Uploaded August 2026 | Updated September 2026, 2 weeks ago
Welcome back to Sandustry!
Episode 25 begins with me trying to understand one of the strangest problems we’ve had with the factory so far.
After doing some testing between episodes, I finally figure out why the burnt residue system keeps behaving so badly.
It turns out the problem isn’t necessarily that the mechanic is completely broken it’s more about understanding how it actually works.
When Burnt Residue is processed, it needs enough room to spawn the materials it creates. If it can’t find the space it needs, it simply spits the residue back out again. And after testing a bunch of different setups, I discover that the reliable solution is surprisingly simple:
one thrower.
one belt.
one dropper.
And that processes it perfectly fine.
Meanwhile, it’s finally time to properly connect the enormous gold-processing system we’ve been building.
The goal was to have enough capacity for as many as nine lines of gold, even though the factory isn’t actually producing nine full lines yet.
Once everything is heated up and running, though, the new smelter works brilliantly.
By the time the gold reaches the bottom of the system, it’s all liquid, and the new setup appears to have finally solved our gold-processing bottleneck.
Of course, fixing one bottleneck just reveals the next one.
The factory is now using so much water converting sand into Wet Sand that we somehow manage to run out of water again purely through sheer consumption.
So Episode 25 ends with the factory processing faster than ever, the gold system finally working, and yet another resource problem waiting to be solved.
And next time…
it’s time to automate the Red Sand.
Welcome back to Sandustry!
Episode 25 begins with me trying to understand one of the strangest problems we’ve had with the factory so far.
After doing some testing between episodes, I finally figure out why the burnt residue system keeps behaving so badly.
It turns out the problem isn’t necessarily that the mechanic is completely broken it’s more about understanding how it actually works.
When Burnt Residue is processed, it needs enough room to spawn the materials it creates. If it can’t find the space it needs, it simply spits the residue back out again. And after testing a bunch of different setups, I discover that the reliable solution is surprisingly simple:
one thrower.
one belt.
one dropper.
And that processes it perfectly fine.
Meanwhile, it’s finally time to properly connect the enormous gold-processing system we’ve been building.
The goal was to have enough capacity for as many as nine lines of gold, even though the factory isn’t actually producing nine full lines yet.
Once everything is heated up and running, though, the new smelter works brilliantly.
By the time the gold reaches the bottom of the system, it’s all liquid, and the new setup appears to have finally solved our gold-processing bottleneck.
Of course, fixing one bottleneck just reveals the next one.
The factory is now using so much water converting sand into Wet Sand that we somehow manage to run out of water again purely through sheer consumption.
So Episode 25 ends with the factory processing faster than ever, the gold system finally working, and yet another resource problem waiting to be solved.
And next time…
it’s time to automate the Red Sand.










