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.

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?

Or jump straight to it

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

The goal decides which questions the blocks below answer.

Plan preference

The preference only decides between lines that reach the goal. It never changes what the goal asks for.

State what you have

Start over

Leave a number empty and the blocks below say what to check instead of measuring it against anything.

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?

Stops at: Materials never enter

Check these in order

The first line that fails is the one to fix. Everything above it already works, and everything below it is waiting on it, so a change further down the list never helps.

Nothing on this list stops a line on its own. If it is still standing, the cause is in your own build rather than in the rules.

Already ruled out

  • OK

    The belt passes an item on

  • Check yours

    Zombie Carousel is not joined to a belt at all: it states no conveyor connector, so the pieces around it have to reach it another way

Show the whole list instead

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

  1. Step 1Conveyor SplitterOK

    The belt passes an item on

  2. Step 2Zombie CarouselCheck yours

    Zombie Carousel is not joined to a belt at all: it states no conveyor connector, so the pieces around it have to reach it another way

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.

Every edge on this line carries. If the game still does not move, work through the blocks below in order rather than changing an edge that already works.

Other checks

  • OK

    The belt passes an item on

  • Check yours

    Zombie Carousel is not joined to a belt at all: it states no conveyor connector, so the pieces around it have to reach it another way

Transport pieces
1
Containers
0
Machines
0
Ends at a supply destination
0

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.

  • Down · Left · Right · Up

    Refuses: Items you carry · Inquisitor’s medallion · King's signet

    Filtered by category

  • Down · Left · Right · Up

    Refuses: Items you carry · Inquisitor’s medallion · King's signet

    Filtered by category

  • No belt connector of its own

    Accepts: Supply crates

    Filtered by category

  • No belt connector of its own

    Accepts: Supply crates

    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

  1. Factory line
  2. Supply Station
  3. Zombie Supply Porter
  4. Supply Pallet
  5. Supply Storage
  6. 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 Station

    Holds 1 · Accepts: Supply crates

    Accepts: Supply crates

  • Supply Pallet

    Holds 2 · Accepts: Supply crates

    Accepts: Supply crates

  • Supply Pallet II

    Holds 4 · Accepts: Supply crates

    Accepts: Supply crates

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 2 item(s)
    • Marble
    • Stone

    Delivers to Marble Stockpile · Stone Stockpile

  • Porter StationMoves 2 item(s)
    • Clay
    • Sand

    Delivers to Clay Stockpile · Sand Stockpile

  • 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

  • Porter StationMoves 2 item(s)
    • Coal
    • Iron Ore

    Delivers to Coal Stockpile · Ore Stockpile

  • Porter StationMoves 1 item(s)
    • Log

    Delivers to Wood Stockpile

  • Porter StationMoves 1 item(s)
    • Log

    Delivers to Wood Stockpile

  • Porter StationMoves 5 item(s)
    • Grapes
    • Honey
    • Hops

    This post states no place it can be built at.

  • Porter StationMoves 4 item(s)
    • Beer
    • Wine

    Delivers to Alcohol Storage

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.

Choose a goal above and the machines, connections, workers and bill for that line are listed here.

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”.

  1. Raw resources
  2. Processing
  3. Intermediate materials
  4. Assembly
  5. Final product
  6. 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
Destiny Polls
Finish first
Election Fever
Finish first
Heart of the Swamp
Money
500 money
Required item
3 × Ink
Required item
1 × Royal Pardon
Finish first
Forest Pass
Required item
1 × Forest Pass
Finish first
Into the Forest
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?
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.

What do you want your factory to produce?

Search a produced item above, or open one of the production lines below. The plan, the layout grouping, the unlock list, the worker line, the supply list and the chain checklist all read the same target.

See the deepest production lines

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

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

    View workstation

  • Formulation Bench

    Alchemy

    Produces 48 documented item(s)
    Runs 64 documented process(es)
    Accepts a worker at 32 process(es)

    View workstation

  • Smithy I

    Processing

    Produces 19 documented item(s)
    Runs 22 documented process(es)
    Accepts a worker at 11 process(es)

    View workstation

  • Furnace I

    Processing

    Produces 16 documented item(s)
    Runs 19 documented process(es)
    Accepts a worker at 9 process(es)
    Added by Bronze Melting

    View workstation

  • Jewelry Table

    Workshops

    Produces 26 documented item(s)
    Runs 26 documented process(es)
    Accepts a worker at 12 process(es)

    View workstation

  • Kitchen Oven

    Food

    Produces 51 documented item(s)
    Runs 72 documented process(es)
    Accepts a worker at 36 process(es)

    View workstation

  • Kitchen Table

    Food

    Produces 28 documented item(s)
    Runs 46 documented process(es)
    Accepts a worker at 23 process(es)

    View workstation

  • Assembly bench I

    Assembly

    Produces 56 documented item(s)
    Runs 58 documented process(es)
    Accepts a worker at 29 process(es)

    View workstation

  • Steel Anvil

    Processing

    Produces 92 documented item(s)
    Runs 94 documented process(es)
    Accepts a worker at 47 process(es)

    View workstation

  • 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

    View workstation

  • Iron Anvil

    Processing

    Produces 58 documented item(s)
    Runs 60 documented process(es)
    Accepts a worker at 30 process(es)

    View workstation

  • 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

    View workstation

Each card is a summary: the bench's own page states its versions, its methods, its materials and how it is unlocked.

Check whether an item can be automated

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

Zombie Power

Where the power comes from

Bioreactor

Runs on Wheat × 5

Recipes that spend power

Power in this line

No step of this line records a power cost, so it runs without one.

Where factory capacity comes from

Zombie Carousel

Conveyor power source

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
1
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 Belt

    Carries 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 Splitter

    Takes one run and serves two, alternating between them.

  • Underground Conveyor

    Runs a belt under whatever is in the way instead of around it.

  • Supply Station

    The 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

Check which steps a worker can take

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.

Browse the full technology tree

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 0 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.

Open a production line above and this block states which of its steps accept a worker.

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.

Open the Automation guide

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.

Open a production line above and this block turns it into a checklist.

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.

Structure checks out but nothing moves? Diagnose the run

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.

Find where an item comes from

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.

  1. 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

  2. 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

  3. 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

  4. 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)

Building materials132 item(s)

Corpse & graveyard38 item(s)

Farming13 item(s)

Fishing6 item(s)

Food & drink94 item(s)

Quest items23 item(s)

Tools & equipment86 item(s)

Town supplies44 item(s)

Other92 item(s)

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