Graveyard Keeper 2 · Zombies & automation

Factory Automation: Power, Conveyors, Porters and Production Ratios

The Factory runs on power: each zombie walking in a Zombie Carousel gives 7, up to 140 with five Carousels (200 with Belt Master), and if belts and stations demand more, the whole Factory stops. Clear an entrance, research Conveyors (Jack reputation 50), then belt raw heaps into stations.

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Every Keeper eventually notices that the corpses work cheaper than he does. The Factory turns that into an industry: zombies walk in circles to make power, other zombies haul ore and logs from across the map, and a row of benches turns it all into kits and supply crates without costing you a point of energy.

Why bother: Factory recipes versus hand-crafting

The Factory is not just hands-free; for kits it is far cheaper. Wooden, Iron and Building kits cost a fraction of the materials on a Factory station, and the Smithy burns Coal instead of Fuel. Cloth is the exception: Factory Fabric needs four times the Flax of the hand route.

Product By hand In the Factory
Wooden Kit I 3 Wooden Plank + 1 Oiled Plank = 2 kits (Woodworking Workbench I) 1 Log + 4 Bronze Nails = 4 kits, or 1 Log alone with the Auto-hammer
Iron Kit I 1 Iron Ingot = 1 kit (Iron Anvil) 1 Iron Ingot = 4 kits (Smithy I + Hammer)
Building Kit I 1 Stone Kit + 3 Brick (Woodworking Workbench I) 1 Stone Kit + 1 Brick
Fabric 4 Flax = 4 Flax Thread (Spinning Wheel), 4 Flax Thread = 1 Fabric (Weaving Loom) 16 Flax = 1 Fabric (2 with a Tailor zombie)
Supply: Fabric 4 Fabric, so 16 Flax in all 16 Flax, the same Flax without your energy (2 crates with a Tailor zombie)
Iron Ingot 3 Iron Ore + 30 Fuel = 3 ingots (Furnace II) 1 Iron Ore + 1 Coal = 1 ingot, no Fuel, but Coal only comes from a Zombie Miner

Town restoration eats kits by the dozen, so the Factory is where your town gets rebuilt. Traders cover part of the bill (the Builder sells Building Kit I and, from level 2, Building Kit II; the Furniture Maker sells Wooden Kit I, then Furniture Kit I from level 2 and Furniture Kit II from level 3), but Wooden Kit II is made only at Factory stations. It also feeds the Supplier achievement (50 supply crates), which fewer than one player in five has.

Opening the Factory

The Factory sits under the Keeper’s house. It has five entrances and clearing any one of them counts as finding it:

  • two blockages in the south wall of the house basement,
  • one in the Vineyard Basement,
  • one in the tunnel under the Crossroads well,
  • one between the Factory hall and the Old Mine.

Every entrance needs a Reinforced Beam plus 4 Iron Detail, except the mine side, which takes 4 Building Kit I + 1 Reinforced Beam. Building mastery runs from 3 to 8 depending on the entrance, and the house-basement side and the mine side want the full 8. Beams start with Wooden beams from the Circular Saw, which needs 40 Jack reputation, so in practice you get in after Jack’s first iron orders.

Inside you will find 2 Broken Zombie Carousels, 3 empty Carousel spots, seven raw-material heaps, 6 Broken Conveyor Mechanisms that each open more floor once repaired (two of them need steel parts), and 2 Broken Walls that take 1 Dynamite each. Clear the rubble on the east side for a ladder straight up to the Yard.

The tutorial that never was

The Factory’s own tutorial quest has been known not to complete, so its help pages may never show up for you. That is not you missing a trigger: the rules below are the manual it forgot to hand over.

The technologies you need

Technology Tree Cost What it gives you
Conveyors Building 70 red, 20 blue, Jack reputation 50, after Tool Rack II Conveyor Belt, Splitter, Underground Conveyor
Assembly bench Building 75 red, 20 blue Assembly bench I
Wooden Kit I Building 100 red, 10 blue Auto-hammer and Conveyor Chest I
Fabric Building 100 red, 10 blue Spinning wheel extension (Factory Fabric recipes)
Crate Building 100 red, 10 blue Crate recipe, Supply Pallet
Zombie Delivery Building 110 red, 10 blue, after Crate Supply Station, Zombie Supply Porter
Smithy I Metallurgy 75 red, 20 blue, after Iron Smithing Smithy I, Brick and Glass recipes
Smithy: Hammer Metallurgy 80 red, 30 blue Hammer extension, plus the Smithy’s Iron Ingot and Iron Kit I recipes
Zombie Gears Metallurgy 90 red, 20 blue, after Smithy: Hammer New Zombie Carousels

The tech priorities guide shows where these fit in the wider research order.

Build, test, tear down

Everything you dismantle inside the Factory refunds 100% of its cost. Most surface workbenches give back only about half, so do your experimenting down here.

Power: Zombie Carousels

Belts and stations run on power, and power comes from zombies walking in a Zombie Carousel: 7 per zombie, 4 zombies per Carousel. The Keeper talent Belt Master (one Building inspiration point, once you own the fourth Building mastery node) raises that to 10 per zombie, a 43% boost; see talents and inspirations.

  • The two Broken Carousels cost 6 Bronze Gear + 4 Bronze Detail + 4 Wooden Plank each to repair, at Building 5, with no technology needed.
  • The three new spots take 6 Bronze Gear + 6 Iron Detail + 4 Wooden beam each, after Zombie Gears.
  • Maximum: 5 Carousels x 4 zombies = 140 power, or 200 with Belt Master.
  • Any zombie works. Skulls, perks and tools change nothing on a Carousel, and walkers earn no tech points. This is the job for your worst corpses.
  • A repaired but empty Carousel gives 0 power.

What uses power

Piece Build cost Power
Conveyor Belt (one cell) 1 Bronze Gear + 1 Fabric 1
Conveyor Splitter 3 Bronze Gear + 1 Fabric 1
Underground Conveyor 4 Bronze Gear + 2 Fabric Disputed: 1 per cell, or 2 for a whole 5-tile span
Supply Station 4 Bronze Gear + 6 Iron Detail + 2 Wooden beam 1
Workstation (bench, Smithy, Kitchen) See each station’s page Count 1 each to be safe
Conveyor Chest I 2 Bronze Gear + 4 Bronze Detail + 2 Wooden Plank 0
Conveyor Chest II 4 Bronze Gear + 4 Advanced Detail + 2 Wooden Joint 0

Two lines in that table are not settled. Whether workstations draw power is still an open question, so budget 1 each and you will never be caught short. The Underground Conveyor is either as hungry as a belt or much cheaper over distance; place one and read the meter before you rebuild a whole line around it.

Overload stops everything

If total demand goes above your Carousel capacity, the whole Factory halts: every belt, every station, every worker and the Bioreactor. One belt too many does not slow one line, it switches off the building. Keep a few points of headroom.

Factory rating and Jack’s Factory Tour

The Factory meter shows belt cells in use against power. Its rating is the lower of the two, and Factory Tour, Jack’s request after Man of Steel, wants 20. A demand of 10 against 21 power rates 10; 25 cells on 20 power rates 20 but leaves you underpowered, which stops the Factory.

A cheap pass: 20 Conveyor Belt cells (20 Bronze Gear + 20 Fabric) and three zombies walking for 21 power. Two Belt Master walkers give exactly 20, which holds only while nothing else on the floor draws power, so the third walker is the safer pass. Choose “Show my factory” at Jack’s Workshop for +10 Jack reputation, one of the two steps that take him from 60 to the 80 a later story step asks for.

The rules of the belt

Six rules turn a tidy plan into a working line, and they are written out once, with grids that obey them, in the Factory layouts guide. In short: a station has two inputs and one output on opposite sides; it takes items only from a belt pointing into an input, never from a chest or your hands; it makes one recipe; belts carry 1 item per cell; Logs and packed supply crates never enter chests; and belts pull from every Conveyor Chest they touch. One rule matters mostly here: the Keeper can build straight from materials stored in Conveyor Chests, which makes a full chest next to the build area a handy stockroom.

The seven heaps

The bottom of the Factory has seven raw heaps: Log, Stone, Sand, Clay, Coal, Iron Ore and Marble. Porters fill them, and a belt can run straight from a heap into a station input. They share their contents with the seven heaps that appear in the Yard by the house once the Factory is found, so before any porter exists you can feed the Factory by dumping materials in the Yard.

Zombie crews: who works where

Every zombie starts at 0 in all five masteries and cannot start most recipes until it holds a tool of the station’s branch. A zombie’s mastery is its bought mastery nodes, plus the tool in its hand (Rusty +1, Bronze +2, Iron +4, Steel +6), plus any matching perk. Building uses axes and pickaxes, Smithing uses hammers, Farming uses shovels.

Speed rule: each tick adds floor(mastery / required mastery) to progress, capped at 3. Twice the requirement halves the ticks, three times the requirement cuts them to a third, and anything beyond that is wasted.

Role Skill needed Earns tech points Give it
Carousel walker None No Your 0 to 2 red-skull zombies
Porter, Zombie Supply Porter None No Same
Zombie Supplier (outside the Factory) None No Same
Gatherer (logs, ore, stone, marble, clay, sand) Building 1 to 4 or Farming 1, plus the right tool 1 red per cycle Fresh zombies: they level up while they work
Station crafter The recipe’s mastery, usually from a tool Yes, every finished craft Your red-skull zombies, one branch each

Red skulls are slots: every node a zombie buys, mastery or perk, uses one. The zombies guide covers skulls, collars and training in full.

Mastery targets for full speed

Job Needs Full speed (3x) at One way there
Lumberjack stand, Zombie Miner, Clay and Sand Digger 1 3 Any iron tool of the right kind
Zombie Stone Quarry 2 6 Steel Pickaxe, or an iron one plus two Building nodes
Zombie Marble Quarry 4 12 Settle for 2x at 8: iron pickaxe plus four Building nodes
Smithy: Iron Ingot, Brick, Glass 2 6 Steel Hammer, or an iron one plus two Smithing nodes
Smithy: Iron Kit I 3 9 Iron Hammer + two Smithing nodes + Advanced Blacksmith (+4 on iron recipes) = 10
Assembly: Wooden Kit I with nails, Stone Kit 2 6 Steel tool, or iron plus two nodes (Novice Stonemason adds +2 on Stone Kit)
Assembly: Wooden Kit I with Auto-hammer, Crate 3 9 Steel tool plus three Building nodes, or iron plus five
Assembly: Fabric, Supply: Fabric 4 12 Iron tool runs it at 1x; add the Tailor perk for double output
Assembly: Building Kit I 5 15 All seven Building mastery nodes (+9) and a steel tool (+6)

The first two Building or Smithing mastery nodes cost 50 and 100 red points. Building Kit I at full speed needs seven nodes, which means seven red skulls, more than a Bronze collar allows. Plan your best Building zombie for that bench.

Fresh zombie? Use the nail recipe

With an iron axe (Building 4), the Bronze Nails version of Wooden Kit I runs at 2x and takes 6 ticks, while the Auto-hammer version runs at 1x and takes 14. The hammer only saves nails: 4 per Log, so one Bronze Ingot (12 nails at an anvil) covers three Logs.

Feeding the Factory: gathering posts and porters

Zombie gathering produces raw materials from nothing, forever. Its technologies stay hidden until both ends of the Old Mine are open: the Quarry cave (Dynamite, Building 8) and the Factory-side blockage (4 Building Kit I + 1 Reinforced Beam, Building 8). If you cannot find these techs, that is why; see progression blockers.

Post Where Output per cycle Technology Build cost Tool
Lumberjack stand Sawmill 1 Log + 2 Stick Zombie Lumberjack, 75 red, 10 blue 2 Wooden Plank + 6 Brick Axe
Zombie Miner Old Mine 1 Iron Ore + 2 Coal Zombie Mining, 60 red, 10 blue 2 Wooden Plank + 4 Brick Pickaxe
Zombie Stone Quarry (2 spots) Quarry 1 Stone Zombie Stone Mining, 70 red, 10 blue 2 Piece of stone + 4 Wooden Plank Pickaxe
Zombie Marble Quarry (2 spots) Quarry 1 Marble Zombie Marble Mining, 120 red, 30 blue 2 Piece of stone + 4 Wooden Plank Pickaxe
Clay Digger Stand (1) Riverside 1 Clay Zombie Digging, 50 red, 10 blue 2 Wooden Plank + 4 Iron Nails Shovel
Sand Digger Stand (1) Riverside 1 Sand Zombie Digging 2 Wooden Plank + 4 Iron Nails Shovel

Every post takes 8 ticks per cycle and pays the zombie 1 red point per cycle. The perks Logger, Zombie Miner, Quarryman and Excavator cut a cycle to 6 ticks, which at full speed means 2 ticks instead of 3. Magpie’s Eye adds a 10% chance of a Gem per Zombie Miner cycle. The Zombie Miner is also the only way to get Coal, and the Smithy needs Coal for Iron Ingot, Brick, Glass, Tableware, Glass Containers, Clay Molds and Lens.

Porter routes

A Porter Station zombie carries the goods you tick from its area’s chests to a fixed destination, in a 4-slot pack.

Porter Station at Carries Delivers to Build cost
Old Mine Coal, Iron Ore Factory heaps 2 Wooden Plank + 4 Brick
Quarry Stone, Marble Factory heaps 2 Piece of stone + 4 Brick
Sawmill (two stations) Logs Factory wood heap 2 Wooden Plank + 4 Brick each
Riverside Clay, Sand Factory heaps 2 Wooden Plank + 4 Iron Nails
Vineyard Honey, Hops, Grapes Vineyard Basement 2 Piece of stone + 4 Brick
Vineyard Basement Beer, Wine Factory drinks pallet 2 Piece of stone + 4 Brick
Supply Storage (two stations) Supply crates (22 kinds) Warehouse Cellar in town 8 Iron Nails + 2 Advanced Detail + 4 Polished Stone each
  • Nothing is ticked by default. A porter with an empty list carries nothing.
  • The Quarry needs a Zombie Supplier Station and a chest to collect the stone before its porter can take it. The mine, the Sawmill (Timber stockpile, 9 slots) and the diggers store their output directly, but build a chest at Riverside first.
  • A Quarry porter can jam when its pack fills with one of its two goods. Untick the other good, or pick the porter up to empty it.
  • Never pick up a porter mid-trip without thinking: whatever is in its pack drops.
  • Gardens join in through Zombie Gardening: a zombie with a shovel on a Gardener Stand works every row marked by a crop Tablet, and the Lifting Crane carries ticked crops into Garden Storage, which the Factory can belt from. That is your Flax, Wheat, Carrot and Onion.

Covering every raw material takes at least 11 zombies: one on each of the six kinds of post, four porters (Clay and Sand share one) and the Quarry’s supplier.

Production chains and ratios

How to read these ratios

These numbers are tick arithmetic at full speed (3x), from each recipe’s tick count and the speed rule. They treat a gathering cycle and a crafting tick as equal in length and ignore porter walking and belt travel. Use them to decide how many of each station to build, then put a buffer chest between stages so small mismatches do not stall a line.

Iron: the backbone

Stage Recipe Ticks at 3x Output
Zombie Miner (iron pickaxe) 8-tick cycle 3 1 Iron Ore + 2 Coal
Smithy: Iron Ingot (Smithing 6) 1 Iron Ore + 1 Coal 3 1 Iron Ingot
Smithy + Hammer: Iron Kit I (Smithing 9) 1 Iron Ingot 3 4 Iron Kit I

1 miner : 1 ingot Smithy : 1 kit Smithy, and the chain produces 4 Iron Kit I per miner cycle with one Coal left over each time. Send that spare Coal to a Brick or Glass Smithy. A Supply: Iron crate takes 8 Iron Ingots, so it costs eight miner cycles. Give the miner the Zombie Miner perk and it outruns one ingot Smithy by half again; the surplus waits in the heap.

Wood

The Lumberjack takes 3 ticks per Log at full speed (2 with Logger). A Wooden Kit I bench at full speed takes 4 ticks per Log with nails or 5 with the Auto-hammer. One lumberjack therefore keeps about 1.3 nail benches or 1.7 Auto-hammer benches busy, or 2 and 2.5 with Logger. Every Log becomes 4 Wooden Kit I either way.

Stone, Brick and Building Kit I

  • Stone Kit: 2 Stone per kit, 3 ticks at full speed. One bench needs both Stone Quarry spots working at full speed.
  • Brick: 2 Clay + 1 Coal make 2 Brick at the Smithy. The single Clay Digger brings 1 Clay per cycle, so it supplies 1 Brick per cycle and keeps a Brick Smithy only half busy.
  • Building Kit I: 1 Stone Kit + 1 Brick on an Auto-hammer bench, 3 ticks at Building 15.

Put together: 2 Stone Quarry zombies + 1 Clay Digger + 1 Stone Kit bench + 1 Brick Smithy + 1 Building Kit bench give 1 Building Kit I per cycle, using half a Coal per kit, which the iron chain’s spare Coal covers. Clay and Stone set the ceiling: there is only one Clay Digger and two Stone Quarry spots, so without the Excavator and Quarryman perks the line cannot go faster.

Top up the Clay heap by hand when the town wants a big batch, or fire Brick in the Kiln, where 4 Clay + 10 Fuel make 6 Brick instead of the Smithy’s 2 from 2 Clay, and feed them in from a Conveyor Chest. At Building 10 the kit bench runs at 2x and takes 4 ticks, slightly slower than its suppliers.

Glass and the sand problem

Factory Glass takes 3 Sand + 1 Coal per pane. The single Sand Digger brings 1 Sand per cycle, which keeps a Glass Smithy busy only a third of the time. If you need Glass in bulk (the Bioreactor alone costs 10), shovel Sand into the Yard heap yourself, or smelt it at a Furnace, where 3 Sand + 10 Fuel make 3 Glass: three times the Glass per Sand.

Fabric

Both Fabric and Supply: Fabric take 16 Flax on a bench with the Spinning wheel. A zombie with the Tailor perk makes 2 of either from the same 16 Flax. Feed Flax into both inputs: delivering the 16 Flax goes roughly twice as fast.

Factory Fabric is the dear way to make cloth, though. By hand, 4 Flax become 4 Flax Thread at the Spinning Wheel and then 1 Fabric at the Weaving Loom: a quarter of the bench’s Flax, and still half of a Tailor zombie’s. Weave the Fabric for your belt cells by hand and keep the bench Flax for Supply: Fabric, which costs 16 Flax either way (8 per crate with a Tailor) and simply spares your energy down here.

From belt to town: the supply chain

Town orders want packed crates, and a crate travels like this:

  1. A station crafts the Supply: recipe (not the plain kit).
  2. A belt carries it to a Supply Station, which accepts only supply crates, one at a time.
  3. A zombie on a Zombie Supply Porter (4 Wooden Plank + 8 Iron Nails + 2 Iron Detail) carries each crate into the Supply Storage room onto a free Supply Pallet (6 Wooden Plank + 2 Wooden beam + 12 Bronze Nails, 2 crates; 4 crates after the Supply Pallet II upgrade).
  4. A zombie on the Supply Storage Porter Station carries crates through the tunnel to the Warehouse Cellar under the Town Warehouse. The first station needs both blockages in the well tunnel and both in the Warehouse Cellar cleared; the second unlocks with Wooden Kit II.

When every pallet is full, the Supply Porter stops and the line behind it backs up. Crates with no order to fill earn no Likes: whatever sits in the warehouse when the day rolls into Pride is sold off at base price (50 bronze to 2 silver a crate) and does not carry over. Take your orders on Pride first (see the weekly calendar), deliver during the week, and untick the surplus in the warehouse porter’s window once an order is full.

Every supply crate the Factory can make

Crate Station Inputs Mastery Extension
Supply: Iron Assembly bench I 8 Iron Ingot Building 2 None
Supply: Fabric Assembly bench I 16 Flax Building 4 Spinning wheel
Supply: Building materials I Assembly bench I 1 Stone Kit + 1 Brick Building 5 Auto-hammer
Supply: Cutlery I Assembly bench II 4 Iron Kit I Building 5 None
Supply: Iron Tools Assembly bench II 1 Crate + 4 Iron Kit I Building 5 None
Supply: Kitchen Utensils Assembly bench II 4 Tableware + 4 Glass Containers Building 5 None
Supply: Appliances I Assembly bench II 4 Furniture Kit I + 1 Zombie Power Building 6 None
Supply: Clothes I Assembly bench II 12 Fabric Building 6 Sewing machine
Supply: Furniture I Assembly bench II 4 Wooden Kit I + 4 Iron Kit I Building 6 Drill press
Supply: Engineering Mechanism Assembly bench II 2 Engineering Kit + 2 Zombie Power Building 7 Lathe
Supply: Clothes II Assembly bench III 16 Fabric + 2 Iron Kit II Building 8 Sewing machine
Supply: Furniture II Assembly bench III 3 Wooden Kit II + 3 Iron Kit II Building 8 None
Supply: Appliances II Assembly bench III 4 Furniture Kit II + 2 Zombie Mechanism Building 9 None
Supply: Building materials II Assembly bench III 4 Wooden Kit II + 4 Marble Kit Building 9 None
Supply: Cutlery II Assembly bench III 4 Iron Kit II Building 9 None
Supply: Steel Tools Smithy II 4 Steel Ingot + 1 Crate Smithing 6 Bellows
Supply: Beer Kitchen I 12 Beer Farming 3 None
Supply: Vegetables Kitchen I 1 Crate + 16 Carrot (or a smaller pile of Beet, Cabbage, Onion or Pumpkin) Farming 3 None
Supply: Flour Sack Kitchen I 16 Wheat + 2 Fabric Farming 4 Millstone
Supply: Wine Kitchen I 8 Wine (fewer if silver or gold) Farming 5 None
Supply: Preserves I Kitchen I 1 Glass Containers + 16 Carrot Farming 6 Sealing Machine
Supply: Preserves II Kitchen II 1 Glass Containers + 10 Onion Farming 8 Sealing Machine

Higher station tiers keep every recipe of the tier below, so an Assembly bench III makes all of these bench crates. Zombie Power, used by two of these crates and by the Zombie Mechanism, only comes from the Bioreactor: 5 Wheat in on the left, 1 Zombie Power out on the right, 10 ticks, no zombie needed. It is an item, not electricity, so it adds nothing to your power.

Layouts that work

There is no single best layout, because the floor grows as you repair mechanisms, but three principles hold at every size. Build next to the heaps, with short belts straight from each heap into a station. Make small modules, each with its own input and output chests, instead of one snake across the room. And use Conveyor Chests (0 power) in place of splitters and long belt runs, with an Underground Conveyor only for long hauls once you have read the meter after the first one.

The Factory layouts guide draws six working modules as grids with their power, crew and output (Wooden Kit starter, Fabric for orders, iron hub, Building Kit I block, Iron Tools crates, wheat and flour), a three-stage plan for the whole floor, and what to build in every basement and work zone.

What to automate first

  1. Open the Factory and light it. Repair one Broken Carousel, put two weak zombies in it, research Conveyors, Assembly bench and Wooden Kit I. Run the kit starter with Logs dumped in the Yard heap.
  2. Start filling town orders with Supply: Fabric. Research Fabric (Building), Crate and Zombie Delivery, add the Spinning wheel and the supply chain, and clear the two blockages in the well tunnel and the two in the Warehouse Cellar so the Supply Storage porter can reach town. This is also how the Supplier achievement starts ticking.
  3. Add iron kits. Smithy I, Smithy: Hammer and Zombie Gears for more Carousels. There is no Coal until a Zombie Miner works, so for now drop Furnace-smelted Iron Ingots into a Conveyor Chest and belt them to the Hammer Smithy: each still becomes 4 Iron Kit I. Iron Kit I feeds Crates, Supply: Furniture and town restoration.
  4. Open the Old Mine from both ends. Your first four Building Kit I (hand-made at the Woodworking Workbench I if need be) open the Factory side; Dynamite opens the Quarry cave. Then research the gathering posts and porters: the miner brings the Coal, the Smithy can smelt its own ingots, and the iron chain runs without you.
  5. Close the Building Kit I loop: research Building Kit I (110 red, 10 blue), fit the Auto-hammer, and feed it with two Stone Quarry zombies, the Clay Digger and a Brick Smithy. Point it at town restoration.
  6. Go tier II: Assembly bench II (110 red, 20 blue), Vegetable Supplies for Kitchen I, and the Bioreactor (130 red, 20 blue) so Zombie Power is stocked before anyone asks for it.
  7. Late game: Smithy II, Assembly bench III, all five Carousels with Belt Master, and the tier II kits.

A big Factory means a lot of zombies, and your zombie limit starts at effectively 0. Every walker and porter counts, so read the Excessive zombies section of the zombies guide before you staff a Factory crew.

Extensions: which one goes where

Station build costs live on each station’s page: Assembly bench I and Smithy I both take 6 Reinforced Plank + 4 Bronze Gear + 4 Bronze Detail, while higher tiers climb to Reinforced Beams and Advanced Detail, then Steel Screws and Engineering Details for Assembly bench III and Smithy II. Extensions are where layouts go wrong, so here they all are.

Mind the spots. An Assembly bench has one small spot for the Auto-hammer or the Spinning wheel; tiers II and III add one large spot for the Drill press, Lathe or Sewing machine. A Smithy has one small spot (Bellows) and one large spot for the Hammer, Press or Grindstone. While a bench carries the Spinning wheel it cannot make Building Kit I, and a Smithy carrying the Hammer cannot make Lens. Dismantling refunds everything down here, so a wrong extension costs a rebuild, not materials.

Extension Fits on Build cost Needed for
Auto-hammer Assembly bench, small spot 2 Bronze Gear + 6 Iron Detail + 2 Iron Ingot Nail-free Wooden Kit I, Building Kit I, Supply: Building materials I
Spinning wheel Assembly bench, small spot 2 Bronze Gear + 4 Wooden Plank + 4 Iron Nails Fabric, Supply: Fabric
Drill press Assembly bench II or III, large spot 2 Bronze Gear + 4 Iron Detail + 2 Wooden beam Furniture Kit I, Supply: Furniture I, Wooden Kit II
Sewing machine Assembly bench II or III, large spot 4 Wooden Joint + 8 Steel Screws + 4 Engineering Details Supply: Clothes I and II
Lathe Assembly bench II or III, large spot 4 Engineering Details + 8 Steel Screws + 2 Carved Wood Zombie Mechanism, Supply: Engineering Mechanism
Bellows Smithy, small spot 4 Leather Scroll + 2 Iron Detail + 4 Wooden Plank Tableware, Glass Containers, Iron Kit II, Engineering Kit, Supply: Steel Tools
Hammer Smithy, large spot 2 Wooden beam + 2 Iron Detail + 1 Iron Ingot Iron Kit I
Press Smithy, large spot 2 Engineering Details + 4 Steel Detail + 2 Wooden beam Lens
Sealing Machine Kitchen 4 Advanced Detail + 1 Iron Ingot + 2 Wooden Plank Supply: Preserves I and II
Millstone Kitchen 2 Polished Stone + 4 Stick + 2 Iron Detail Supply: Flour Sack

Skip the Grindstone: no known recipe uses it, and it would take the Hammer’s spot. The crafting calculator breaks any of these costs down to raw materials.

Common mistakes

  • Laying belts faster than you add walkers. One cell over capacity stops the whole Factory, Bioreactor included.
  • Expecting a chest or your own hands to feed a station. Only a belt pointing into an input works.
  • Trying to store Logs or crates in Conveyor Chests. Logs go straight from the heap; crates go to a Supply Station.
  • Using splitters as sorters. They alternate; a filtered chest sorts.
  • Wasting red skulls on Carousels and porters, or putting a fresh zombie on Building Kit I: it needs Building 5 just to start, which an iron tool alone does not give.
  • Forgetting the tool. A zombie without a tool of the station’s branch usually cannot start the recipe at all.
  • Queueing crates with no order to fill. They earn no Likes, the Pride sell-off pays only their base price, and full pallets jam the line behind them.
  • Leaving porter windows empty. Nothing is ticked until you tick it.
  • Building the Auto-hammer where you wanted Fabric. The two share one spot.
  • Ignoring the zombie limit. Once a limit check catches a thirty-zombie Factory with no PR plan, Excessive zombies trims Faith and coin from most sermons until a later check clears it.
After the next patch

The developers have announced more Carousel power per zombie (with and without Belt Master), movable workstations and zombie helpers that empty and restart Kilns and Furnaces. Update 1.008 already fixed saves that hung on the loading screen because of a conveyor error (PC) and cut how many crates deliveries require. Expect the power numbers in this guide to change, and check the patch notes and known issues when a new version lands.

FAQ

How do I unlock the Factory in Graveyard Keeper 2?

Clear any one of its five entrances: two in your house basement, one in the Vineyard cellar, one in the tunnel under the Crossroads well and one from the Old Mine. Each needs a Reinforced Beam plus 4 Iron Detail, except the mine side, which takes 4 Building Kit I instead of the Iron Detail. Then research Conveyors, which needs 50 Jack reputation, and the Assembly bench.

Why did my whole Factory stop working?

Power demand went above what your Zombie Carousels supply. Every belt cell, splitter and Supply Station costs 1 power (budget 1 per workstation too), each walking zombie gives 7 (10 with Belt Master) and an empty Carousel gives nothing. Add walkers, or swap stretches of belt for Conveyor Chests, which use no power.

How do Porter Stations work?

A zombie on a Porter Station carries the goods you tick in its window from its area's chests to a fixed destination. Old Mine, Quarry, Sawmill and Riverside porters fill the Factory heaps; Supply Storage porters take crates to the town warehouse cellar. Nothing is ticked by default, so open the window first.

How do I get Factory rating 20 for Jack's Factory Tour?

The rating is the lower of your belt cells in use and your power. A cheap pass is 20 Conveyor Belt cells (20 Bronze Gear and 20 Fabric) with three zombies walking in Carousels for 21 power. Two Belt Master walkers give exactly 20, which only works if nothing else draws power. Then pick Show my factory with Jack at his workshop.

Can a Conveyor Chest feed a station directly?

No. Stations only take items from a belt that points into one of their inputs, so keep at least one belt cell between a chest and a station. Belts pull from any chest they touch, and each side of a chest can be set to send one specific item.

What should I automate first in the Factory?

Wooden Kit I straight from the wood heap, then a Flax to Supply: Fabric line for town orders, then Iron Kit I on a Smithy with the Hammer, fed with Furnace ingots at first. Coal only comes from a Zombie Miner, which needs the Old Mine open at both ends; after that a miner feeds an Iron Ingot Smithy, and Building Kit I follows once porters bring Stone, Clay and Coal.

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