Soot: the resource, not the whole pollution sim
Soot is a stored resource; pollution is a condition on terrain. The official starter guide names Burner Generators and Ore Smelters as soot producers, and Metal Smelters and Cleaners as consumers. Use the resource-flow screen to trace that item separately from the pollution overlay. Toxic-ground rules are on the pollution page.


| Part of the chain | What to inspect |
|---|---|
| Supply | Select the producer’s active Work method, staffing and inputs. The Burner Generator starts with production disabled. |
| Consumption | The FAQ identifies soot as an early Cleaner input. Read the selected method for other requirements; later methods can differ. |
| Buffer | A Storage Shed holds four stacks of 20; the publisher-hosted wiki allows the same or different resources. This is not a 20-unit limit for producer bins or other storage buildings. |
| Stall | A full by-product store stops the producer even if its main output still has room. Check resource movement as well as total stored amounts. |
- Need more: continuous power on the energy building, per the FAQ.
- Have too much: turn continuous power off, and do not let the producer’s own bin fill. A full by-product store halts the building.
- A choked burner looks like a power failure. Check the bin before you rebuild the grid. Power checklist.
Continuous generation is a trade-off, not a free soot source: monitor inputs, storage and pollution while it runs. No verified cycle time, yield per task or producer-bin capacity is supplied here. This item guide covers supply and use; the pollution article covers toxicity, forests and Kewa.
Sources
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