Process · “Slag” search · Verified August 15, 2026
Sandustry Slag and Residue Processing
Current official pages call the Shaker byproduct Residue and its surviving burned form Burnt Residue. This guide uses those labels while covering the older search intent.

Quick answer
What to do
Export Residue from the Shaker, ignite it with a documented fire source, and capture the Burnt Residue that survives. Each Residue has a 25% chance to become Burnt Residue; the rest may be destroyed. The surviving material feeds a Kinetic Press.
Slag, Residue and version-sensitive labels
Searches and older discussions may use “slag,” but the publisher-hosted wiki currently documents Residue and Burnt Residue. Use the material name shown in your build when configuring Filters or checking a recipe. The process matters more than the old label.
Burn Residue in a controlled zone
The official entry lists manual and automated ignition routes. Because only one quarter of Residue is documented to survive as Burnt Residue, leave space for the fire reaction and an exit for the surviving pixels. Do not place the burn zone where heat, Water or changing material can jam a Filter.
Capture the surviving output
Burnt Residue is launchable and intended for the Kinetic Press stage. Separate it from the active fire area, then lift or route it to a measured drop. A buffer makes the survival rate visible and prevents the Press from being fed while the wrong material is still mixed in.
Plan around loss, not a perfect ratio
A 25% conversion chance means loss is part of the documented process. This site does not turn the probability into a promised per-minute output. Instead, check whether Residue arrives continuously, ignition remains active and Burnt Residue leaves before deciding that a design is undersized.