Run this jam checklist in order

  1. Stop new input

    Do not diagnose through a continuing pile. Close or divert the feed first.

  2. Confirm Burnt Residue

    Current official pages do not use Burnt Slag as the input name. Remove Gold, ordinary Residue, and every other material from the chute.

  3. Measure the full fall

    Burnt Residue needs at least 25 clear blocks before it contacts the Press.

  4. Clear the Press top

    A wrong pixel or a short-fall pixel can rest on the strike surface and intercept everything behind it.

  5. Clear below the Press

    Gold and Seed fall through the bottom. A backed-up output can fill the body and cascade into a top jam.

  6. Release a small clean sample

    Watch one separated batch cross the complete drop and leave below before restoring continuous feed.

Kinetic Press troubleshooting diagram showing Burnt Residue falling 25 or more blocks, a clear top, and Gold and Seed exits below.
The required drop and outputs are official; the diagnostic branches are an editorial arrangement of documented failure conditions.
Current terms replace Demo-era names.
Use in current copyLegacy termEvidence decision
Kinetic PressKinetic Slag PressCurrent dedicated machine and Research pages agree on Kinetic Press.
Burnt ResidueBurnt SlagCurrent Burnt Residue and Kinetic Press pages agree.
ResidueSlagCurrent Shaker output is Residue.

What a successful strike requires

The documented process has three visible conditions: the material is Burnt Residue, the uninterrupted drop is at least 25 blocks, and the bottom has room for one Gold plus one Seed to leave. The dedicated page does not document a separate fuel or power input. This makes the first diagnostic question material and geometry, not energy.

Input result at the strike surface.
What arrivesFrom 25+ blocksExpected resultFailure risk
Burnt ResidueYes1 Gold + 1 Seed belowOutput backup can still fill the exit.
Burnt ResidueNoRests on topBlocks the next strike.
Gold or other materialAny heightRests on topContaminates the chute and shortens later falls.
Ordinary ResidueAny heightNo documented Press recipeBlocks the strike area.
Symptoms and clearing order.
SymptomLikely causeCorrection
Material piles at the very topWrong input or insufficient fall.Remove the top pile, verify Burnt Residue, and measure from the final obstruction.
Gold is visible inside the routeUpstream Shaker Gold was not separated.Add a Gold separation stage before the Press chute.
The first pixels process, then input stopsGold and Seed have no lower capacity.Empty and widen the output before restarting.
Some Burnt Residue misses despite a clear heightThe stream is wide, colliding, or hitting occupied pixels.Narrow and meter the feed; retest one clean column.
A clearing launcher moves good input awayThe workaround intersects the falling path.Aim clearing equipment at stagnant top pixels, not the active drop.

Update record

  • 2026-08-21 — Corrected Kinetic Slag Press to Kinetic Press and Burnt Slag to Burnt Residue.
  • 2026-08-21 — Replaced an unrelated Reddit URL and added ordered top-to-bottom clearing checks.

Frequently asked questions

What is the machine called now?

Current official pages use Kinetic Press. Kinetic Slag Press is a legacy term found in older Demo-era discussions and earlier Wiki text.

What material goes into the Kinetic Press?

Burnt Residue is the current official input. Residue must first survive burning and become Burnt Residue; ordinary Residue, Gold, or another pixel can rest on top and block the strike.

Does the Kinetic Press need power or fuel?

The current dedicated machine page lists Burnt Residue and a 25-block fall as the processing conditions and does not document a separate fuel or power input. Do not substitute an old guide’s machine requirements.