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Transport building

Sandustry Launcher: How You Fight Gravity in a Pixel Factory

A Launcher is the piece you reach for when a Conveyor Belt runs out of options because the route goes up. It fires solid pixels straight into the air — or out one side when angled — and a column of them becomes a vertical lift.

Solid pixels up Blocks nothing Angle the top to throw sideways Official wiki numbers
At a glance

Launcher quick facts

  • Launches solid pixels straight up, or out an angled side
  • A column of Launchers makes a vertical lift
  • Lets liquids, gases, and players pass through
  • Samples for fresh pixels on an interval, so pickup is not instant

Build a Launcher Tower, Step by Step

The machine has two faces: a straight one that only pushes up, and an angled one that flings pixels sideways. Towers are just those two ideas stacked.

Step 1

Stack Launchers facing straight up

A solid pixel that enters a Launcher is carried directly upward and coasting a little past the machine, so it drops back onto the top. Line several Launchers up to keep the climb going.

Checkpoint: pixels climb the column instead of spilling sideways.

Step 2

Angle the top Launcher sideways

Angle the top Launcher of a column and the arriving pixels shoot out to the side it faces. That single angled cap turns a straight tower into a real lift that unloads at height.

Checkpoint: pixels fly out the side at the top of the tower.

Step 3

Set the height you need

With every Launcher facing straight up except the top one, pixels climb as far as your tower is tall, then get deposited out the side. There is no practical ceiling — the height is your choice.

Checkpoint: the tower is as tall as the drop you wanted.

Step 4

Unlock it via Logistics for 30 Gold

The Launcher and the Conveyor Belt come from the same Logistics node, which costs 30 Gold in Tier 1. One purchase hands you both halves of the transport puzzle at once.

Checkpoint: the Logistics node is unlocked in Tier 1.

When the Launcher Stalls

Launchers rarely break, but a tower can misfire or back up in a few specific ways. Here is what to check first.

No destination

Pixels bob on the top instead of leaving

An angled Launcher throws toward whatever is on the far side. If the top has nowhere to unload, moving pixels just hang there. Give the cap a belt or machine to aim at.

Wrong direction

Pixels fly the wrong way

An angled Launcher outputs to the side your cursor is nearest when you place it — the straight vertical side is the front it throws toward. Re-place it so the front faces your target.

Pickup delay

A fresh pixel sits still for a beat

Launchers sample their tile at regular intervals, so a pixel that has just landed is not always grabbed on the very next tick. That delay is the machine's normal rhythm, not a fault.

Core launcher rule

A Launcher lifts solid pixels upward, can throw them sideways when angled, blocks nothing, and works best when the destination handoff is already readable before the tower goes up.

What still depends on the handoff

Tower height, real throughput, and whether a miss comes from the Launcher or the receiving route still depend on the landing tile and the next transport step.

Featured Questions

How does a Launcher work in Sandustry?

A Launcher lifts solid pixels upward through a tower, and an angled top Launcher can throw those pixels sideways into the next belt, machine, or drop path.

Why is my Launcher not working in Sandustry?

The usual causes are a bad top handoff, wrong output direction, or normal pickup delay being mistaken for a jam.

Primary Sources

Next step

Use Launchers only after the local route is understandable. If items miss the intended handoff, check Conveyor Problems before expanding distance.