Sandustry Slag Burner: Residue Burning Guide

Learn what Sandustry slag burner searches mean, how Residue becomes Burnt Residue, which fire setups are documented, and how to feed a Kinetic Press safely.

There is no confirmed machine officially named Slag Burner in the collected sources. Players use the phrase for the part of the production chain that burns Residue into Burnt Residue before it reaches a Kinetic Press. Treat it as a process, not a building name: move Residue out of the Shakers, expose it to fire in a contained area, and keep the resulting material separate.

Slag Burner Terminology

Current guides use Residue, Burnt Residue, and Kinetic Press. Older videos and player discussions may call the same materials slag or burnt slag, and an older asset name refers to a Kinetic Slag Press. Matching the current in-game names prevents the wrong material from entering the press line.

Search termCurrent guide termWhat it refers to
Slag BurnerResidue burning setupThe fire stage, not a verified standalone machine
SlagResidueThe by-product created by processing Wet Sand in a Shaker
Burnt slagBurnt ResidueThe valid input for the Kinetic Press
Kinetic Slag PressKinetic PressThe impact machine used after burning

Residue Burning Chain

Every Wet Sand pixel processed by a Shaker becomes Residue, whether or not that same operation also releases Gold. Residue must therefore have an exit before the Shaker line runs continuously. When Residue meets fire, each pixel has a 25% chance to survive as Burnt Residue; the rest is consumed.

StageInputActionOutput or checkpoint
ShakerWet SandProcess the materialResidue always leaves the Shaker stage
Burn areaResidueExpose it to fireSome material survives as Burnt Residue
Kinetic PressBurnt ResidueDrop it at least 25 blocksGold and Seed leave below the Press

This burn yield means the press line should be sized for substantially less material than enters the fire stage. Do not interpret disappearing Residue as a broken burner.

Ways to Ignite Residue

The collected material documents several approaches with different levels of automation. A Flamethrower works for a first manual test. A napalm-upgraded Rocket Launcher can ignite material at range. A Pyro Dispenser provides repeated flame bursts when supplied by an adjacent Thermal Buffer.

A community-documented passive setup traps Lava inside a Filter over a solid Block, then carries Residue across the Conveyor Belt above it. The Lava must already be contained before the input starts. The source describes creating movable Cinders by freezing Lava into Scoria and breaking it, then using direct Flamethrower fire to return Cinders to Lava.

Connect the Kinetic Press

Filter the burned output so only Burnt Residue reaches the drop shaft. It must fall onto the Kinetic Press from at least 25 blocks above. Material dropped from lower height, and any wrong solid, stays on the impact face and can stop later conversions. Leave the underside open for Gold and Seed.

The Press has no built-in Conveyor Belt to sweep its top. The collected guides recommend angled Launchers above a row of Presses to throw stagnant material toward a side opening. This clears contamination but cannot correct a short drop.

Slag Burner Troubleshooting

SymptomCheck firstWhy
Shakers become buriedResidue exitEvery processed Wet Sand pixel creates Residue
Most Residue disappearsNothing, if fire is activeOnly 25% is expected to become Burnt Residue
Residue does not igniteContact with an active fire sourcePassive heat and direct ignition are not interchangeable in every setup
Press top fills upMaterial identity and fall heightWrong input or a drop under 25 blocks does not convert
Press converts but output backs upSpace below the PressBoth Gold and Seed exit underneath

Sources Used