Sandustry Mods
Two separate ecosystems — the official Steam Workshop and the community Fluxloader. Here is what each one is for and which you actually want.
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There are two ecosystems. The Steam Workshop is first-party — subscribe and the mod installs, no tools needed. Fluxloader is a separate community loader with its own much larger catalogue, including custom maps, skins and texture packs. Most people want the Workshop; you want Fluxloader when you want maps.
Steam Workshop — the official route
Sandustry ships with Workshop support, so installing a mod is a subscribe button. No loader, no file copying, no third-party downloads.
The Workshop went live with the game. A sample of what is there:
| Mod | By | What it does |
|---|---|---|
| Multiple Action Bars | ZyniX | More hotbars on screen at once |
| Flow Meter | uolkx | Throughput readouts for your lines |
| Power Monitor | uolkx | Watch energy generation and draw |
| Mod Inspector | uolkx | See what your installed mods are doing |
| Steam Pipes | Kingcub | Pipe steam around |
| Vertical Conveyor Portal | Kingcub | Vertical version of the conveyor portal |
| Ultrawide Hor+ | SuperMan4eg | Proper ultrawide support |
How much of that list is instrumentation is telling — flow meters, power monitors, inspectors. That is what players reach for once a factory outgrows eyeballing it, and it maps neatly onto where the base game currently leaves a gap.
One of the Workshop items, Drill Test, is published by lantto — the developer. Modding here
is not merely tolerated.
Fluxloader — the community loader
Fluxloader is a separate, unofficial mod loader with its own browser and a catalogue well past a hundred mods. It is not affiliated with Lantto Games or Hooded Horse.
- Current version: 2.5.5, published on the project’s GitHub releases page
- Download it from GitHub or the project site — nowhere else
- Mods declare versioned dependencies, so most of them also pull in Core Lib (currently 3.1.3), maintained by the Fluxloader team
What it has that the Workshop does not, at least so far, is breadth: custom maps, player skins, texture packs, quality-of-life patches, speedrunning timers, and an experimental multiplayer mod.
Notable entries:
| Mod | Version | What it is |
|---|---|---|
| Core Lib | 3.1.3 | The dependency almost everything else needs |
| Custom Map Loader | 4.1.6 | Loads community maps |
| Texture Pack Loader | 2.2.1 | Loads texture packs |
| Skin Loader | 2.0.1 | Loads player skins |
| Some QoL | 0.5.11 | Assorted quality-of-life fixes |
| Creative Mode | 1.1.3 | Unlimited building |
| Sandustry Together | 0.5.0 | Experimental online co-op |
Sandustry Together, and reading a version number
Online co-op exists, in the sense that a 0.5.0 experimental mod exists. Its own author is blunt about the state of it: expect bugs, desyncs and crashes, and Community“I can’t guarantee no corruption of saves”.
That is the right way to read every version number on this page. A 4.1.6 loader has been through a lot of releases; a 0.5.0 multiplayer mod rewrites how your world is saved and has not. Back up before you install either, and especially the second.
Custom maps
Custom maps are the biggest thing Fluxloader offers that the Workshop currently does not, and they are the reason most people install it.
You need the Custom Map Loader (4.1.6, by Electric131), and then any of the maps in the catalogue — there are dozens, spanning full terrain overhauls, puzzle layouts, and challenge maps like InfiniMines, Volcanic Sands and Procedural Challenge.
Maps are ordinary Fluxloader mods, so they install the same way and declare the same dependencies. A map that will not load is nearly always a Core Lib version mismatch rather than a broken map.
We do not host map files, and we never will. Everything above points at the Workshop, at Fluxloader, or at a creator’s own page.
After every patch
Sandustry is in Early Access and patching often. Mods are the first thing to break when the game underneath them changes.
- After any update, check your mods before you blame the game. A crash that started right after a patch, on a modded save, is a mod incompatibility until proven otherwise.
- Back up your saves before updating. Copy
%APPDATA%\sandustry\savessomewhere safe — see where Sandustry saves your game. - Test with mods disabled before reporting a bug. The developers cannot debug someone else’s mod, and a report from a modded save usually ends there.
- Treat anything outside the Workshop as an ordinary download. Know who made it, and keep a backup you are willing to lose.
Related
- Sandustry Official Discord — where modding conversation happens
- Crash and FPS fixes — rule mods out first
- Where Sandustry saves your game — back up before you experiment
Sources
- OfficialSandustry Workshop — Steam
- CommunityFluxloader — community mod loader and mod browser
- CommunityFluxloader releases — GitHub