Run this jam checklist in order
- Stop new input
Do not diagnose through a continuing pile. Close or divert the feed first.
- 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.
- Measure the full fall
Burnt Residue needs at least 25 clear blocks before it contacts the Press.
- Clear the Press top
A wrong pixel or a short-fall pixel can rest on the strike surface and intercept everything behind it.
- 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.
- Release a small clean sample
Watch one separated batch cross the complete drop and leave below before restoring continuous feed.
| Use in current copy | Legacy term | Evidence decision |
|---|---|---|
| Kinetic Press | Kinetic Slag Press | Current dedicated machine and Research pages agree on Kinetic Press. |
| Burnt Residue | Burnt Slag | Current Burnt Residue and Kinetic Press pages agree. |
| Residue | Slag | Current 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.
| What arrives | From 25+ blocks | Expected result | Failure risk |
|---|---|---|---|
| Burnt Residue | Yes | 1 Gold + 1 Seed below | Output backup can still fill the exit. |
| Burnt Residue | No | Rests on top | Blocks the next strike. |
| Gold or other material | Any height | Rests on top | Contaminates the chute and shortens later falls. |
| Ordinary Residue | Any height | No documented Press recipe | Blocks the strike area. |
| Symptom | Likely cause | Correction |
|---|---|---|
| Material piles at the very top | Wrong input or insufficient fall. | Remove the top pile, verify Burnt Residue, and measure from the final obstruction. |
| Gold is visible inside the route | Upstream Shaker Gold was not separated. | Add a Gold separation stage before the Press chute. |
| The first pixels process, then input stops | Gold and Seed have no lower capacity. | Empty and widen the output before restarting. |
| Some Burnt Residue misses despite a clear height | The stream is wide, colliding, or hitting occupied pixels. | Narrow and meter the feed; retest one clean column. |
| A clearing launcher moves good input away | The 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.

