Sandustry Mods and Steam Workshop Guide for v0.5.6
Sandustry had more than 125 Workshop mods by the official August 28 update. Mods require the separate Steam mods branch, which moved to v0.5.6 in Update #3. Check each item's supported branch and dependencies, back up the world, and test additions in a disposable save.
On this page
Start with the official Workshop and mods branch
The developer reported more than 125 Sandustry mods on August 28, covering community experiments that appeared before the API documentation was complete. Start at the Workshop attached to Steam app 2764460. This keeps item identity, author, dependencies, update history, and discussion tied to the correct game instead of an unverified mirror.
Subscribe to one functional change at a time during the first setup. Cosmetic, map, building, recipe, and overhaul items should be labeled by scope in the inventory. When a failure appears, sort the list by the systems it changes rather than only by subscription date.
Subscribed items do not load on the normal vanilla branch. Official posts direct players to a separate mods branch. Earlier compatibility was split between 0.5.2 and 0.5.5 experimental branches while authors migrated; Update #3 states that the mods branch is now on 0.5.6. Check the selected branch and current item instructions together.
Do not assume that more than 125 means every item is current or compatible with every other item. The count describes the ecosystem at the time of the post. Read the most recent change note and comments for the exact mod, then record the version and dependencies beside the save you intend to test.
Check API, version, dependencies, and scope
The refreshed Sandkit framework includes official API documentation, and v0.5.6 adds hooks, events, and methods such as building removal, terrain burning, and melting at a cell. A mod that handles those events can change how ordinary removal, Fire, Laser, or material interactions behave. Review its stated scope before combining it with another mod that touches the same system.
Use the official API reference when an item description names a Sandkit method or event. Confirm that the documentation and selected branch describe the same generation of the framework. A method name appearing in both places does not prove that an older compiled mod handles the current event payload or saved data.
Build a compatibility inventory with the game version, Steam branch, mod name, mod update date, required dependencies, and load instructions. Treat missing information as unknown rather than filling it from a similarly named project. Maps, buildings, processing methods, production chains, visual changes, and total overhauls have different risks for an existing world.
Enable a small group at a time in a disposable world. Test launch, world creation, saving, reloading, the advertised feature, and removal behavior. When two mods overlap, add the second only after the first passes. This produces a known-good boundary and makes a later failure reproducible.
Protect saves and update without losing evidence
Copy valuable saves before adding, removing, or updating any item that changes materials, buildings, maps, objectives, or recipes. Label the copy with v0.5.6, the branch, and the complete mod list. Steam Cloud is useful, but a synchronized copy can replace a file; keep an intentional recovery copy outside the active save location when practical.
Keep a vanilla reference world containing the base building or reaction that a mod changes. When behavior differs, reproduce the same small input in vanilla and on the mods branch. That comparison protects official ratios from being overwritten by a custom result and gives the author a concise compatibility report.
After a game update, let Steam finish both game and Workshop downloads before opening the main world. Test a duplicate first. Inspect missing buildings, red blocks, stopped recipes, changed material behavior, and log errors. Update #3 includes red-block fixes and new mod hooks, but a persistent symptom may still come from an item that has not adopted the current framework.
If a save fails, preserve its log and configuration before disabling everything. Reduce the mod set in groups while keeping required dependencies. Report the version, branch, exact items, expected result, actual result, and reproduction steps. Restore the last known-good copy instead of repeatedly writing experiments into the only world.
For external loaders or files, follow the current mod author's own documentation and verify provenance. The official Sandustry path is the Steam Workshop plus the documented mods branch and Sandkit API. An old tutorial, familiar filename, or third-party download page does not establish current compatibility.
What this page can verify
This site has not verified a current Sandustry Fluxloader maintainer, installer or supported-version list. There is therefore no download on this page. The earlier source check dated August 19, 2026 did not establish one; editing this explanation does not turn that absence into proof that no such project exists. A search term is not enough to identify software.
Use the documented Workshop route
For supported mod distribution, start with the Workshop linked from the official Sandustry Steam page. Read the item author, dependency list, update history and branch instructions. Use the current Mods guide for the documented Workshop workflow. A subscription alone does not establish compatibility with an existing save.
If a mod requires a separate loader
Require a link from the mod author to the actual loader project and an explicit game/version match. If either is absent, leave the dependency unresolved rather than substitute a mirror or an installer for another game. Preserve a copy of the save before trying a documented change. Report a verifiable project URL through Contact if this status needs correction.
Troubleshooting
- Subscribed mods do not appear
Confirm the separate mods branch is selected, Steam finished downloads, and every required dependency supports v0.5.6.
- A save shows red blocks or fails after updating
Preserve the save and log, test a duplicate, then reduce recently changed mods in groups while retaining their dependencies.
Sources
Official references used for this field guide.