Graveyard Keeper 2 Factory
Say what you want the factory to do and follow the machines, workers, power, materials and connections that get a line running — or say where a line you already built stops, and read the first edge that cannot carry.
Search a produced item, a supply crate or an intermediate material.
- What do you want the factory to do?
- Build a first line
- Plan a production line
- How the factory unlocks
- Factory power
- Factory not producing?
- Factory workstations
- Can zombies work here?
Quick answer
A factory in Graveyard Keeper 2 is not one recipe: it is the chain between a raw material and the item you want. The chain only runs when every step in it has its own station, its own inputs and its own unlock, so the page plans the whole line rather than one craft at a time.
What are you trying to do?
- Build a production lineName a goal and get the chain, the machines, the connections and the workers that reach it.
- Fix a line that isn't workingSay where it stops and read the first thing to check, not a list of everything.
Or jump straight to it
- Is my conveyor powered?The game states three things about it: your factory's capacity is limited, operating more carousels raises it, and adding zombies to a carousel raises it again. The Belt Master perk raises what a carousel zombie produces.
- Get a crate to TownA crate that is not being picked up usually has nowhere to be put. A full pallet stops the crate that would go onto it, an occupied station stops the line behind it, and the machine at the back of the line then stops for a reason that belongs to the pallet.
- Join two machinesAdd the pieces in the order your build runs them and the list under it compares every edge: what can leave, what can enter, and what the piece in the middle does with the item between them.
- Check the workersEvery machine below runs a conveyor recipe that consumes this material, with the side the belt has to arrive on.
What Do You Want Your Factory to Do?
Nothing below is recommended until the build has a goal. Choose one and every block that follows answers that goal: the chain, the machines, the workers, the power and the materials.
Choose a goal
- Build my first working lineTake the shortest chain there is and get it running end to end.
- Produce a specific itemName the item and work back through every step that has to run before it.
- Fill a town orderStart from a crate the town asks for and build the line that fills it.
- Check a build I already haveCompare what stands against the machines, workers and power a line needs.
- Fix a line that stoppedWalk the chain in production order and find the first step that cannot run.
The goal decides which questions the blocks below answer.
Plan preference
- Simplest linefewest steps, connections and manual stages
- Fewest zombiesfewest workers to assign
- Lowest powerleast power spent per batch
- Fewest machinesfewest benches to place
The preference only decides between lines that reach the goal. It never changes what the goal asks for.
Your goal
Build a first working line
A first line is the shortest chain that still has two steps in it, so it proves the whole idea works before anything is scaled.
- Goal
- Build my first working line
- Preference
- Fewest zombies
- Batch
- 180 per batch
Recommended First Line
This is the chain the preference ranks first for the numbers you stated. The steps, the machines and the cost of building it are below.
Why Isn't My Factory Working?
A stopped line is rarely one fault. It is one edge that does not carry, and every piece behind it stopped for a reason that is not its own, which is why replacing the machine that looks idle so often changes nothing.
Where does it stop?
The whole line, in the order it fails
Nothing selected yet. Walk the list from the top and stop at the first line you cannot tick off.
Connection & Logistics Validator
Add the pieces in the order your build runs them and the list under it compares every edge: what can leave, what can enter, and what the piece in the middle does with the item between them.
Your line
Nothing added yet. Start from a material below, and add one piece at a time in the order your build runs them.
Material on the belt
With no material chosen the list answers the connection questions and leaves the item questions open, which is the right answer when the belt is not moving at all.
Add the next piece
Conveyor Belt
Conveyor Splitter
Underground Conveyor
Conveyor Chest I
Conveyor Chest II- Clay Stockpile
- Coal Stockpile
- Alcohol Storage
- Garden Storage I
Garden Storage II
Garden Storage III- Ore Stockpile
- Marble Stockpile
- Sand Stockpile
- Stone Stockpile
- Wood Stockpile
Supply Station
Supply Pallet
Supply Pallet II
Zombie Carousel
Bioreactor- Assembly bench
Assembly bench I
Smithy I
Kitchen I
Assembly bench II
Smithy II
Kitchen II
Assembly bench III
This compares rules rather than tiles. Every side, every intake and every recipe below is the one the game states for that object, so a green edge means the game allows it, not that your particular arrangement reaches it.
Conveyor Chests, Splitters & Underground Conveyors
These three are where a line goes wrong quietly. Each one is a connector like every other piece, so an edge through one of them has to satisfy the same two rules as any other edge.
Material
Choose a material and the table states which container takes it, which one refuses it, and which side it enters on.
Which container can be fed
A container that names the items it takes refuses everything else, even when the belt feeding it is perfect. This is the answer to a bench that reports no resources while the box beside it is full.
Conveyor Chest I5 slotsDown · Left · Right · Up
Refuses: Items you carry · Inquisitor’s medallion · King's signet
Filtered by category
Conveyor Chest II10 slotsDown · Left · Right · Up
Refuses: Items you carry · Inquisitor’s medallion · King's signet
Filtered by category


Which machine uses it
Every machine below runs a conveyor recipe that consumes this material, with the side the belt has to arrive on.
Conveyor Chest
A chest is a buffer that connects on every side, which makes it the way to feed one bench from two sources or to keep a bench supplied while you are elsewhere. Chest I holds 5 slots and Chest II holds 10.
What leaves a chest is not decided by the chest. An edge out of one carries whatever is inside, so a box holding iron and coal can still be sending the wrong one to the bench that is waiting.
Conveyor Splitter
One connector in and one out on every side, so a splitter serves two branches. It alternates between them rather than dividing the flow exactly, and a branch that backs up changes what the other one receives.
A full branch is still a branch, so a splitter feeding a full container cannot be relied on to send everything down the other side.
Underground Conveyor
It carries a route under an obstacle instead of around it. Both ends are ordinary connectors, so the far end still has to surface on a piece that takes an item in, and the direction along the route has to agree at both ends.
A run that crosses the map and comes back up beside nothing is not connected, however long it is.
A belt segment, a splitter and an underground segment each state the same four sides, so a direction problem is almost never about how a straight segment is laid. It is about the piece at the end of the run.
Supply Station, Pallets & Delivery to Town
A finished crate leaves the line in three separate steps, and almost every stuck-crate question comes from reading them as one.
Two legs, not one
- Factory line
- Supply Station
- Zombie Supply Porter
- Supply Pallet
- Supply Storage
- Town
The post that clears the line and the post that serves the town stand in different places and are built separately. A line can be running perfectly while the town end has never been set up, and that looks exactly like a porter that refuses to work.
What takes a crate off the line
Supply StationHolds 1 · Accepts: Supply crates
Accepts: Supply crates


Material
- Supply: Appliances I
- Supply: Appliances II
- Supply: Beer
- Supply: Building materials I
- Supply: Building materials II
- Supply: Clothes I
- Supply: Clothes II
- Supply: Cutlery I
- Supply: Cutlery II
- Supply: Engineering Mechanism
- Supply: Fabric
- Supply: Flour Sack
- Supply: Furniture I
- Supply: Furniture II
- Supply: Iron
- Supply: Kitchen Utensils
- Supply: Preserves I
- Supply: Preserves II
- Supply: Iron Tools
- Supply: Steel Tools
- Supply: Vegetables
- Supply: Wine
Choose the item your line ends with, and this block states what the supply objects do with it.
Where is the crate stuck?
Check the far end first
A crate that is not being picked up usually has nowhere to be put. A full pallet stops the crate that would go onto it, an occupied station stops the line behind it, and the machine at the back of the line then stops for a reason that belongs to the pallet.
Read it backwards: start at the last object in the chain and walk towards the machine that looks broken.
Every pallet full, and nothing taking them on
What each porter post moves
A porter is posted to one place and moves a fixed list from there, so which post a crate needs depends on where it is standing rather than on what it is.


Porter StationMoves 22 item(s)
Supply: Appliances I
Supply: Appliances II
Supply: Beer
Supply: Building materials I
Supply: Building materials II
Supply: Clothes I
Supply: Clothes II
Supply: Cutlery I
Supply: Cutlery II
Supply: Engineering Mechanism
Supply: Fabric
Supply: Flour Sack
Supply: Furniture I
Supply: Furniture II
Supply: Iron
Supply: Kitchen Utensils
Supply: Preserves I
Supply: Preserves II
Supply: Iron Tools
Supply: Steel Tools
Supply: Vegetables
Supply: Wine
Delivers to Supply crates





The supply crates a Town porter moves
This is the whole list the town leg carries. A crate that is not on it is not a delivery the town end can make.
Supply: Appliances I
Supply: Appliances II
Supply: Beer
Supply: Building materials I
Supply: Building materials II
Supply: Clothes I
Supply: Clothes II
Supply: Cutlery I
Supply: Cutlery II
Supply: Engineering Mechanism
Supply: Fabric
Supply: Flour Sack
Supply: Furniture I
Supply: Furniture II
Supply: Iron
Supply: Kitchen Utensils
Supply: Preserves I
Supply: Preserves II
Supply: Iron Tools
Supply: Steel Tools
Supply: Vegetables
Supply: Wine
Reported by players in the current build, around 27 and 28 September 2026.
Nothing above prices the delivery. Which post a crate needs is stated, and how many pallets you have is something only you can see.
Your Minimum Working Setup
Everything a line needs before it runs once: the benches, the connections between them, the workers, the power and the bill.
Logical Layout
- BenchAutopsy Table I
- Output
Brain
Materials enter at the bench that consumes them, and the output leaves the last bench of the line.
Machines
Runs step 1
You run this bench
Runs step 1
You run this bench
Workers and Power
- Zombies to assign
- 0
- Steps a zombie runs
- 0
- Power source
- 0
- Power per batch
- This line spends none
A worker is counted for every step a zombie can run, plus one for the power source, which records a worker of its own.
What Still Needs You
- Steps a zombie can take
- 0 of 1
- Steps you run
- Brain
- Materials to bring in
- None
A step no zombie can take is run by you, and the materials below still have to reach the line.
Build It In This Order
Confirm each step before moving on, because a line missing an early step looks the same as a line missing a late one.
- Step 1
Reach the factory floorCheck yours
The factory opens through a quest chain rather than through one unlock, so this is the first thing to finish.
- Step 2
Research the unlocksCheck yours
No step of this line names a technology, so nothing has to be researched for it.
- Step 3
Place the benchesTo build
2 bench(es) run a step of this line. A step whose bench is not placed cannot run, and neither can the steps after it.
- Step 4
Place the storage and delivery objectsTo build
Every material this line consumes goes straight into the bench that uses it, so nothing has to wait between steps.
- Step 5
- Step 6
Assign the zombiesCheck yours
0 zombie(s) cover this line, and 0 step(s) of it are steps a zombie can take.
- Step 7
- Step 8
Connect the deliveriesClear
No delivery route is recorded for the materials of this line, so they are carried in by you.
- Step 9
Give the output somewhere to goCheck yours
A bench that has made its item and cannot put it down stops taking new inputs, which looks exactly like a line that never started.
Factory at a glance
- Factory workstations
- 27
- Multi-step production lines
- 341
- Recorded production steps
- 738
- Supplies the town orders
- 22
- Town orders a line can fill
- 76
The site counts workstations three ways, and they are not the same number: 42 published workstation families, 56 station identities a recorded method names, and 27 of them running a step inside a documented production chain. {single} recorded targets are produced in a single step rather than a chain.
How the Factory System Works
Factory gameplay is about connecting several production steps rather than crafting one recipe in isolation. Raw material enters the line, one station turns it into something an earlier recipe did not produce, and that intermediate item becomes the input of the next station. A chain is only as fast as its slowest step, so the question is never “what does this recipe need” but “what has to happen before it, and where”.
- Raw resources
- Processing
- Intermediate materials
- Assembly
- Final product
- Storage and delivery
Every arrow is a station, an input and an unlock. A step that is missing stops everything after it, which is why the planner reads the whole chain rather than the target recipe.
How the Factory Opens
The factory floor is reached through a quest chain rather than through one unlock. Finish the quest below, bring what it asks for, and the factory quest becomes available.
- Finish first
- Man of Steel
- Required item
3 × Steel Ingot- Finish first
- Steamy Royal
- Finish first
- Water Locked
- Finish first
- A Cure for Wellness
- Finish first
- Front-of-the-Envelope Calculation
- Reputation
- 60 reputation with Jack
- Finish first
- Campaign of Thrones
- Finish first
- Destiny Polls
- Reputation
- 45 reputation with Gunter
- Reputation
- 50 reputation with Gunter
- Finish first
- Security Checkpoint: Democracy
- Reputation
- 55 reputation with Herbert
- Reputation
- 60 reputation with Herbert
- Finish first
- Vote Early, Vote Naughty
- Reputation
- 55 reputation with Linda
- Reputation
- 60 reputation with Linda
- Finish first
- Election Fever
- Finish first
- Heart of the Swamp
- Finish first
- Go Wild in the Wild Lands
- Money
- 500 money
- Required item
1 × Fairy's Swamp Map- Required item
3 × Ink- Required item
1 × Royal Pardon- Finish first
- Forest Pass
- Required item
1 × Forest Pass- Finish first
- Into the Forest
- Required item
1 × Temporary Head of the Village Certificate- Finish first
- Into the Forest (Eventually)
- Finish first
- Docked and Found
- Finish first
- Jack in a Boat
- Reputation
- 10 reputation with Village
- Required item
5 × Bronze Detail- Required item
5 × Wooden Plank- Finish first
- Supply and Demand
- Finish first
- What the Fairy?
- Finish first
- Dust in the Kitchen
- Quest giver
- Jack
- Access needed
- Factory
- Factory quest
- Factory Tour
The chain is ordered: each quest is offered only after the one above it is finished.
Reaching the factory floor is quest progression, not a production unlock: whether a line can run also depends on its technology, its station and its inputs, which the plan above states with the line.
Plan a Production Line
Pick a target and the page states the steps in the order the chain has to run them, with the station, the inputs, the unlock and whether a worker can take the step.
Production line
- Steps
- 1
- Stations
- 2
- Worker steps
- 0 of 1
- External inputs
- 0
- Highest Mastery
- 1
- Recorded methods for the target
- 3
Production chain
Steps are listed in the order they have to run: a step's inputs are produced by the steps above it, unless the input is a raw resource.
Step 1

BrainProduces
Worker: no · Returns 1 · Mastery 1
StationAutopsy Table I
Inputs
3 recorded methods produce this item; the line shows the cheapest one to start.
What the Factory Costs to Build
A line has two different bills. The materials a recipe consumes are spent on every run and are listed with the line; the objects below are paid once, when they are placed, and they are what turns a set of benches into a line.
Conveyor, storage and delivery objects
Bronze Gear× ×2 · ×4
Bronze Detail× ×4
Wooden Plank× ×2
Advanced Detail× ×4
Wooden Joint× ×2
Wooden Plank× ×6
Wooden beam× ×2 · ×4
Bronze Nails× ×12
Iron Nails× ×12
Conveyor power source
Bronze Gear× ×6
Iron Detail× ×6
Wooden beam× ×4
Wooden Plank× ×4
Bronze Nails× ×4
Wooden Plank× ×4
Iron Nails× ×8
Iron Detail× ×2
Each price is the one the build menu records for that object, and an object the game places at more than one price lists each of them.
Longest Recorded Production Lines
The chains with the most levels below the target, counted from the recorded data rather than ranked by how popular the item is. A line only counts when an intermediate item has to be produced before the target can be.
The ranking is read from the recorded chains, so a target that the data only produces in one step is not a production line and is not listed here.
Factory Workstations
The benches that run a chained step: each of them consumes an item another recorded station produces, which is what makes it part of a line rather than a single recipe. The resource stations are listed too, because they are where a chain's raw material enters it.

Writing Desk
Workshops
Produces 20 documented item(s)Runs 21 documented process(es)Accepts a worker at 10 process(es)Added by Writing Basic
Formulation Bench
Alchemy
Produces 48 documented item(s)Runs 64 documented process(es)Accepts a worker at 32 process(es)
Smithy I
Processing
Produces 19 documented item(s)Runs 22 documented process(es)Accepts a worker at 11 process(es)
Furnace I
Processing
Produces 16 documented item(s)Runs 19 documented process(es)Accepts a worker at 9 process(es)Added by Bronze Melting
Jewelry Table
Workshops
Produces 26 documented item(s)Runs 26 documented process(es)Accepts a worker at 12 process(es)
Kitchen Oven
Food
Produces 51 documented item(s)Runs 72 documented process(es)Accepts a worker at 36 process(es)
Kitchen Table
Food
Produces 28 documented item(s)Runs 46 documented process(es)Accepts a worker at 23 process(es)
Assembly bench I
Assembly
Produces 56 documented item(s)Runs 58 documented process(es)Accepts a worker at 29 process(es)
Steel Anvil
Processing
Produces 92 documented item(s)Runs 94 documented process(es)Accepts a worker at 47 process(es)
Woodworking Workbench I
Processing
Produces 52 documented item(s)Runs 52 documented process(es)Accepts a worker at 26 process(es)Added by Woodworking I
Iron Anvil
Processing
Produces 58 documented item(s)Runs 60 documented process(es)Accepts a worker at 30 process(es)
Stonemason's Workbench
Processing
Produces 32 documented item(s)Runs 32 documented process(es)Accepts a worker at 16 process(es)Added by The Concept of Stone
Printing Press
Workshops
Produces 21 documented item(s)Runs 22 documented process(es)Accepts a worker at 11 process(es)
Distillation Cube
Food
Produces 4 documented item(s)Runs 18 documented process(es)Accepts a worker at 9 process(es)Added by Alchemy, Distillation
Kitchen I
Food
Produces 12 documented item(s)Runs 54 documented process(es)Accepts a worker at 27 process(es)
Wooden Anvil
Processing
Produces 28 documented item(s)Runs 30 documented process(es)Accepts a worker at 15 process(es)Added by Bronze Works
Sewing Table
Processing
Produces 7 documented item(s)Runs 8 documented process(es)Accepts a worker at 4 process(es)
Circular Saw
Processing
Produces 8 documented item(s)Runs 8 documented process(es)Accepts a worker at 4 process(es)
Sawhorse
Processing
Produces 4 documented item(s)Runs 4 documented process(es)Accepts a worker at 2 process(es)Added by The Concept of Wood
Chopping Spot
Workshops
Produces 3 documented item(s)Runs 6 documented process(es)Accepts a worker at 3 process(es)Added by Chopping
Vine Press
Food
Produces 6 documented item(s)Runs 6 documented process(es)Accepts a worker at 3 process(es)
Fermentation Barrel
Food
Produces 6 documented item(s)Runs 6 documented process(es)Accepts a worker at 3 process(es)
Kiln
Processing
Produces 5 documented item(s)Runs 6 documented process(es)Accepts a worker at 3 process(es)Added by Brick Making
Potter's Wheel
Processing
Produces 4 documented item(s)Runs 4 documented process(es)Accepts a worker at 2 process(es)Added by Pottery I
Sluice Box
Processing
Produces 2 documented item(s)Runs 2 documented process(es)Accepts a worker at 1 process(es)Added by Bronze Forge
Weaving Loom
Processing
Produces 2 documented item(s)Runs 2 documented process(es)Accepts a worker at 1 process(es)
Paper Press
Processing
Produces 2 documented item(s)Runs 2 documented process(es)Accepts a worker at 1 process(es)
Each card is a summary: the bench's own page states its versions, its methods, its materials and how it is unlocked.
Factory Power Item
Zombie Power is an item some conveyor recipes spend as an ingredient, which is why a line can stall the way a line out of ore stalls. It is not the same thing as the capacity that limits how much conveyor runs at once — that is the next block.
Power item
Where the power comes from
Runs on Wheat × 5
Recipes that spend power
- Supply: Appliances I×1 per runAssembly bench I
- Supply: Engineering Mechanism×2 per runAssembly bench I
- Zombie Mechanism×1 per runAssembly bench I
Power in this line
No step of this line records a power cost, so it runs without one.
Where factory capacity comes from
Recipe costs are stated per run, so the amount a line needs is the amounts below added up rather than a total the line holds. How much of it can be delivered at once is a question about your own build.
Factory Capacity
When every line stops at the same moment, the cause is almost never a machine. A factory runs on capacity, and capacity comes from Zombie Carousels rather than from the Zombie Power item.
Where capacity comes from
The game states three things about it: your factory's capacity is limited, operating more carousels raises it, and adding zombies to a carousel raises it again. The Belt Master perk raises what a carousel zombie produces.
Two things raise it
- Put a zombie into a carousel that is standing empty
- Build another Zombie Carousel
A cost per conveyor object is not stated, so this page counts the pieces of a network rather than pricing it. Not confirmed yet — feedback welcome.
What a conveyor network is made of
- Transport pieces
- 0
- Containers
- 0
- Supply pallets
- 0
These are the pieces that make up one line, counted from the objects themselves rather than typed in. A longer belt is more of them, which is why a line that worked can stop after it is extended.
What changed?
A factory that stopped right after you built something usually stopped because of what you built. If it went down the moment you placed a conveyor, a splitter or a pallet, raise the capacity before taking anything back out, because the piece you just added is probably not the problem.
Zombie Power is not capacity
The Bioreactor makes Zombie Power, which is an ingredient a conveyor recipe spends. It does not raise factory capacity, so a factory that has stopped for want of capacity is not fixed by making more Zombie Power.
Capacity is the one figure here that the game deliberately keeps out of the build menu: it is a limit on the network rather than a price on a piece.
What Each Piece Does
Five objects in this system have names that sound interchangeable and are not, and the misunderstandings between them account for a large share of the questions this page answers.
Can a zombie porter replace a belt?
No. Workstations are linked by conveyor, and a porter is posted to one place and moves a fixed list of items from there. Between two benches you need belt, a chest or a splitter, not a worker.
Verified from the current game data
The short list
Each row states what the object is for, and each name is the game's own for that object.
Conveyor BeltCarries one item after another between two objects, inside the factory.
A buffer that connects on any side and holds 5 or 10 slots. It is how one bench is fed from two sources, or kept supplied while you are elsewhere.
Conveyor SplitterTakes one run and serves two, alternating between them.
Underground ConveyorRuns a belt under whatever is in the way instead of around it.
Supply StationThe last cell of the line. It takes a finished supply crate off the belt and holds one at a time.
The zombie post at the factory end. It carries a crate from the Supply Station to a Supply Pallet.
Where crates wait at the factory end until the town leg collects them.
The post the town leg runs on. It carries crates from the pallets towards Town once its route is open.
Restocks the other service buildings. It is not part of a conveyor line and cannot move material between two benches.
How to Plan a Factory Layout
The recorded data proves which stations feed which, and that is what a layout can be planned around. It does not prove a best arrangement, so what follows is grouping rather than a blueprint.
Practical layout principles
Group stations that depend on each other
Two benches belong next to each other when one produces an item the other consumes on the next step. Keeping that pair together removes the trip between them.
Reduce movement of intermediate items
Intermediates are produced and consumed inside the line, so they are the rows that move most often. Build the area around the intermediate rather than around the raw material.
Separate raw processing from final assembly
Ore, logs and crops arrive from outside the line, and the finished item leaves it. Neither has to sit inside the assembly area, and both are the parts that scale when the line grows.
Plan around the stations a worker can take
If a step is going to run without you, that station needs the space and the route the worker uses. The chain below states which steps accept a worker and which stay manual.
Recommended station grouping
This is the grouping the recorded chain supports for the open target. It states which benches exchange an item, not where to put them.
Open a production line above and this block names the benches that have to sit together.
Can sit apart
- Raw inputs and their sources
- Storage and delivery of the finished item
How to Unlock Factory Production
A production step is only available once its technology is researched, and a station is often added by a technology of its own. These are the unlocks the open line sits behind.
Technologies this line needs
Open a production line above and this block lists the technologies its steps record.
Can Zombies Work in the Factory?
Some production steps accept a zombie worker, while others stay manual or need different conditions. The chain below states which is which for the open target.
Worker compatibility by step
0 of 1 steps of this line record a method a worker can run, which is the production-step automation coverage of the chain as recorded. It is not proof that the line runs unattended: a step without a method has to be run by you, or automated another way, and supply, transport and output are separate questions.
- Step 1BrainWorker: no
Learn how zombie workers, Mastery and tools workCheck whether a specific item can be automated
Factory Automation
The factory is the structure of production: which steps exist, in what order, at which stations. Automation is what removes the manual step from that structure. Building a line does not automate it, and automating a step does not plan the line around it.
One line, step by step
- Step 1 · Brain
- Run by you
- Brain
- Moved automatically
Why Is My Factory Not Producing?
The chain below is the order the line runs in. Walk it from the top: the first step whose inputs or requirements are missing is the one that stops everything after it.
What the chain requires
- Recorded
A recorded method produces the target
1 documented process(es) produce Brain, so the item has a recipe to run.
- Recorded
The steps have stations
The line runs at 2 station(s). A step whose station is not built cannot run, and neither can the steps after it.
- Recorded
The intermediate steps exist
0 item(s) in this line are produced by an earlier step rather than gathered, so they have to be scheduled before the target is made.
- Recorded
The technologies are researched
0 technology/technologies are named by this line's steps. A step behind an unresearched technology is not shown at its station.
- Recorded
The Mastery level is reached
The highest Mastery lock in this line is 1, so a step refuses to run below it.
- Recorded
The worker steps are staffed
0 of 1 steps record a method a worker can run. A worker step with nobody assigned stands still even though the station is built.
- Check your save
The raw inputs are arriving
This line consumes 0 raw input(s). They are produced by nothing, so the whole chain stops when one of them runs out.
- Check your save
The output has somewhere to go
A station that has produced its item and cannot put it down stops taking new inputs, which looks exactly like a line that never started.
A checklist states what the game records, not what your save contains. The requirements marked as a check are the ones only you can confirm.
Supplying Your Factory
Every line ends up waiting on something that has to arrive from outside it. These are the raw inputs of the open target, and each one links to the page that answers where it comes from.
Raw inputs this line consumes
Open a production line above and this block lists what has to arrive from outside it.
Factory Progression
Production capability grows with the number of steps a line can run in order, not with the number of recipes known. The bands below count the targets the delivery records at each length.
Two-step lines
One raw or gathered material is processed once before the target exists. This is what a first factory looks like.
16 production line(s)
Deepest example: Stone Kit
Three to four steps
A processing step and an assembly step, often at different benches, which is where a station layout starts to matter.
101 production line(s)
Deepest example: Alkali
Five to six steps
Kits and components that are themselves produced, so the line has branches and needs storage between the steps.
73 production line(s)
Deepest example: Master Sword
Seven steps or more
The deepest chains the delivery records. These are the lines a worker or an automated step has to carry, because no one runs them by hand at scale.
133 production line(s)
Deepest example: Marble Cross II
The bands count recorded chain lengths only. They do not place the bands in the story, and they do not claim an order to research them in.
Browse Factory Outputs
Every item a recorded process produces, grouped the way the item payload files it. Each row is a chain, not a recipe: it states how many steps run before the item exists.
Alchemy21 item(s)

Organ Improver Red Skull
4 production steps3 stationsWorkers can take 3 of 4 steps
Organ Improver White Skull
4 production steps3 stationsWorkers can take 3 of 4 steps
Building materials132 item(s)
Corpse & graveyard38 item(s)
Farming13 item(s)

Crop Boosting Fertilizer I
2 production steps2 stationsWorkers can take 0 of 2 steps
Crop Boosting Fertilizer I
2 production steps2 stationsWorkers can take 0 of 2 steps
Headstart Fertilizer II
2 production steps2 stationsWorkers can take 0 of 2 steps
Headstart Fertilizer II
2 production steps2 stationsWorkers can take 0 of 2 steps
Fishing6 item(s)
Food & drink94 item(s)
Quest items23 item(s)

Elegant Prosthetic Hand
3 production steps2 stationsWorkers can take 0 of 3 steps
Elegant Prosthetic Hand
3 production steps2 stationsWorkers can take 0 of 3 steps
Tools & equipment86 item(s)

Starter Alchemist's Kit
10 production steps15 stationsWorkers can take 4 of 10 steps
Starter Alchemist's Kit
10 production steps15 stationsWorkers can take 4 of 10 steps
Town supplies44 item(s)

Supply: Appliances I
10 production steps11 stationsWorkers can take 1 of 10 steps
Supply: Appliances I
10 production steps11 stationsWorkers can take 1 of 10 steps
Supply: Building materials I
6 production steps9 stationsWorkers can take 3 of 6 steps
Supply: Building materials I
6 production steps9 stationsWorkers can take 3 of 6 steps
Other92 item(s)

Toxic Talent Blue Potion II
4 production steps3 stationsWorkers can take 3 of 4 steps
Toxic Talent Green Potion II
4 production steps3 stationsWorkers can take 3 of 4 steps
Toxic Talent Orange Potion II
4 production steps3 stationsWorkers can take 3 of 4 steps
Toxic Talent Red Potion II
4 production steps3 stationsWorkers can take 3 of 4 steps
Toxic Talent Yellow Potion II
4 production steps3 stationsWorkers can take 3 of 4 steps
An item that a single step produces is listed here too, without a chain, because the factory can still make it.
Factory Products the Town Orders
Shops and residents ask the town for the crates a factory produces. These are the recorded orders that a production line can fill, with the delivery each one asks for.
Orders a line can fill
- Supply: Appliances I×30BakerUrgent · Repeatable · 50 happiness
- Supply: Appliances I×30BakerRepeatable · 25 happiness
- Supply: Appliances I×30Furniture MakerUrgent · Repeatable · 50 happiness
- Supply: Appliances I×30Furniture MakerRepeatable · 25 happiness
- Supply: Appliances II×30AlchemistUrgent · Repeatable · 50 happiness
- Supply: Appliances II×30AlchemistRepeatable · 25 happiness
- Supply: Appliances II×30BreweryUrgent · Repeatable · 80 happiness
- Supply: Appliances II×30BreweryRepeatable · 25 happiness
- Supply: Beer×20TavernUrgent · Repeatable · 40 happiness
- Supply: Beer×20TavernRepeatable · 25 happiness
- Supply: Building materials I×5JackRepeatable · 10 happiness
- Supply: Building materials I×10SmithyUrgent · Repeatable · 20 happiness
- Supply: Building materials I×10SmithyRepeatable · 25 happiness
- Supply: Building materials II×20SmithyUrgent · Repeatable · 40 happiness
- Supply: Building materials II×20SmithyRepeatable · 40 happiness
- Supply: Clothes I×30Fish StandUrgent · Repeatable · 50 happiness
- Supply: Clothes I×30Fish StandRepeatable · 25 happiness
- Supply: Clothes I×20TailorUrgent · Repeatable · 40 happiness
- Supply: Clothes I×20TailorRepeatable · 20 happiness
- Supply: Clothes II×30TailorUrgent · Repeatable · 50 happiness
- Supply: Clothes II×30TailorRepeatable · 25 happiness
- Supply: Cutlery I×10ApothecaryUrgent · Repeatable · 25 happiness
- Supply: Cutlery I×5ApothecaryRepeatable · 15 happiness
- Supply: Cutlery II×30ApothecaryUrgent · Repeatable · 50 happiness
- Supply: Cutlery II×30ApothecaryRepeatable · 30 happiness
- Supply: Cutlery II×20BreweryUrgent · Repeatable · 70 happiness
- Supply: Cutlery II×20BreweryRepeatable · 25 happiness
- Supply: Engineering Mechanism×20AlchemistUrgent · Repeatable · 40 happiness
- Supply: Engineering Mechanism×20AlchemistRepeatable · 25 happiness
- Supply: Engineering Mechanism×30BuilderUrgent · Repeatable · 50 happiness
- Supply: Engineering Mechanism×30BuilderRepeatable · 25 happiness
- Supply: Engineering Mechanism×30JewelerUrgent · Repeatable · 50 happiness
- Supply: Engineering Mechanism×30JewelerRepeatable · 25 happiness
- Supply: Engineering Mechanism×30SmithyUrgent · Repeatable · 50 happiness
- Supply: Engineering Mechanism×30SmithyRepeatable · 40 happiness
- Supply: Fabric×5JackRepeatable · 10 happiness
- Supply: Fabric×10TailorUrgent · Repeatable · 25 happiness
- Supply: Fabric×10TailorRepeatable · 15 happiness
- Supply: Flour Sack×10BakerUrgent · Repeatable · 20 happiness
- Supply: Flour Sack×10BakerRepeatable · 15 happiness
- Supply: Furniture I×10Furniture MakerUrgent · Repeatable · 25 happiness
- Supply: Furniture I×10Furniture MakerRepeatable · 15 happiness
- Supply: Furniture II×20Furniture MakerUrgent · Repeatable · 40 happiness
- Supply: Furniture II×20Furniture MakerRepeatable · 25 happiness
- Supply: Iron×1Jack20 happiness
- Supply: Iron×5JackRepeatable · 10 happiness
- Supply: Iron Tools×20BakerUrgent · Repeatable · 40 happiness
- Supply: Iron Tools×20BakerRepeatable · 25 happiness
- Supply: Iron Tools×10BuilderUrgent · Repeatable · 20 happiness
- Supply: Iron Tools×10BuilderRepeatable · 15 happiness
- Supply: Iron Tools×20Fish StandUrgent · Repeatable · 40 happiness
- Supply: Iron Tools×20Fish StandRepeatable · 25 happiness
- Supply: Iron Tools×10JewelerUrgent · Repeatable · 20 happiness
- Supply: Iron Tools×10JewelerRepeatable · 15 happiness
- Supply: Kitchen Utensils×10AlchemistUrgent · Repeatable · 20 happiness
- Supply: Kitchen Utensils×10AlchemistRepeatable · 15 happiness
- Supply: Kitchen Utensils×20ApothecaryUrgent · Repeatable · 40 happiness
- Supply: Kitchen Utensils×20ApothecaryUrgent · Repeatable · 25 happiness
- Supply: Kitchen Utensils×10BreweryUrgent · Repeatable · 40 happiness
- Supply: Kitchen Utensils×10BreweryRepeatable · 15 happiness
- Supply: Preserves I×10Fish StandUrgent · Repeatable · 20 happiness
- Supply: Preserves I×10Fish StandRepeatable · 15 happiness
- Supply: Preserves I×10TavernUrgent · Repeatable · 20 happiness
- Supply: Preserves I×10TavernRepeatable · 15 happiness
- Supply: Preserves I×20Vegetable StandUrgent · Repeatable · 40 happiness
- Supply: Preserves I×20Vegetable StandRepeatable · 20 happiness
- Supply: Preserves II×30Vegetable StandUrgent · Repeatable · 50 happiness
- Supply: Preserves II×30Vegetable StandRepeatable · 25 happiness
- Supply: Steel Tools×20BuilderUrgent · Repeatable · 40 happiness
- Supply: Steel Tools×20BuilderRepeatable · 25 happiness
- Supply: Steel Tools×20JewelerUrgent · Repeatable · 40 happiness
- Supply: Steel Tools×20JewelerRepeatable · 25 happiness
- Supply: Vegetables×10Vegetable StandUrgent · Repeatable · 30 happiness
- Supply: Vegetables×10Vegetable StandRepeatable · 20 happiness
- Supply: Wine×30TavernUrgent · Repeatable · 50 happiness
- Supply: Wine×30TavernRepeatable · 25 happiness
An urgent order pays more than the same order placed normally, and a repeatable one can be delivered again once the town asks for it a second time.
Systems a Factory Touches
A factory sits between the material that feeds it, the unlocks that permit it and the workers that run it. These are the surfaces that own each neighbouring question.
Automation
Whether a specific item has a confirmed automated path, and what to check when a line stops.
Zombies
How a worker is raised, equipped and assigned, and why one is not running the step you gave it.
Workstations
The collection that owns each bench a chain runs a step at, versions and materials included.
Technology
The unlocks the stations and the steps behind them sit behind.
Items
What a produced item is for, what it costs and every method that makes it.
Recipes and crafting
One recipe at a time, with its ingredients, its station and its unlock.
Factory FAQ
- How does the factory work in Graveyard Keeper 2?
- Production is a chain rather than a single recipe. A raw material is turned into an intermediate item at one station, and that item becomes the input of the next station until the target exists. Every step has its own station, its own inputs and often its own technology, so a line runs only when all of its steps can run.
- How do I start using the factory in Graveyard Keeper 2?
- Finish one short chain instead of starting several. Name a target, place the benches its steps run at, connect each bench output to the next bench input, give a zombie the steps it can take, and keep the raw material arriving. A two-step line that runs is worth more than a large one that does not.
- What should I build first in the factory?
- Build the smallest chain that already has two steps in it. It proves the benches, the connections, the worker and the power work together before anything is scaled, and every later line is the same thing with more steps.
- How do I unlock the factory?
- There is no single factory unlock. Each step is gated by the technology that publishes it and each station is added by a technology of its own, so the line becomes available step by step. Open a target on this page and the unlock block names the technologies its steps record.
- How do I build a factory production line?
- Start from the target and work backwards. Search the item you want, read the steps in the order they have to run, then build the station each step needs and supply that step's inputs. The earliest step whose inputs are missing is the one that stops everything after it, which is why the chain is listed in production order rather than as a material list.
- What is the best Graveyard Keeper 2 factory layout?
- There is no single layout that is best for every production target. What the recorded data does support is grouping: two benches belong together when one produces an item the other consumes on the next step, and raw processing and final assembly can sit apart from the line. Grouping dependent stations and reducing how far intermediates travel usually matters more than any particular arrangement.
- How does factory power work in Graveyard Keeper 2?
- They are two different systems. Zombie Power is an item one station makes and some conveyor recipes spend as an ingredient, so a line short of it stalls like a line short of ore. Factory capacity is the other half: it decides how much conveyor runs at once and it comes from Zombie Carousels, not from Zombie Power.
- How many zombies does a factory need?
- One for every step a zombie can take, plus one for the station that makes the power, which records a worker of its own. A short chain usually lands at three or four: two or three benches and one power zombie.
- Why are my conveyors not moving?
- A conveyor only moves an item the way its connections point. Check that the bench that makes the item leads into the bench that uses it, that the direction along the route agrees with that, and that the receiving bench has room for what arrives.
- Why does my machine show 0 resources?
- The bench is not receiving the item, and that is an edge rather than the bench. Check the container feeding it first: an edge out of a chest carries whatever is inside it, so a box holding iron and coal can still be sending the coal. Then check that the side the belt arrives on is one the bench states it accepts, because a belt laid against a bench is not the same as a belt joined to it.
- What does a Conveyor Chest do?
- It buffers items on a belt and connects on every side, which makes it the way to feed one bench from two sources or to keep a bench supplied while you are elsewhere. Conveyor Chest I holds 5 slots and Conveyor Chest II holds 10. It does not sort: whatever is inside is what an edge out of it carries.
- What does a Conveyor Chest send out?
- Whatever is inside it. An edge out of a chest is not filtered by the chest, so a box holding iron and coal can send the wrong one to the bench that is waiting, which is what a machine reporting no resources while the box beside it is full usually is. Keep one item per chest and the outgoing side carries the item you meant.
- How does a Conveyor Splitter work?
- It connects on every side and serves two branches, alternating between them rather than dividing the flow exactly. A branch that backs up changes what the other one receives, so a splitter feeding a full container cannot be relied on to send everything down the other side.
- Why isn't my Underground Conveyor connecting?
- Because both of its ends are ordinary connectors. The far end has to surface on a piece that takes an item in, and the direction along the route has to agree at both ends, so a run that crosses the map and comes up beside nothing is not connected however long it is.
- What does the Supply Station accept?
- Supply crates, and nothing else. The Supply Station is the belt cell the line ends at, and it is filtered to the town supply crates, so a raw material, an intermediate item and an ordinary chest load are all refused by it. A Supply Pallet is filtered the same way, which is why an item that will not go into either is a routing answer rather than a broken belt.
- Why is my Supply Porter not moving?
- Either there is nothing for it to carry or the far end is full. The Zombie Supply Porter takes a crate out of the Supply Station and puts it on a Supply Pallet in Supply Storage, so when every pallet is full and nothing is clearing them the porter has nowhere to put a crate and stays where it is.
- Why is my supply crate stuck?
- Work backwards from the crate rather than forwards from the machine. A crate that is not picked up usually has a full destination rather than an idle porter: a Supply Station holds one crate, so an uncleared pallet behind it keeps the station occupied and the belt behind the station stops. The pallets are cleared by a separate post built in Supply Storage that serves the town end.
- Why did my whole factory stop after adding a conveyor?
- Because everything stopped together. A single station that cannot run stalls its own line, while every line halting at the same moment points at factory capacity, which comes from Zombie Carousels: put a zombie into a carousel that is standing empty, or place another carousel, before taking the conveyor back out.
- How much power does one Carousel Zombie provide?
- The game states that a carousel raises factory capacity and that each zombie added raises it further, and the Belt Master perk raises what a carousel zombie produces. It states no figure per zombie, so none is printed here. Not confirmed yet — feedback welcome.
- Does the Bioreactor provide factory power?
- Not factory capacity. The Bioreactor makes Zombie Power, which is an ingredient some conveyor recipes spend. Capacity comes from Zombie Carousels, so a factory with no capacity left is not repaired by making more Zombie Power.
- How much factory capacity does a conveyor use?
- A cost per object is not stated, so this page counts the pieces of a network rather than pricing it. What is stated is where capacity comes from: more carousels, and more zombies inside them. Not confirmed yet — feedback welcome.
- Why are crates not reaching the Town Warehouse?
- Because the leg that serves the town is separate from the leg that clears the line. One post moves crates out of the Supply Station, and a different post built in Supply Storage serves the town end, so a crate sitting in Supply Storage with Town still empty is a question about that second post and the route it travels rather than about production.
- Can zombies work in the factory?
- Some steps record a method a worker can run and others do not, so a line is usually part worker and part manual. A worker also needs the tool and the Mastery the step records, so worker compatibility is a property of the step rather than of the line as a whole.
- Why is my factory not producing?
- The chain stops at the first step that cannot run. Check the steps in order: whether the station is built, whether its technology is researched, whether its Mastery and tool requirements are met, whether the intermediate item it consumes was produced, and whether the raw inputs are arriving. A station that has produced its item and has nowhere to put it stops taking new inputs, which looks the same as a line that never started.
- How do I make supply items in the factory?
- A supply crate is made at a conveyor bench out of the materials the crate asks for, so the line behind it is planned like any other: gather the ingredients, run them through the benches in order, and store the finished crates where they can be collected.
- How do I automate factory production?
- Planning a line and automating it are two jobs. This page states which steps exist and what each one needs; the Automation guide states whether a specific item has a confirmed automated path, which method runs it and what to check when an automated step stands idle.
- Do I need to automate the whole factory?
- No, and most lines are part worker and part manual. Some steps record no method a zombie can take, and raw material usually has to be brought in from outside. Knowing which steps stay yours is what keeps a build the size it needs to be.
- Which workstations are part of the factory?
- A bench belongs to the factory when it runs a step that consumes an item another station produces, because that is what makes it part of a chain rather than a single recipe. The resource stations count too: they are where a chain's raw material enters it. Each card on this page links to the bench's own page for its versions, its methods and its materials.


Marble
Stone
Clay
Sand
Coal
Iron Ore
Log
Grapes
Honey
Hops
Beer
Wine











































