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Sandustry Shaker: The First Building That Makes Gold

The Shaker is where most players see their first Gold pixel. Feed it Wet Sand and two streams come out: Gold falls straight through the machine, while Residue stacks on top and creeps toward the edge. Getting those two streams separated cleanly is the whole early game in miniature.

25% Gold chance Always drops Residue First Gold source Official wiki numbers
Verified against v0.5.5 on 2026-08-20 Official source
At a glance

Shaker quick facts

  • Every Wet Sand pixel becomes 1 Residue, plus a 1-in-4 chance of 1 Gold
  • Gold drops out of the bottom; Residue rides along the top
  • Gold is the only solid that can pass through the machine body
  • Liquids and gases flow straight past it; only players are blocked
  • Guides that say "Slag" mean this same Residue output - different name, same material

Run a Shaker Line, Step by Step

The machine itself is simple. Each step has a checkpoint so you can confirm the line works before adding the next stage.

Step 1

Make Wet Sand, not dry Sand

Dry Sand does nothing in a Shaker. Mix it with Water first — one Sand pixel plus one Water pixel becomes two Wet Sand — so Water also doubles your material before it ever reaches the machine.

Checkpoint: your pile darkens into Wet Sand where the water touches it.

Step 2

Stack Shakers into a descending staircase

One Shaker clears its own Residue painfully slowly. Run several as steps going down from the input: Wet Sand is the heavier pixel, so it sinks through the Residue layer and keeps the whole staircase self-clearing.

Checkpoint: each Shaker sits one level lower than the one feeding it.

Step 3

Feed from the top and collect Gold

Drop Wet Sand onto the highest Shaker. Every pixel always becomes 1 Residue, with a 1-in-4 chance of also dropping 1 Gold straight through. Expect roughly one Gold per four Sand.

Checkpoint: Gold falls out underneath while Residue creeps off the top edge.

Step 4

Route Residue onward, not into a pile

The Residue spilling off the top is fuel, not trash. Burn it into Burnt Residue and drop it on a Kinetic Press; that turns waste into Gold and Seeds instead of a growing backlog.

Checkpoint: Residue keeps moving and never blocks the staircase.

When the Line Stalls

These are the three ways a Shaker line most often stops producing, and what to undo for each.

Clog

A foreign solid has wedged inside

Only Gold passes through the Shaker body. If something else got dropped in, dig it out by hand and seal that entry — the machine keeps trapping material until you do.

Slow line

Residue is not leaving the top

A single Shaker cannot push Residue fast enough on its own. Add more staircase steps so density and gravity carry the layer downward instead of relying on the machine to move it.

No gold yet

The 25% chance is behaving normally

Gold is one-in-four, so short stretches with no payout are expected. If the supply is still flowing, the machine is fine — keep feeding and the odds even out over a few hundred pixels.

Throughput math

How much Gold to expect

  • 1 Wet Sand = 1 Residue, always
  • 1 Wet Sand = 1 Gold, roughly one time in four
  • Counting the water mixing step, about 4 Sand yields 1 Gold
  • Scale by adding staircase steps, not by overfeeding one machine
Comparison

Shaker vs Kinetic Press

  • Shaker handles Wet Sand; the Press wants Burnt Residue
  • Shaker clears its own top; the Press needs Launchers to stay clean
  • Shaker lets liquids and gases through; the Press blocks both
  • Together they chain waste into Gold, Seeds, and eventually flowers