Setup and jam fixes · Updated 2026-10-09

Sandustry Kinetic Press Guide

Drop Burnt Residue at least 25 blocks onto a clear Kinetic Press. Each successful impact gives 1 Gold and 1 Seed underneath. If material sits on top, stop the feed and check the input, height and blockage.

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Mechanic schematic. Measure the drop in your factory; this is not a scale blueprint.

Quick answer

How to use the Sandustry Kinetic Press

Drop Burnt Residue onto the Kinetic Press from at least 25 blocks high. A valid impact produces one Gold and one Seed below. Wrong material, or Burnt Residue dropped from too low, rests on top and blocks later impacts.

Source: official Kinetic Press revision 875, rechecked September 22, 2026. The Wiki entry gives these input/output conditions, not a tested production rate for v0.5.7.

Read the machine

One Press. Three visible states.

Match the material above the Press to the result below it.

01 / Working

A clean, full-height drop

25+ blocks → 1 Gold + 1 Seed. Burnt Residue reaches a clear impact surface and both products leave below.

Separate the outputs →
02 / Too low

The input stays on top

Less than 25 blocks → no conversion. Stop input, clear the top and measure the full release-to-Press drop.

Check the height →
03 / Blocked

It worked, then stopped

Stagnant pixels cover the impact surface. Stop input and clear the blockage. Angled Launchers can eject stagnant material sideways.

Clear the blockage →

Original schematics of documented behavior, not screenshots or measured production layouts.

What goes into the Kinetic Press?

Research unlock: Tier 2, 500 Gold in Research revision 1404, rechecked September 22, 2026. The research page is work in progress; compare the cost in your installed build.

Burnt Residue is the documented input. Other pixels rest on the impact surface instead of converting, so inspect and clear the top before sending another batch.

Burnt Residuerequired input
25+ blocksminimum fall
1 Gold + 1 Seedoutput per success

How high does Burnt Residue need to fall?

Use a minimum fall of 25 blocks. Measure from the release point to the Press rather than judging by screen height, and preserve a straight path so the material does not hit a ledge first.

Why is my Kinetic Press not working?

What you seeCheck firstNext action
No conversion from the first dropInput is Burnt Residue, not unburned Residue; release is at least 25 blocks above.Clear the top, then test one known piece from the full height.
Works once, then stopsA wrong or low-falling pixel may be covering the impact surface.Stop input and remove the stagnant material before restarting.
Continuous line repeatedly jamsThe Press has no built-in conveyor to clear its top.Use the official angled-Launcher clearing approach below.
Products appear but cannot leaveGold and Seed share the underside until you separate them.Open the lower chamber and route both products.

Why does Burnt Residue stay on top of the Press?

Burnt Residue dropped from too low does not convert and can block later impacts. Wrong material creates the same visible blockage. Stop the input, clear the impact surface and then test one known piece from the full height.

Can Gold mixed into the input jam the Kinetic Press?

Yes: Gold is not the Press input. The official wiki says material other than Burnt Residue can sit on top and block further processing. Applying that rule to a mixed Gold stream, stop the feed, clear the top and separate Gold before sending Burnt Residue down the drop.

Send the separated Gold toward a Collector, not back onto the impact surface. This is an example derived from the documented wrong-material rule, not a separately tested Gold-specific bug. See the official Kinetic Press revision 875 and the filter guide.

How do I clear the top automatically?

The official Kinetic Press page suggests a row of angled Launchers along the top, aimed at a side opening. They eject stagnant pixels while leaving falling pixels alone. Keep the side destination clear; this is a clearing method, not a measured throughput guarantee.

Still stalled with the correct input and clear exits?

The developer's September 14 Update #4 (v0.5.7) fixes several causes of buildings stopping. If the checks above do not explain the problem, compare your installed version, save and test a reload, then record whether the machine resumes. The developer asks for those observations because some causes may remain.

Check the v0.5.7 fix and reporting route. This is a general building fix, not proof that every stalled machine has the same bug.

What does the Kinetic Press produce?

Each successful Burnt Residue impact produces one Gold and one Seed below the Press.

How do I separate Gold and Seed?

The Press solves conversion but not separation. Build an accessible output chamber first, then configure a Filter to separate Gold and Seed. Route Gold toward Collector storage and Seed toward its own buffer. If the Gold bank still does not rise, use the Gold collection checks.

A safe commissioning test

This is a suggested diagnostic sequence derived from the documented impact conditions. We have not playtested this layout, measured its throughput or verified an optimal tower width.

Release a small known batch, watch the impact surface, and count only successful conversions. If any material remains above, stop input and clear it. Once the Press stays clear, connect the continuous Burnt Residue line and then tune transport capacity.