levels out across a plane and can leak through corner-to-corner block joins. Close the gap with an additional block.

  3. 03 · Use it

    Water turns Sand into Wet Sand and Wet Seed into its wet state. It also turns to Steam when it meets Fire.

  4. 04 · Renew it

    The official Wiki documents a Cryoblaster-to-Snow-to-Steam-to-rain route. Route the rain back into a collection pool.

Water clipping demonstration from the official Sandustry Wiki
Official example: corner-to-corner blocks can allow a leak. Treat containment seams as part of the design.

Evidence notes

Confirmed first.
Tested second.

Official Wiki

  • Water can pass through a Filter but is blocked by Blocks, Conveyor Belts, Kinetic Presses, and Flux Emanators.
  • Unsettled droplets evaporate after 45 seconds.
  • Advanced Filters can process Water and other liquids.

Community-tested

  • A beginner walkthrough demonstrates using walls to guide Steam upward, then sloping catch surfaces to return rain to the intended reservoir.

These are useful player examples, not official specifications.

Continue the route

Beginner guideLavaKinetic Press