Mods & Custom Maps
Use Sandustry's current v0.5.6 mod framework with version-matched mods and backups.
Researched 4 Sep 2026 · Official facts separated from community observationsUpdate #3 moves the mods branch to v0.5.6 and adds more SandKit hooks and methods. Confirm the version a mod targets, back up saves and treat the API as work in progress.

Move to the v0.5.6 baseline
The September 3 Update #3 supersedes the earlier temporary branch split: the official notes now say the mods branch is on v0.5.6 as well.
A mod still needs to match the branch and game version it was built for. Back up a working profile before moving older 0.5.2 or 0.5.5 content to the new baseline.
- Use v0.5.6 for the current mods branch.
- Check the mod author's declared target version.
- Preserve a backup before changing branches or mods.
Use the official SandKit reference
Sandustry now publishes API documentation at sandustry.com/sandkit.html. Check that reference and the mod author's branch requirement before installing anything.
The announcement reports more than 125 community mods, but the number of available mods does not establish compatibility with a particular save or branch.
- Confirm the target branch.
- Back up saves and the working mod list.
- Install one item at a time.
- Launch and test before adding the next item.
Current SandKit surface
Update #3 adds hooks and methods such as building:removing, fire:terrain:burn and meltAtCell. Use the live SandKit reference rather than copying an older Demo or 0.5.5 signature.
Preserve the branch name and mod version in your notes so the setup can be reproduced after the next update.
Troubleshooting and rollback
When the game fails after a mod change, remove the newest item first and retest on the version it declares. Confirm a clean profile works before changing several files at once.
The developers still describe the API as work in progress. Recheck official notes and the SandKit reference after every game or mod update.
- Restore the backup if removal is incomplete.
- Record the game branch and mod version.
- Reproduce base-game bugs without custom content before reporting them.
- The mods branch is now on v0.5.6.
- Update #3 adds hooks and methods including building:removing, fire:terrain:burn and meltAtCell.
- The SandKit API remains work in progress.
Version boundary: Updated from official Update #3 on September 3, 2026. The mods branch is on v0.5.6; verify each mod's target version.
Research behind this guide
This page was written from its own keyword material file. The sources below are not shared filler from another guide.
Mods & Custom Maps FAQ
Five practical answers covering setup, troubleshooting and version-sensitive decisions.
Which Sandustry branch supports the current mod framework?
Update #3 says the mods branch is now on v0.5.6, superseding the earlier temporary 0.5.2 and 0.5.5 split. Still check the version declared by each mod author and preserve a backup before changing a working profile.
Where are the official Sandustry mod API docs?
Use the official SandKit reference at sandustry.com/sandkit.html. The developers describe the API as work in progress, so recheck it when a game or mod update changes behavior.
Which SandKit APIs changed in v0.5.6?
Update #3 names new hooks and methods including building:removing, fire:terrain:burn and meltAtCell. Treat that list as a release note, then use the live SandKit documentation for signatures and verify behavior in a disposable test save.
Do older Sandustry mods work on v0.5.6?
Compatibility should not be assumed. Demo, 0.5.2 and 0.5.5 tutorials can document useful history, but their loaders, file paths or APIs are not proof of v0.5.6 compatibility. Follow the mod author's declared target and test one change at a time.
How do I troubleshoot a broken modded save?
Back up the save first, record the branch and mod versions, then remove the newest mod and retest. Reproduce a suspected base-game bug without custom content before reporting it.
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