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Sandustry Automation Tips
Practical Sandustry automation habits for Early Access: when to automate, belt layouts, filters vs wider belts, overflow, rebuild discipline, and FAQ.
Building unlock order, ratios, and drone behavior change in Early Access. Use principles here; verify numbers on the official wiki and patch notes.
Automate the painful step first
Do not start with a megabase blueprint. Automate whatever currently wastes the most clicks — usually horizontal hauling, vertical lifts, or sorting mixed dig output.
Steam’s feature list centers conveyors, launchers, filters, fluids, and later drones plus deeper tech. Early progress almost always leans on belts and filters before drones.
A ugly temporary line that runs is worth more than a beautiful plan that still needs hand-carrying.
A minimal flow model that scales
Keep four stages visible even when tiny: dig face → buffer → refine / process → sink / storage.
Buffers absorb dig spikes so refiners do not starve or choke on unsorted floods.
Sinks matter. If valuable output has nowhere to go, the whole line looks “broken.”
When you expand, extend one stage at a time and re-check the junction behind it.
Layout habits that survive rebuilds
Leave spare tile width for a second belt before the first belt is full.
Put filters before merges, not after a clogged junction.
Keep walkways and rebuild lanes. Pixel factories get entombed by their own sand.
Keep power / heat / fluid lines readable. If you cannot diagnose it at a glance, you will rebuild it angry.
Prefer straight short segments over clever spaghetti on day one.
Rebuild in slices: replace one segment, run it, then extend.
Filters beat bigger belts
When sand, slag, and ore share one path, throughput looks fine until one material floods the line.
Filtering early is usually cheaper than widening everything and still sorting nothing.
Treat a mystery pile at a junction as a design bug, not a dig shortage.
If you need a rule of thumb: sort before you scale.
Overflow, backups, and “why did everything stop?”
Factory stoppages often start as a full sink or a polluted merge, not as a missing machine.
Give overflow somewhere intentional — a dump lane, a buffered spur, a temporary pit — so the main path can recover.
When stuck, watch one junction for thirty seconds. Identify the material that arrives but never leaves.
Only then add machines. More buildings on a polluted belt amplify the clog.
Vertical moves and launchers
Steam markets launchers alongside conveyors because dig faces are not flat forever.
Plan vertical moves as first-class logistics, not afterthoughts bolted onto a horizontal mess.
If you are climbing/descending constantly with inventory, that is your next automation target.
When drones and deep tech matter
Steam EA messaging includes drones and deeper technologies later in the journey. That does not mean they are the correct first unlock for every stuck beginner.
If belts and filters already solve the bottleneck, unlock glitter later. If you are pathing materials across awkward terrain repeatedly, revisit deeper logistics after reading current patch notes.
Related reading
Beginner Guide — first-hour loop and recovery playbook.
Slag & Processing — byproduct lanes that protect the valuable path.
Water Basics — fluid routing that breaks dry logistics assumptions.
Quick Tips — short habits checklist.
Buildings hub — role overview without invented ratios.
FAQ
Should I automate before expanding the dig?
If you are hand-carrying more than you dig, yes. Expanding dig volume without logistics creates a prettier backlog.
Are drones required early?
Steam markets drones among deeper / later tech. Early progress usually leans on conveyors, launchers, and filters first.
Why does adding more belts make things worse?
You may be multiplying an unsorted merge. Fix filters and overflow before doubling belt count.
How big should the first factory be?
Small enough that you can see every junction. Scale only after dig → buffer → refine → sink is stable.
Where do exact ratios live?
Official Hooded Horse wiki, Steam news, and in-game tooltips — not on this principle page.