Diagram of selected material falling through a Sandustry Filter while other material continues along its conveyor surface.
A Filter combines a vertical pass-through decision with a horizontal conveyor path. This is an editorial schematic, not a gameplay screenshot.

Set up both material paths first

A Filter does two jobs at one position. Material that matches its pass-through rule falls vertically; material that does not match behaves as if it were on a normal Conveyor Belt. Many failures come from checking only the selected material and forgetting where the other stream goes. Build both destinations before opening the feed.

Basic Filter setup

  1. Name both outputs

    Decide what should fall and what should continue. If either destination is unclear, stop before adding material.

  2. Open the lower exit

    Leave clear space under the Filter and route the lower stream away. A solid block below turns the Filter into a trap.

  3. Choose the rule

    Allow passes the selected solid. Block passes the other solids and keeps the selected one on the conveyor surface.

  4. Start with a thin feed

    Release a shallow layer so the target can physically reach the Filter.

  5. Watch both branches

    Confirm each stream reaches its planned destination and does not loop back.

  6. Increase feed gradually

    Add capacity only after both branches remain clear under a deeper pile.

Allow and Block decide which solids fall through a basic Filter.
SettingFalls throughContinuesPractical use
Allow: GoldGoldEvery other solidA dedicated Gold drop toward a Collector.
Block: ResidueEvery other solidResidueKeep Residue on the main surface while another stream drops.
Allow: Wet SandWet SandEvery other solidReturn Wet Sand toward Shakers.

Density controls what reaches the Filter

A selected pixel cannot fall through if it never reaches the Filter. Dense material settles at the bottom of a mixed pile while lighter material rides above it. The official advice is to remove the densest target first. Gold is a useful early example: letting Gold fall at the first suitable Filter reduces the chance that it stays buried under Sand or Residue.

Current documented matter-type boundary.
MaterialBasic FilterAdvanced FilterEvidence
SolidAllow or Block one selected solidSupportedOfficial pages agree.
Liquid, including WaterPasses physically; selection does not target itSupportedThe Water page says Advanced Filters can affect Water.
GasPasses physically; selection does not target itSupportedResearch and Beginner’s Guide include gas.
Several selected typesNot supportedConflictingTwo official pages disagree.
Common Filter symptoms.
SymptomLikely causeCheck or fix
Selected material stays aboveA denser layer is below it or the pile is deep.Pause, thin the pile, and filter the densest target earlier.
Nothing falls throughThe lower exit is blocked or the rule is reversed.Inspect below, then reread Allow or Block.
The line stops after Water arrivesMaterial changed state inside the Filter.Remove trapped pixels and move the reaction away.
Water ignores the basic settingA basic Filter does not target liquid.Use containment or a documented Advanced Filter setting.
Material escapes beside a vertical linePlacement orientation or side geometry is wrong.Open Wall Mode and check the preview.

Update record

  • 2026-08-21 — Replaced the brief with setup steps, density guidance, matter-type boundaries, and a symptom table.
  • 2026-08-21 — Corrected the Wall Mode source and labelled Advanced Filter multi-selection as conflicting.

Frequently asked questions

Should I use Allow or Block for Gold?

Use Allow Gold when Gold should fall into a dedicated route and all other solids should continue. Use Block only when Gold should remain on the surface and the other solids should drop.

Why does an allowed material stay on top?

It may be above a denser layer, the pile may be too deep, or the exit below may be blocked. Thin the feed, filter the densest target earlier, and inspect the lower cell.

Can one Advanced Filter select several materials?

The current official Wiki is internally inconsistent. Research says multiple element types, while the Beginner’s Guide retains a single-resource rule. Treat the current in-game control as decisive and avoid a critical dependency on unconfirmed multi-selection.