Kinetic Press Guide

Your press does nothing? Drop height is almost always the reason: Burnt Residue must fall 25+ blocks onto a Kinetic Press to convert. When it does, the output is guaranteed — 1 Gold and 1 Seed per pixel, every time.

What the Kinetic Press Is

The Kinetic Press is one of the three core gold-producing structures, sitting mid-chain: it is "used to process Burnt Residue into Gold and Seeds." It unlocks in Research Tier 2 for 500 Gold. Unlike the Shaker before it, its output is fully deterministic.

Its infobox properties: it blocks liquids, gases, and the player. Interactions: Burnt Residue only — anything else that lands on it just sits there.

The 25-Block Rule

The official wiki is precise: "By dropping Burnt Residue onto a Kinetic Press from 25+ blocks high, the Burnt Residue will be transformed into 1 Gold and 1 Seed. These will fall through the Kinetic Press and be dropped out of the bottom."

"1 Burnt Residue will always output 1 Gold and 1 Seed" — there is no yield randomness at this stage. Build your drop tower at least 25 blocks tall above the press and the conversion simply works.

FieldValue
Research cost500 Gold (Tier 2)
InputBurnt Residue
Required drop height25+ blocks
OutputAlways 1 Gold + 1 Seed per Burnt Residue
Output exitFalls through, drops out of the bottom
Blocks liquid / gas / playerYes / Yes / Yes

Why Your Press Is Blocked (and the Official Fix)

The number-one failure mode: "Anything else lands on the top of the Kinetic Press — or if Burnt Residue falls on top but from too low a height — it will simply rest on top of the Kinetic Press and block anything from hitting it until the blockage has been moved."

The wiki's own fix: "Unlike Shakers, the Kinetic Press does not have a Conveyor Belt built in and so the best way to automatically clear blockages is to place a row on angled Launchers along the top of the Kinetic Presses and aimed at an opening to the side." The Launchers fling stagnant pixels away without interrupting pixels that are still falling.

Where It Sits in the Gold Loop

Upstream, Burnt Residue comes from burning Shaker Residue — a lossy step at roughly 4 Residue per Burnt Residue. Downstream, the Gold goes to your Collectors, and the Seed combines with Water into Wet Seeds for the Planter Box stage.

The Community tab of the official Beginner's Guide sums up the design: "Gold yield is probabilistic at Shaker stage but deterministic at later stages." The press is where your gold income becomes predictable.

Kinetic Press Setup Checklist

  • Input: feed only Burnt Residue onto the press; other material can rest on top and block it.
  • Drop: give the Burnt Residue at least 25 blocks of vertical fall before it hits the press.
  • Output: leave room below the press for the guaranteed 1 Gold and 1 Seed to fall through.
  • Blockage control: follow the official tip by aiming angled Launchers across the top toward a side opening so stagnant pixels are removed.

The official sources document these components, but not exact press dimensions or a tested tower blueprint. Measure the required 25+ block fall in your own build rather than relying on an unverified screenshot layout.

Version History

The 2025 demo documented a "Kinetic Slag Press" that processed Burnt Slag into Gold and Spores. Current official pages instead document the Kinetic Press, Burnt Residue, Gold and Seed. Treat the older terminology as version history, not as a second current recipe.

Exact press dimensions and whether the 25-block height is measured from the release point are not documented in official sources (unverified — needs in-game testing).

Kinetic Press FAQ

How high does Burnt Residue need to fall?
The official Wiki requires a drop of at least 25 blocks before Burnt Residue hits the Kinetic Press.
What does one Burnt Residue produce?
A valid press conversion always produces one Gold and one Seed. Both outputs fall through the press and leave from the bottom.
Why is my Kinetic Press blocked?
Burnt Residue dropped from too little height, or any other material that lands on top, can rest there and stop later pixels from reaching the press.
How can I clear Kinetic Press blockages automatically?
The official setup tip is to place angled Launchers along the top and aim them toward a side opening. They remove stagnant pixels without interrupting material that is still falling.

Use the documented threshold

The verified requirement is 25+ blocks. The sources do not define the exact measurement points or recommend a safety margin, so any extra tower height is a player design choice rather than an official rule.

Next Steps
Need Help?
Just getting started? Beginner Guide
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