Updates

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.

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Sandustry Modding Update v0.5.5+ �?Official API, Workshop & SandPrints

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 0.5.5 beta 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:

  1. Check Demo Patches and the Updates hub for changelog notes mentioning mods or API changes.
  2. Visit the Steam Workshop page for each installed mod and check the “Last Updated” badge.
  3. If a mod broke, check the mod discussion forum �?most modders post compatibility notes within 24�?8 hours of a major patch.
  4. Never update a mod mid-session �?exit to the main menu, apply the update, and reload the save to avoid state corruption.

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.

FAQ

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.