Early Gold chain
Follow the material, not a claimed rate
- Create Wet Sand
One Sand plus one Water becomes two Wet Sand.
- Process Wet Sand
Each Wet Sand becomes one Residue and has a one-in-four chance to add one Gold.
- Collect direct Gold
Gold falls through the Shaker and must reach a Collector to enter the Research bank.
- Separate Residue
Residue stays on top of the Shaker and needs a side route.
- Create Burnt Residue
Ignited Residue has a 25 percent chance to become Burnt Residue and may otherwise burn away.
- Use the Kinetic Press
One Burnt Residue falling at least 25 blocks becomes one Gold plus one Seed.
| Connection | Result | Evidence level | Important boundary |
|---|---|---|---|
| Sand + Water | 2 Wet Sand | Officially documented | Consumes both input pixels. |
| Wet Sand + Shaker | 1 Residue + 25% chance of 1 Gold | Officially documented | Probability is per Wet Sand, not a fixed batch rate. |
| Residue + fire | 25% chance of Burnt Residue | Officially documented | Residue may burn away with no output. |
| Burnt Residue + 25-block Press drop | 1 Gold + 1 Seed | Officially documented | Wrong material or short drop blocks the Press. |
| Any full-line machines-per-minute ratio | Not supplied | Unknown | Cycle time and stable throughput are not documented. |
Water and atmospheric state changes
| Input | Process | Output | Evidence note |
|---|---|---|---|
| Ice | Heat | Water | Officially documented. |
| Water or Snow | Fire | Steam | Officially documented. |
| Steam | Reaches the sky | Rain / Water | Officially documented. |
| Cryoblaster Snow | Steam then rain | Renewable Water | Official page describes the route; no stable net rate. |
| Existing Water closed loop | Snow, Steam, rain | Claimed multiplication | Conflicting community reports; excluded from the solid flow. |
Later plant links remain version-sensitive
What can be planned safely
- Reserve separate Gold and Residue exits at the Shaker stage.
- Keep Burnt Residue isolated before the 25-block Press chute.
- Provide separate destinations for Press Gold and Seed.
- Treat Water production and Water recovery as different capacities.
- Leave unresolved plant material outside a critical automated loop.
| Symptom | Broken edge | Page to use |
|---|---|---|
| No Wet Sand reaches processing | Sand + Water contact or containment | Water Guide |
| Shaker bank fills | Wet Sand input or Residue output | Shaker Clogging |
| Gold exists but Research balance does not rise | Gold to Collector | First Gold Line |
| Press top fills | Burnt Residue purity, drop, or output | Kinetic Press |
| A Water loop gains then loses volume | Renewable source versus buffer or glitch | Water #renewable-water |
Update record
- 2026-08-21 โ Replaced the thin Hub with a claim-labelled material dependency map.
- 2026-08-21 โ Removed unsupported aggregate ratios and exposed the plant-page conflict.
Frequently asked questions
What is the early Gold production chain?
Sand and Water become Wet Sand. A Shaker converts every Wet Sand into Residue and may also produce Gold. Gold goes to a Collector; Residue can later be burned into Burnt Residue and processed by a Kinetic Press.
What is the Sand-to-Gold ratio?
No aggregate ratio is published here. Official Wiki pages conflict on an approximate full-chain ratio even though the per-pixel Shaker chance is documented. Use the transformations as a dependency map, not a throughput calculator.
Why are plant links marked unresolved?
Current Wet Seed and Research pages describe Wet Seed to Flower, while older Seed and Planter Box pages describe Wet Spore to Seed to Flower. Without a shared build label, joining them would hide a version conflict.

