Sandustry Modding Update �?Official API & Workshop
Lua and C# script loaders, Steam Workshop blueprints, SandPrints community database, and a preview of Tier 6 endgame machinery.
v0.5.5+ was announced by Lantto Games on 29 August 2026 as a modding and roadmap announcement rather than a stability patch. The headline: an official modding API is now documented for Lua and C# script loaders, the Steam Workshop is gaining proper blueprint integration, a community database called SandPrints is live, and preparations for Tier 6 endgame machinery are underway. This page covers what each of these means for players and modders.
What arrived in v0.5.5+
This was not a crash-fix patch �?it was a community and ecosystem announcement. The key deliverables:
- Official Modding API documentation published for Lua and C# script loaders. The API covers custom buildings, procedural generation overrides, research tree modifications, and new material behaviors.
- Steam Workshop blueprint integration is expanding beyond the existing community upload flow. The new system includes version tagging, dependency tracking, and better search.
- SandPrints database mod �?a community-built searchable library of factory blueprints, hosted separately from Workshop but linked in-game. See SandPrints Blueprint Sharing for details and sources.
- Tier 6 endgame machinery is being prepared in the development branch. The v0.5.5+ notes mention “preparation for Tier 6” without shipping it �?treat this as a forward-looking signal, not a delivered feature.
- Performance benchmarks for 100k+ pixel simulation megabases are now published on the official Sandustry site, helping modders understand load testing targets.
Community modding framework stability
The v0.5.5+ notes flag that background save-file sync during active blueprint marquee selection has been fixed. This was a known issue where large blueprints would occasionally corrupt saves during simultaneous manual edits. Players running heavy blueprint libraries should see fewer sync errors.
Mod compatibility notes:
- Fluxloader remains the primary load-order manager for Lua and C# mods. The official API docs are designed to coexist with Fluxloader �?do not replace an existing working install.
- SandTogether co-op mod users should verify compatibility on the Workshop page before updating �?co-op mods sometimes lag behind API changes by a few days.
- Custom Maps loader users should check that map-mods do not conflict with the new blueprint sync fix. The Custom Maps page has the current install steps.
Steam Workshop blueprint expansion
The Workshop upgrade adds:
- Version tagging �?upload multiple versions of a blueprint and players see which version their game needs.
- Dependency tracking �?if a blueprint requires a specific mod to function, the Workshop page now shows that dependency clearly.
- Better search �?tags, biome type, and factory tier filters are being added to the Workshop search UI.
These changes ship alongside existing Steam Workshop functionality. Old uploads remain compatible; the new metadata fields are optional but recommended.
SandPrints �?community blueprint database
SandPrints is a community-built, searchable database of factory blueprints hosted at sandprints.quest (or equivalent community domain). It is not an official Lantto Games product �?it is run by the same community that built the SandTogether mod.
Key facts:
- SandPrints is separate from Steam Workshop. It stores and indexes blueprints that players upload; Workshop remains the install path.
- SandPrints requires no mod to browse. It is a web database with direct search and filter by material type, factory tier, and blueprint size.
- Installing from SandPrints means downloading the file and adding it to your Workshop subscription or Fluxloader mod folder manually.
- The database currently holds blueprints ranging from starter shaker lines to full megafactory Tier 5 layouts.
See SandPrints Blueprint Sharing for browse links, install instructions, and contribution guidelines.
Tier 6 �?what we know and what we do not
The v0.5.5+ notes mention “preparation for Tier 6 endgame machinery expansion.” Here is what is confirmed and unconfirmed:
Confirmed:
- Tier 6 is in active development. The development branch (visible on SteamDB as the
0.5.5beta branch) contains Tier 6 machine assets. - Tier 6 involves endgame machinery �?new buildings that go beyond the Flux Emanator and Aura Extractor.
- The note says “preparation” �?no Tier 6 content is live in the public build as of the 29 August announcement.
Unconfirmed (community speculation):
- New power systems beyond Florinol batteries.
- A sixth factory tier with its own research branch.
- Expanded void or aura mechanics.
Do not make purchasing or time-management decisions based on unconfirmed Tier 6 content. Watch the official Sandustry Discord and Steam news for confirmed announcements.
Performance benchmarks �?100k pixel megabases
The announcement included performance benchmarks for factories running 100,000+ simulated pixels simultaneously. Key figures published by Lantto Games:
- Target frame rate: 60 FPS at 100k active pixels on recommended hardware.
- Physics threading: multi-threaded sand simulation now scales beyond 4 CPU cores on high-end machines.
- Memory ceiling: ~1 GB RAM for a full 100k-pixel active factory with full save overhead.
These numbers help modders set load-testing targets when building procedural generation or large-scale factory mods.
Modding API �?Lua and C#
The official Modding API documentation covers:
- Custom buildings: define new machines with custom input/output recipes, power consumption, and visual sprites.
- Procedural generation overrides: alter biome spawning, terrain noise, and resource distribution.
- Research tree modifications: add, remove, or reorder nodes in the gold-spending research system.
- New material behaviors: define how custom materials interact with heat, pressure, and existing game systems.
Both Lua and C# are supported. Lua is the entry-level option for simple mods; C# is for more complex systems that need direct game-engine access.
For installation steps and your first script, read Sandustry Modding API Guide.
Checking mod status after updates
When Lantto Games posts new patches:
- Check Demo Patches and the Updates hub for changelog notes mentioning mods or API changes.
- Visit the Steam Workshop page for each installed mod and check the “Last Updated” badge.
- If a mod broke, check the mod discussion forum �?most modders post compatibility notes within 24�?8 hours of a major patch.
- Never update a mod mid-session �?exit to the main menu, apply the update, and reload the save to avoid state corruption.
Related pages
- SandPrints Blueprint Sharing �?Browse, download, and contribute factory blueprints.
- Modding API Guide �?Official Lua and C# script documentation, your first mod in 10 minutes.
- SandTogether Co-op Mod �?Multiplayer mod install and known issues.
- Custom Maps �?Community map loader and map sources.
- Mods Hub �?All community tooling in one place.
- Updates Hub �?Chronological patch notes and roadmap signals.
- Factory Tiers �?Current Tier 1�? progression; Tier 6 is in development.
Bookmark this page if you run mods or build blueprints. The modding ecosystem moves fast �?check back after each official patch for API and Workshop updates.
Frequently Asked Questions
Quick answers to the most common Sandustry questions.
What is new in the v0.5.5+ modding announcement?
Official Lua and C# Modding API docs, expanded Steam Workshop blueprint integration (version tagging, dependencies, better search), the SandPrints community blueprint database, and Tier 6 endgame machinery preparation. See SandPrints and Modding API Guide.
What is SandPrints?
SandPrints is a community-built searchable database of factory blueprints, separate from Steam Workshop. It indexes blueprints by tier, material type, and factory size. See SandPrints Blueprint Sharing.
How do I install mods in Sandustry?
The primary path is Steam Workshop subscription �?Fluxloader in the game launcher. See Fluxloader Install for the full workflow.
Is Tier 6 already in the game?
No. The v0.5.5+ announcement said Tier 6 is being prepared �?new buildings are visible in the development branch, but no Tier 6 content is live in the public build as of August 2026. Watch official channels for confirmed announcements.
What languages does the Modding API support?
Both **Lua** (entry-level, for simple mods) and **C#** (for complex game-engine access). The official documentation covers both. Read Modding API Guide to get started.
Did the v0.5.5+ update fix blueprint save sync?
Yes. Background save-file sync during active blueprint marquee selection is now stable. This was a known cause of save corruption with large blueprint libraries.