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Atomic Age

A nuclear production chain for Sandustry: smelt sand into silicon, make acid, leach uranium out of redsand, enrich it, press it into pellets and burn them in a reactor. Built on the game's official Sandkit API — no third-party loader.

Part of uolkx's mods. This page is generated from the mod's own recipe tables, so it cannot drift from what the machines do.

The chain, end to end

Sand→ smelter → Silicon+ Liquid Gold→ chemical vat → Doped Silicon+ acid → Wafer
Oil/ Cinder→ smelter → Sulphur+ Water→ chemical vat → Acid
Redsand+ acid → Yellowcake→ centrifuge → Enriched Uranium→ synthesizer → Fuel Pellet→ the reactor → ⚡
Spent Fuel+ acid → Yellowcake(the cycle closes)

Nothing reacts by accident

There are no contact reactions in this mod, deliberately. Sandkit's contact recipes have no probability and no conditions — a water + sulphur rule would fire on every touching pair of cells, everywhere on the map, every tick. Water is not rare in Sandustry: lakes, flooded shafts, rain, Lumlings. One spilled load of sulphur near a shore would become an unstoppable acid front.

So mixing only happens inside a machine you deliberately fed. Sulphur dropped in a lake is just sulphur in a lake. The bonus: a machine can do what a contact recipe cannot — real ratios, an energy cost and a buffer.

Recipes

Smelter

Vanilla machine. Melts what lies on top of it, fuelled by heat from a Thermal Buffer or lava.

InputOutputMachine
1Sand Silicon80% Smelter · optional
1Oil Sulphur70% Smelter
1Cinder Sulphur35% Smelter · optional

Smelter products are deliberately lighter than their feedstock (silicon 130 against sand 150, sulphur 45 against cinder 50). The Smelter replaces material in place, so a heavier product would sit on the machine's face and jam it — the next load could never reach the heat.

Where the feedstock comes from

Sand is everywhere. Oil is found in the world and is the good route to sulphur. Cinder is not lying around: it is dug out of Scoria rock — and Scoria is renewable, which is the point. Drop snow from a Snowmaker onto lava and the lava sets into Scoria, cascading up to twenty cells at a time; mine that and you get Cinder. So sulphur never runs out, it is just slow: water → Snowmaker → snow → lava → Scoria → Cinder → Smelter, at 35% per piece against oil's 70%.

Chemical Vat

Open-topped 4×4 vessel. Drop ingredients in from above, it holds them until a full set is present, then drops the product out of the bottom for 40 energy.

InputsOutputsMachine
3Water+1Sulphur 3Acid Chemical Vat
3Silicon+1Liquid Gold 3Doped Silicon Chemical Vat
2Doped Silicon+2Acid 1Wafer+2Water Chemical Vat
6Redsand+3Acid 2Yellowcake Chemical Vat
4Spent Fuel+4Acid 1Yellowcake Chemical Vat

Centrifuge

Splits yellowcake. Deterministic — no dice rolls, so a uranium line can be sized on paper. Costs 400 energy per run.

InputsOutputsMachine
4Yellowcake 1Enriched Uranium+3Depleted Uranium Centrifuge

Synthesizer

The vanilla Synthesizer (Aurixite Crystallizer) is the fuel press. It fills all sixteen cells of its area with one element, then converts the batch for ~800 energy.

InputsOutputsMachine
16Enriched Uranium 16Fuel Pellet Synthesizer · 800 energy

The reactor

A Reactor Core burns fuel pellets into heat, and heat is measured in the same units as grid energy — so a core rated 3000/s can feed turbine sections worth 3000 energy per second.

Layout

       ^^^^        ^  fuel dropped in from above
  ~~~ #CC# ~~~     #  core, C throat
  ~~~ #CC# ~~~     ~  water, up to 3 cells out on either side
  ~~~ #### ~~~
  ~~~ wwww ~~~     w  spent fuel drops here, into water if that is what is below
A working build: the core with its bank of Turbine Sections running off to the right, a pool of water beside it fed by a pump, and the tooltip reporting what it is doing — burning, two pellets and eighteen water inside, four turbines delivering.

Turbine Sections attach to the core and to each other, so a bank of them counts as long as each touches the core or another section. Every section moves up to 1000 heat per second into the grid; the core's output is the ceiling, so extra sections are never wasted, they just idle.

Two ways to take the power out

RouteHowOutput
Turbine Sections Bolt onto the core, wire them to a Power Brick 3000/s
Steam vent No sections — the core vents steam upwards for ordinary Steam Turbines ≈200/s

The steam route is capacity-limited on purpose: one vanilla steam particle carries 10 energy, so a full-output core would need hundreds of particles per second. That is the load turbine sections exist to avoid.

It cannot break

The core burns fuel only as fast as its heat can leave. One pellet is therefore worth 180 000 energy in every mode — a full turbine bank spends it in 60s, a bare steam vent takes far longer and wastes nothing. No turbines and no water is simply an idle reactor, not a ruined one. Above 6 000 heat output tapers off; at 12 000 it stops entirely until things cool down.

A reactor running flat out sits at zero heat — everything it makes leaves immediately. That is working correctly, not stalling. Watch the tooltip line (4 turbines: 3000/s) and your battery charge instead.

Elements

All 13 are registered at once, including the ones only later phases produce: element type ids are handed out in registration order and stored as numbers in the save, so inserting one later would turn stored yellowcake into something else. None of them occur in the world naturally — every one is a machine product.

ElementMatterDensityWhat it is
Silicon Solid 130 Sand smelted down to the element. Lighter than sand, so it floats clear of the smelter.
Sulphur Solid 45 A light yellow powder smelted out of oil or cinder. Rises out of both, and is inert until you put it in a vat with water.
Acid Liquid 110 Made from water and sulphur in a Chemical Vat. Dissolves what a vat tells it to and nothing else.
Doped Silicon Solid 170 Silicon mixed with liquid gold. One acid bath away from being a wafer.
Wafer Solid 175 Etched doped silicon. The control electronics later machines are going to want.
Yellowcake Solid 200 Uranium concentrate leached out of redsand with acid. Needs enriching before it is fuel.
Enriched Uranium Solid 220 The fissile fraction of yellowcake. A Synthesizer presses sixteen of them into fuel pellets.
Depleted Uranium Solid 240 What is left after enrichment. Dense, dull, and nothing consumes it yet - a breeder blanket will.
Fuel Pellet Solid 230 Pressed reactor fuel. A Reactor Core burns it, and what is left comes out as spent fuel.
Spent Fuel Solid 235 A used pellet. A vat and enough acid will get some of the uranium back.
Deuterium Gas 15 Heavy hydrogen. Fusion fuel, for a phase that is not written yet.
Tritium Gas 18 Bred from depleted uranium beside a running reactor. The other half of fusion fuel.
Plasma Wisp 5 Fusing fuel, held in a magnetic bottle. Do not stand in it.

Machines hold what you feed them

A machine takes at most 2 batches' worth of any one ingredient and leaves the rest lying in its cavity, where you can take it back with the grabber. Demolish a machine and it hands back everything it was holding. Hover any machine with the grabber to see its contents, the recipe it is closest to, and what it is short of.

Settings

SettingDefaultWhat it does
Mod enabled true Turn the mod off without unsubscribing. Machines stay built but stop working immediately - vats stop reacting, reactors stop burning. The smelting recipes can only be withdrawn at load, so switching this off leaves them working until the next restart.
Energy per reaction 40 What one Chemical Vat reaction draws from the grid. 0 makes the vat run for free, which is the way to use it before you have electricity.
Energy per enrichment 400 What one Centrifuge run draws from the grid to turn four Yellowcake into one Enriched and three Depleted Uranium. Enrichment is meant to be the expensive step of the fuel cycle.
Reactor heat per second 3000 How much heat a Reactor Core makes while a pellet burns, in the same units as grid energy. This is the ceiling on what its turbine sections can deliver. Applies to reactors already built.
Turbine section output 1000 How much heat one Turbine Section moves into the grid per second. Sections chain, so a bank of any shape counts as long as each one touches the core or another section; the core's own output is the ceiling, so extra sections simply idle rather than going to waste.
Reactor effects true Sparks and a glow at a Reactor Core while it is delivering power. A reactor at full output sits at zero heat, because everything it makes leaves immediately, so this is how you tell it apart from a dead one.
Smelt sand into Silicon true Claims sand as a Smelter input. Turn off if another mod wants sand in the Smelter, or if you would rather not have your sand smelted by accident. Read once at load, so changing it needs a restart.
Smelt Cinder into Sulphur true A fallback source of sulphur for worlds where oil is out of reach. Cinder is dug out of Scoria, which you can make more of by dropping snow on lava, so this route is slow but never runs out. Read once at load.
Research cost 2000 Gold cost of the Chemistry node. The vanilla Smelter it hangs off costs 3000. Read once when the tech tree is built, so changing it needs a game restart.
Fuel research cost 4000 Gold cost of the Nuclear Fuel node, which unlocks the Centrifuge and the fuel pellet recipe. It hangs off Industrial Chemistry. Read once when the tech tree is built, so changing it needs a game restart.
Fission research cost 6000 Gold cost of the Fission Power node, which unlocks the Reactor Core and the Turbine Section. It hangs off Nuclear Fuel. Read once when the tech tree is built, so changing it needs a game restart.
Log to console false Prints what each machine swallows, reacts and drops, and what a reactor is doing with its heat. For troubleshooting and for balancing recipes.