Slag — Officially Called Residue Now

Quick answer: the material you know as "slag" is officially called Residue in the current game. It comes off your Shakers, burns into Burnt Residue at roughly 4:1, and presses into guaranteed Gold — here is the whole pipeline, plus the rename history.

Material Data (Current)

FieldResidueBurnt Residue
Matter type / DensitySlushy / 50Solid / 50
Obtained fromWet Sand (on a Shaker)Residue (burned)
Processed byFireKinetic Press
ByproductsBurnt ResidueGold, Seed
Burnable / Wettable / LaunchableYes / No / YesNo / No / Yes

Where Residue Comes From

"Residue is produced by dropping Wet Sand on a Shaker." Every Wet Sand pixel becomes Residue; the Shaker's Gold output (25% chance) is the side prize — Residue is the guaranteed product, and it is not waste.

Burning: 25% Per Pixel, ~4:1 Overall

The conversion is lossy by design: "When Residue combines with Fire each pixel has a chance to either turn into Burnt Residue or be consumed with no output." The odds: "A Residue only has a 25% chance of turning into Burnt Residue" — which the wiki also states as "approximately 4 Residue → 1 Burnt Residue."

Ignition options: the Flamethrower or the Rocket Launcher's napalm upgrade manually; a Pyro Dispenser or lava trapped in Filters for automation. Helpfully, "with enough Residue input, a pile ignited by the player can burn continuously to keep producing Burnt Residue without having to keep reigniting."

Pressing: The Guaranteed Payoff

Burnt Residue is Kinetic Press food: "By dropping Burnt Residue onto a Kinetic Press from 25+ blocks high, the Burnt Residue will be transformed into 1 Gold and 1 Seed." No randomness — "1 Burnt Residue will always output 1 Gold and 1 Seed."

Watch the drop height: pixels arriving from under 25 blocks just rest on the press and block it. The official fix is a row of angled Launchers along the top to fling stagnant pixels aside.

The Name History: Slag → Residue

In the 2025 demo era the chain was named Slag / Burnt Slag / Kinetic Slag Press, and the 2025 wiki described Shaker output as "Gold (↓) and Slag" with a 20–25% gold range. Old guides and forum posts still use those names.

The current game and wiki renamed everything: Residue / Burnt Residue / Kinetic Press, with the gold odds now stated as an exact 25%. The press byproduct changed too — 2025's Gold + Spore became today's Gold + Seed. Same chain, new vocabulary.

Budget for the burn loss

Plan quantities backwards: every Burnt Residue you want costs about 4 Residue, which costs about 4 Wet Sand. If your press tower runs dry, the bottleneck is almost always the burning stage — not the Shakers.

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