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Alchemy Factory - Complete Build Guide

Alchemy FactoryBuild guidesupdated 2026-09-2922 min read

Eight sections, in build order: wood and storage, flax and linen, healing potions, the stone yard, the master base layout, iron and steel, kiln and glass, then the crystal chain. Text-first: materials, quantities and positions, no guessing.

AF Guide 01 — Wood Core (Logs → Planks → Gears)

Pairs with: AF_Blueprint_01_WoodCore.html · Grid 26 cols × 18 rows · Diagram rows R4–R13

The starter core of any Alchemy Factory. One portal buys logs; three Table Saws turn them into a full 90/m plank belt; the bus splits into a 30/m gear line and 60/m surplus planks (fuel, kilns, shop, construction). Build this first — everything else eats planks.

What you need

ItemQtyNotes
Portal (Purchasing/Supply)1Set item = Logs
Chest42 log buffer · 1 surplus-plank store · 1 gear store
Table Saw31 log → 200 planks, 30/m each
Processor3planks → small gears, 10/m each
Conveyor belt~60 blocksplus splitters/junctions

Rates are Early-Access-wiki figures — confirm in the 1.0 build menu before scaling.

Layout map (diagram rows)

Legend: P portal · C chest · S table saw · G gear processor · >/</v belt direction (blank cells = floor). Column 1 is the left edge; rows match the diagram top-to-bottom.

     1         2         3
C:   1234567890123456789012345
R4   PCC
R5   ...>>>>>>>>>>>>>>>>......
R6   .....S...S...S...........
R7   .....v...v...v...........
R8   .....>>>>>>>>>>>>>>>>>>>C
R9   ..................v......
R10  .....<<<<<<<<<<<<<<......
R11  .......G...G...G.........
R12  .......v...v...v.........
R13  .......>>>>>>>>>>>>>>>C..

Build order

  1. Supply row (R4): Portal at C1 (open it, set item = Logs, let it auto-buy).

Place chests at C2 and C3, touching the portal — they buffer logs so a full portal never stops buying.

  1. Log bus (R5): one belt lane running right from C4 to C19. This carries logs

over the saws.

  1. Saws (R6): Table Saws at C7, C11, C15 — each sits directly under a log-bus

cell, so it pulls from above. Point their inputs up (use T to rotate).

  1. Output drops (R7): a down belt under each saw at C7, C11, C15.
  2. Plank bus (R8): one lane running right from C7 to C23 (three saws merge here —

exactly 90/m = one full belt). Chest at C24 = surplus store.

  1. Gear branch: at C19, R9 run a belt down, then at R10 run the feed bus

left from C19 back to C6 (arrows point left!). Planks travel left along this lane.

  1. Processors (R11): Gear processors at C8, C11, C14 — each under a feed-bus cell.
  2. Gear drops (R12): down belts at C8, C11, C14.
  3. Gear bus (R13): lane running right from C8 to C22 into the gear chest at C23.

Wire check: portal → chests → R5 bus → saws → R8 → (right = surplus chest; down at C19 → R10 left → processors → R13 → gear chest).

Numbers that matter

  • 3 saws × 30/m = 90/m — exactly one belt. Never merge two full belts into one.
  • Processors take 10 planks/m each → 30/m to gears, 60/m surplus to the chest.
  • Surplus planks are your early fuel (~20 heat/coin) and the shop's best seller.

Scale it

  • Want more gears? Copy the whole processor column (R10–R13) once per extra 30/m — one

full 90/m plank belt feeds 9 processors. Add saws + a second plank bus first.

  • Need more planks? Copy the entire block upward on a new floor (portal → chests stay

shared; just add a log split from the chest row).

Troubleshooting

  • Saws idle but logs on the bus: rotate the saw so its input face touches the bus cell

above (T cycles orientation).

  • Belt jams / stops: check you didn't merge two 90/m lanes — split before capacity,

or use a second belt.

  • Portal stopped buying: chests are full — consume logs faster or add a second chest.
  • Gears stopped: verify the R10 feed bus arrows point left toward the processors.

AF Guide 02 — Flax & Linen Works

Pairs with: AF_Blueprint_02_FlaxLinen.html · Grid 30 cols × 21 rows · Diagram rows R4–R17

Solves the "Flax Problem": rope and thread are needed all over, and flax is slow to grow. This line grows 7 plots, grinds the harvest to fiber, spins 60/m linen thread, and turns most of it into 30/m rope — with a surplus-thread chest for the healing-potion line.

What you need

ItemQtyNotes
Portal1Set item = Flax Seeds
Chest42 seed/fertilizer buffer · thread surplus · rope store
Seed Plot / Nursery7crop = Flax; needs fertilizer
Grinder3flax → flax fiber, 20/m each
Processor (Thread)1fiber → linen thread, 60/m
Processor (Rope)32 thread → 1 rope, 10/m each
Conveyor belt~80 blocks+ splitters/junctions

Rates are Early-Access-wiki figures — confirm in the 1.0 build menu before scaling.

Layout map

Legend: P portal · C chest · F seed plot · G grinder · T thread processor · R rope processor · >/</v belt direction. Column 1 = left edge; rows match the diagram top-to-bottom. Each row below is exactly 30 columns.

     1         2         3
C:   123456789012345678901234567890
R4 PCC...........................
R5 >>>>>>>>>>>>>>>...............
R6 ..F.F.F.F.F.F.F...............
R7 ..v.v.v.v.v.v.v...............
R8 ..>>>>>>>>>>>>>>>>>>>>>>>>>>>.
R9 ...................G..G..G....
R10 ...................v..v..v....
R11 ...................>>>>>>>>>>.
R12 ............................T.
R13 ............................v.
R14 ......................C<<<<<<.
R15 .......................R.R.R..
R16 .......................v.v.v..
R17 .......................>>>>>C.

Key positions:

  • R4: portal C1, chests C2-C3 · R5 seed bus C1->C15 (right)
  • R6: plots at C3, C5, C7, C9, C11, C13, C15 · R7 drops under each
  • R8: harvest trunk C3->C29 (right) · R9 grinders C20, C23, C26 · R10 drops
  • R11: fiber bus C20->C29 (right) · R12 thread processor C29 · R13 drop
  • R14: thread bus C24<-C29 (left) + surplus-thread chest C23
  • R15: rope processors C24, C26, C28 · R16 drops
  • R17: rope bus C24->C28 (right) + rope chest C29

Build order

  1. Supply (R4): Portal at C1 (item = Flax Seeds) with chests at C2, C3 —

they buffer seeds and fertilizer (belt fertilizer in on the same lane or feed plots directly).

  1. Seed bus (R5): belt running right from C1 to C15. Plots pull seeds from above.
  2. Nursery (R6): seven seed plots at the odd columns C3–C15.
  3. Harvest drops (R7): a down belt under every plot — flax falls off the plot.
  4. Harvest trunk (R8): belt running right from C3 to C29 collecting all plots.
  5. Grinders (R9): three grinders at C20, C23, C26 pulling flax from the trunk.
  6. Fiber bus (R11): down drops at R10, then one lane right C20 → C29.
  7. Thread processor (R12): one Processor at C29 at the end of the fiber bus — it

wants the full 60/m (exactly what 3 grinders make).

  1. Thread bus (R14): down drop at R13 (C29), then the lane runs **left from C29 back

to C24; put the surplus-thread chest at C23**.

  1. Rope processors (R15): three at C24, C26, C28 under the thread bus.
  2. Rope bus (R17): down drops at R16, lane right C24 → C28, rope chest at C29.

Wire check: portal/chests → seed bus → plots → trunk → grinders → fiber bus → thread processor → thread bus (left) → rope processors → rope chest.

Numbers that matter

  • 7 plots → 3 grinders = 60/m fiber (20/m each) = one full belt.
  • Thread processor consumes the whole fiber belt: 60/m thread.
  • 3 rope processors eat 2 thread each → 30/m rope; the rest banks as surplus thread.
  • Fertilizer keeps plots producing — if the line starves, check fertilizer first.

Scale it

  • The nursery block is stackable: copy plots + their bus upward (fertilizer down the

center, harvest out both sides) to multiply flax without widening the footprint.

  • Rope: one full 60/m thread belt feeds 6 rope processors (60 ÷ 10). This plan runs 3

and banks the difference, so you can grow rope later without touching the plots.

Troubleshooting

  • Plots idle, no harvest: they need fertilizer — feed it via the seed bus or

directly; then confirm seeds are arriving on R5.

  • Thread processor throttled: all 3 grinders must run. Add plots before adding a 4th

grinder — beyond 60/m the fiber belt fills and one grinder just stalls.

  • Rope stalls: the rope chest is full and backing up the bus — belt surplus rope

onward (shop shelves) instead of letting the line block.

  • Belt direction: R14 thread arrows point left; R8, R11, R17 point right.

AF Guide 03 — Healing Potion Works (Level-4 Rush)

Pairs with: AF_Blueprint_03_HealingPotions.html · Grid 30 cols × 20 rows · Rows R4–R16

The quest line that matters early: 100 Healing Potions → Level 4 → Automatic Cashier (no more standing at the register). This mirror factory grows flax and sage, grinds both, and feeds two Assemblers that brew 10 potions/m — the 100-potion quest in ~10 minutes. A separated "cash corner" (register → bank portal → silver chest) keeps coins from jamming.

What you need

ItemQtyNotes
Portal2Flax Seeds (left) · Sage Seeds (right)
Chest74 seed buffers · potion store · silver chest · 1 spare
Seed Plot / Nursery84 flax (left) + 4 sage (right)
Grinder63 per side; flax→fiber, sage→ground sage, 20/m each
Assembler2recipe = Healing Potion, ~5/m each
Cash Register1sells potions, fills with copper
Bank Portal1copper → silver, 50:1
Conveyor belt~100 blocks+ splitters/junctions

Rates are Early-Access-wiki figures — confirm recipes/rates in the 1.0 build menu.

Layout map

Legend: P portal · C chest · F flax plot · f sage plot · G grinder · B assembler (BREW) · R register · K bank · >/</v belt direction. Each row is exactly 30 columns.

     1         2         3
C:   123456789012345678901234567890
R4 PCC......................CCP..
R5 >>>>>>>>>>>>....<<<<<<<<<<<<..
R6 ....F.F.F.F......f.f.f.f......
R7 ....v.v.v.v......v.v.v.v......
R8 ...>>>>>>>>>....<<<<<<<<<.....
R9 .....G..G..G....G..G..G.......
R10 .....v..v..v....v..v..v.......
R11 .....>>>>>>>>><<<<<<<<<.......
R12 .............BB...............
R13 .............vv...............
R14 .............>>>>>>>>>C.......
R15 ..............................
R16 ........................R>>KC.

Key positions:

  • R4: flax portal C1 + chests C2-C3; sage chests C26-C27 + portal C28
  • R5: seed buses - flax right C1->C12, sage left C17->C28
  • R6: flax plots C5, C7, C9, C11 · sage plots C18, C20, C22, C24 (R7 drops)
  • R8: harvest trunks - flax right C4->C12, sage left C17->C25
  • R9: grinders - flax C6, C9, C12 · sage C17, C20, C23 (R10 drops)
  • R11: ingredient buses - fiber right C6->C14, sage left C15->C23
  • R12: 2 Assemblers at C14 + C15 · R13 potion drops
  • R14: potion bus right C14->C22 + potion chest C23 (-> shelves/catapult)
  • R16: cash corner - Register C25 -> Bank Portal C28 (copper->silver 50:1) ->

silver chest C29

Build order

  1. Seed supply (R4): Flax portal C1 + chests C2–C3 (left); Sage chests

C26–C27 + portal C28 (right). Set each portal to its crop's seeds.

  1. Seed buses (R5): flax lane right C1→C12; sage lane left C17→C28 (mirror —

arrows point inward toward the middle).

  1. Nurseries (R6): 4 flax plots on the left (C5, C7, C9, C11), 4 sage plots mirrored

on the right (C18, C20, C22, C24). Fertilize both sides.

  1. Harvest trunks (R8): drops at R7, then flax rides right C4→C12 and sage rides

left C17→C25.

  1. Grinders (R9): 3 per side (flax at C6/C9/C12, sage at C17/C20/C23) — each side

produces a full 60/m belt of its ingredient.

  1. Ingredient buses (R11): fiber right C6→C14; ground sage left C15→C23 — the

two lanes meet directly above the assemblers, one ingredient per assembler side.

  1. Assemblers (R12): two at C14 and C15 under the seam. Set recipe = **Healing

Potion**. Each pulls fiber + sage; each brews ~5/m.

  1. Potion bus (R14): drops at R13, lane right C14→C22 into the potion chest at

C23 — belt out to shop shelves or a catapult.

  1. Cash corner (R16, separate): Register at C25 (sells potions → copper). Belt

copper right through C26–C27 into the Bank Portal at C28 (copper→silver 50:1), silver chest at C29. Empty the register path first — coins are physical and jam.

Numbers that matter

  • 2 assemblers × 5/m = 10 potions/m → 100-quest in ~10 minutes of runtime.
  • Each side: 4 plots → 3 grinders = 60/m → 1 full belt (do not merge both sides).
  • Copper stacks only ~50/belt-slot: if you see copper backing up, your register→bank

belt is the bottleneck — widen or shorten it.

Scale it

  • Need turquoise potions / bandages later? This exact layout works — swap the assembler

recipes and re-point the potion bus; the guides call this the "3-output" trick (potion, bandage, shop-sale).

  • More throughput: stack another plot+grinder column per side (copy upward), or add

assemblers C13/C16 and split ingredient buses.

Troubleshooting

  • Assemblers idle: each needs both ingredients — check both R11 buses have arrows

pointing toward center and both grinder trios are fed.

  • No sage/flax seeds: portals buy seeds with coins — feed the cash corner first or

they stop restocking.

  • Register full of copper: bank portal must be set to copper→silver and its belt

clear; never let coins sit on a dead-end belt.

  • Plots slow: fertilizer, fertilizer, fertilizer — same rule as BP02.

AF Guide 04 — Stone & Fuel Yard

Pairs with: AF_Blueprint_04_StoneYard.html · Grid 32 cols × 18 rows · Rows R3–R14

The raw-materials yard behind everything brick, glass, and fertilizer. One stone portal feeds three modules that share the same portal feed:

  • A · Stone line — crushers make sand (kilns → glass/bricks later)
  • B · Quicklime module — crucibles burn stone into quicklime, grinders make

quicklime powder (the fertilizer chain's core ingredient)

  • C · Fuel corner — planks (from BP01) → charcoal → charcoal powder: furnace fuel

and a recipe ingredient, plus the Stone Furnace that supplies HEAT to the crucibles.

What you need

ItemQtyNotes
Portal1Set item = Stone
Chest72 stone buffer · sand store · charcoal stock · powder store ×2 · planks in
Stone Crusher2stone → sand (recipes per build menu), 20/m each
Crucible43 × stone → quicklime (~6.7/m each) · 1 × planks → charcoal
Grinder32 × quicklime → powder · 1 × charcoal → charcoal powder
Stone Furnace1burns planks/charcoal; supplies heat by adjacency
Conveyor belt~80 blocks+ splitters/junctions

Rates are Early-Access-wiki figures — set exact recipes/rates in the 1.0 build menu.

Layout map - Module A (stone -> sand), cols 1-15

Legend: P portal · C chest · K crusher · U crucible · G grinder · F furnace · >/</v belt direction.

C:   123456789012345
R3 PCC............
R4 >>>>>>>>>>>>>>.
R5 .....K...K.....
R6 .....v...v.....
R7 .....>>>>>>>>C.
  • R3: portal C1 + chests C2-C3 · R4 stone trunk runs right C4->C17
  • R5: crushers C6 and C10 · R6 sand drops · R7 sand bus right C6->C13, sand chest

C14 (-> kilns for glass/bricks later)

Layout map - Module B (quicklime -> powder), cols 17-27 (columns shown relative to C17)

C:   123456789012
R5 v...........
R6 v...........
R7 v...........
R8 >>>>>>>.....
R9 .U..U.U.....
R10 .v..v.v.....
R11 .>>>>>>.....
R12 ..G..G......
R13 ..v..v......
R14 ..>>>>>>>>C.
  • C17 drop: stone trunk comes down (R5-R7), turns right at R8 into the feed bus

(rel C1->C7 = absolute C17->C23)

  • R9: crucibles at absolute C18, C21, C23 (stone -> quicklime; need heat) · R10 drops
  • R11: quicklime bus right C18->C23 · R12 grinders absolute C19, C22
  • R13 powder drops · R14 powder bus right C19->C26 -> powder chest C27 (export to

fertilizer assemblers; set the final recipe per build menu)

Layout map - Module C (fuel corner), cols 24-31 (columns shown relative to C24)

C:   12345678
R4 C.......
R5 v.......
R6 U.......
R7 v.......
R8 >>>>>>C.
R9 F.G.....
R10 ..v.....
R11 ..>>C...
  • R4 C24: chest fed from your BP01 plank surplus · R5 drop · R6 crucible C24

(planks -> charcoal) · R7 drop

  • R8: charcoal bus right C24->C29 -> charcoal stock chest C30 (fuel + recipes)
  • R9: Stone Furnace C24 (burns charcoal, radiates heat) · charcoal grinder C26

(charcoal -> powder) · R10-R11 powder to chest C28

Build order

  1. Supply (R3): Stone portal C1 + chests C2–C3; stone trunk **R4 right to

C17**.

  1. Module A: crushers at R5 (C6, C10), sand drops R6, sand bus R7 into chest

C14. Sand feeds kilns — chain it into a glass/brick kiln block when unlocked.

  1. Module B: at C17 run the trunk down (R5→R7), then right along R8 to

C23. Crucibles at R9 (C18, C21, C23) — stone → quicklime. Drops R10, quicklime bus R11, grinders R12 (C19, C22) → quicklime powder, bus R14 to chest C27.

  1. Module C: feed the C24 R4 chest from your BP01 plank surplus. Drop R5 →

charcoal crucible C24 R6 → drop R7 → charcoal bus R8 → stock chest C30.

  1. Heat: Stone Furnace at C24 R9 — burn planks/charcoal. Crucibles and future

kilns draw heat by adjacency (no heat belts). Leave 1 empty block of headroom above furnaces/crucibles — they're taller than other machines.

  1. Powders: quicklime grinders (R12) and charcoal grinder (R9 C26) both feed powder

stores; belt them to your assemblers and set the recipes per build menu.

Numbers that matter

  • Stone trunk C4–C17 feeds BOTH crushers and the quicklime drop — don't cap it at 90/m

if you later add machines; split the trunk early.

  • Crucible ≈ 6.7/m each: 3 = ~20/m quicklime; grinders keep up easily.
  • Charcoal is your furnace fuel and a recipe ingredient (e.g. salt/sand chains) —

keep the stock chest between the bus and the furnace so fuel and recipes never fight.

Scale it

  • Copy modules as columns, not the whole yard: add crusher columns to the right of A,

crucible+grinder pairs under B's feed bus, and a second furnace for heat.

  • Charcoal demand spikes with kilns — a second charcoal crucible doubles C cheaply.

Troubleshooting

  • Crucibles cold/idle: furnace not adjacent or out of fuel — feed the charcoal bus;

verify headroom above the crucibles (blocked = no work).

  • No sand/powder moving: crushers/grinders need their recipes set in the build

menu (some stones split into two outputs) — check before blaming belts.

  • Powder chest full: export to fertilizer assemblers or add a chest — a full store

stalls the whole line behind it.

  • Trunk feels slow: you merged too much into one 90/m belt — split stone before the

crusher branch instead of after.

AF Guide 05 — Master Base Site Plan

Pairs with: AF_Blueprint_05_MasterBase.html (site-plan overview) · Grid 52 × 32 The map that ties BP01–BP04 together: where each production line goes on one yard, and the five logistics links that make the lines feed each other. Use it to place your lines; use BP01–04 (and their guides) to build each line tile-by-tile.

The zones

ZoneLineFull blueprintPosition on the mapJob
AWood CoreBP01 Wood Coretop-leftlogs → planks (90/m) → gears; surplus planks
BFlax & LinenBP02 Flax & Linenmid-leftplots → fiber → thread (60/m) → rope
CStone & Fuel YardBP04 Stone & Fuelbottom-leftstone → sand & quicklime powder; charcoal fuel; furnace heat
DHealing Potion WorksBP03 Healing Potionstop-rightflax + sage → 2 brewers → 10 potions/m
EShop & CoinsBP03 cash cornerbottom-rightregister → bank portal (50:1) → silver; potion store

Two columns of production (A/B/C on the left, D on the right) leave a vertical corridor (cols 23–25) that carries all cross-yard traffic, so no line ever blocks another.

LinkFrom → ToWhat movesWhy
1A → Cplankscharcoal fuel for C's furnace + recipes; also kiln fuel later
2C → B + Dquicklime powder → fertilizerkeeps every nursery producing
3B → Dsurplus linen thread/fiberpotion line eats the flax B doesn't spin into rope
4D → Ehealing potions10/m straight to shop shelves / catapult
5E → A/B/C/Dcoins (as silver)banks fund the portals that auto-buy logs, seeds, stone

The money loop is the secret: E's register → bank portal compresses copper to silver, and that silver keeps A–D's portals stocked — the whole yard runs hands-off.

Suggested build order on the site

  1. Zone A (Wood Core) — planks for fuel, building, and the shop.
  2. Zone B (Flax & Linen) — plant 8–10 plots early; rope/thread are everywhere.
  3. Zone D (Healing Potions) — rush the 100-potion quest → Level 4 → Automatic Cashier.
  4. Zone C (Stone & Fuel) — fertilizer for B/D plots, sand for glass/bricks, charcoal

for the furnace. C can come before D if your nurseries are starving for fertilizer.

  1. Zone E (Shop & Coins) — as soon as the register unlocks; belt coins to the bank

portal first so copper never jams your shop.

Layout rules that keep it tidy

  • Corridor discipline: the only belts that cross between zones use the col-23–25

corridor. Never run a belt through the middle of another zone — you'll paint yourself into a corner when that zone needs to grow.

  • Facing: build each zone with its own portals at its outer edge (logs top-left, stone

bottom-left, seeds left/right of D) so supply belts never cross the yard.

  • Tall machines (furnaces, crucibles) need one empty block of headroom — plan C's

ceiling one block higher than A/B/D.

  • Belt limit 90/m: when a zone outgrows one belt (e.g. a second saw farm), add a

second bus in the corridor instead of merging.

Scale it

Copy whole zones upward (new floor, same column) — the corridor stays the single logistics spine and each copied zone just taps it. That's the pattern the guides mean by "stack copies": triple output without sprawling into the shop.

Reading the map

  • Colored frames = zones (color = zone accent, matches BP sheets).
  • Machine tiles inside frames are representative — full counts and belt routing are on

the zone's own blueprint (A=BP01 … E=BP03).

  • Arrows = cross-yard flows with the item name on the line; the dark labels repeat the

five links above.

  • Portals with purple glow auto-buy: LOGS (A), STONE (C), FLAX & SAGE (D).

> Rates and recipes are Early-Access-wiki figures — confirm against the 1.0 build menu. > This is an overview: build each zone from its BP01–04 sheet for exact tile placement.

AF Guide 06 — Iron & Steel Yard

Pairs with: AF_Blueprint_06_IronSteel.html · Grid 34 cols × 22 rows (ZOOM 2)

Mid-game metal line. Two modules side by side: [A] Iron — ore in, ingots out, some nailed into iron nails; [B] Coke & Steel — coal cooked to coke, ground to powder, then fired with iron in the Athanor for steel (the 75% iron roll loops back). Steel is the tier-2 building block: processors, machines, and later relic-era recipes eat it.

What you need

ItemQtyNotes
Portal2Iron Ore (A) · Coal (B)
Chest7ore buffer · coal buffer ×2 · ingot store · nail store · steel store
Iron Smelter2ore → ~100 ingots/batch ≈ 10/m each
Processor (Nails)31 ingot → 3 nails ≈ 15/m each
Crucible (Coke)1coal → coke ≈10/m; needs furnace heat
Stone Furnace1heats the coke crucible (adjacency)
Grinder1coke → coke powder ≈5/m
Athanor1ingot + coke powder → ~25% steel / ~75% iron back

Rates are Early-Access-wiki figures — set exact recipes per the 1.0 build menu.

Layout map — Module A (iron), cols 1–17, rows 4–14

C:   12345678901234567
R4   .PCC
R5   ..>>>>>>>>>>>>>>.   ore bus (right, C5→C17)
R6   .......S.....S...   smelters C8, C13
R7   .......v.....v...
R8   .......>>>>>>>>>>C  ingot bus → store chest C18
R9   ..............v...   tap at C14
R10  ......<<<<<<<<<...   feed bus (LEFT) to nails
R11  .......N...N...N..   nail processors C8, C11, C14
R12  .......v...v...v..
R13  .......>>>>>>>>>>>  nail bus → down C16
R14  .................C  nail chest C16
  • R4: ore portal C2 + chests C3–C4 · R5 ore bus right to C17
  • R6: smelters C8, C13 (label SMELT) · R7 ingot drops
  • R8: ingot bus right → ingot store chest C18 (nails + steel both tap this bus)
  • Nails tap at C14: down R9 → feed bus R10 runs left C6→C14 → 3 nail processors

C8, C11, C14 → drops R12 → nail bus R13 → chest C16 R14

  • Steel tap at C17: three drops R9–R11 → R12 feed bus runs right C17→C26 into

the athanor (module B)

Layout map — Module B (coke & steel), cols 19–33, rows 4–14

C:   123456789012345
R4   .......PCC
R5   .........>>>>>>>C   coal bus → buffer C31
R6   .........U F        coke crucible C25 + furnace C26 (heat)
R7   .........v
R8   .........v
R9   .........G          grinder C25 (coke → powder)
R10  .........v
R11  .........>>         powder bus C25→C27
R12  ................A   athanor C27 (ingots arrive on R12 from the left)
R13  ................v
R14  ................>>>C  steel bus → steel chest C30
  • Coal portal C21 + chests C22–C23; coal bus R5 C24→C30 + buffer chest C31
  • Coke crucible C25 R6 with furnace C26 R6 adjacent (heat by adjacency — no heat

belts; tall machines: 1 block headroom)

  • Coke drops R7–R8 → grinder C25 R9 → powder → powder bus R11 → athanor
  • Athanor C27 R12: iron ingots (bus from module A) + coke powder → steel (25%) or iron

(75%) — the iron rolls back on the R13 return bus into the ingot feed (loop)

  • Steel bus R14 → steel chest C30

Numbers that matter

  • 2 smelters ≈ 20 ingots/m = enough for nails (3×5/m) + steel feed with margin.
  • Athanor steel ≈ 3.75/m each (25% roll) — pair athanors when you need real steel.
  • Pyrite ore smelted gives sulfur + iron as a side chain — run a third smelter on

pyrite when sulfur recipes unlock (sulfuric acid / black powder).

  • Ingots are bulky for their coin value — smelt into products before selling.

Scale it

  • Copy module columns: +2 smelters per extra ingot belt; +3 nail processors per 15/m nails.
  • Steel: add athanors + one coke grinder each; keep a second furnace for heat at distance.
  • Each output line gets its own belt (90/m) — never merge two full belts.

Troubleshooting

  • Coke crucible idle: no heat — furnace must be adjacent and fuelled (planks or

charcoal from BP04); headroom blocked = no work.

  • Athanor starved: ingot feed on R12 comes from module A's C17 tap — if the ingot bus

backs up to the store chest, the store fills first; give steel its own tap earlier.

  • Nails stalled: nail chest full backs up the whole A line — belt nails out to

construction/upgrades or add a chest.

  • Steel chest empty but machine running: 25% roll is per cycle — watch a full minute

before judging throughput; recycle iron must keep moving or the athanor jams.

AF Guide 07 — Kilns & Glass

Pairs with: AF_Blueprint_07_KilnGlass.html · Grid 30 cols × 20 rows (ZOOM 2)

Downstream of BP04 (sand + charcoal powder arrive on belts) and BP06 (fuel). Two small lines: 2 kilns make glass from sand (vials/windows later), and an assembler makes clay from charcoal powder + sand, which a third kiln fires into bricks for building. Kilns are TALL — one empty block of headroom — and need a lit furnace adjacent for heat (heat is by adjacency; there are no heat belts).

What you need

ItemQtyNotes
Chest4sand in · charcoal-pwd in · glass out · bricks out
Kiln32 × glass (6 sand → 1 glass ≈10/m) · 1 × brick (1 clay → 1 brick ≈10/m)
Assembler12 charcoal powder + 4 sand → 1 clay ≈15/m
Stone Furnace1heats the brick kiln; copy one per kiln at range
Conveyor belt~35 blocks+ junctions

Rates are Early-Access-wiki figures — set exact recipes per the 1.0 build menu.

Layout map (cols 1–26, rows 4–11)

Legend: S sand chest · C charcoal-pwd chest · K kiln · A assembler · F furnace · c chest · >/v belt direction

C:   123456789012345678901234567890
R4   ..S...............C..........
R5   ..>>>>>>>>>>>>>>>>>>
R6   .....K...K...........A.......
R7   .....v...v...........v.......
R8   .....>>>>>>>c.........v.......
R9   .......................K..F..
R10  .......................v.....
R11  .......................>>>>c.

Read by column numbers (the preview may wrap). Key positions:

  • SAND IN: chest C3 R4 (fed from BP04 crusher sand) · sand bus R5 runs **right

C4→C18**

  • CHAR PWD IN: chest C19 R4 (fed from BP04 fuel corner) merges onto the bus at C19

(R5 C19→C22, charcoal powder)

  • Glass kilns: R6 C6 and C10 · glass drops R7 · glass bus R8 → glass chest C12

(→ vials/windows later)

  • Clay: assembler C22 R6 (sand + charcoal powder) · clay drops R7+R8 (C22) straight

into the brick kiln top

  • Brick kiln: C22 R9 with furnace C23 R9 adjacent (heat) · brick drop R10 ·

brick bus R11 → brick chest C26 (building supply for BP08+)

Build order

  1. Inputs (R4–R5): sand chest C3, charcoal-powder chest C19 — belt both in from

BP04; the single R5 bus carries sand to C18 and charcoal powder from C19 to C22.

  1. Glass (R6–R8): two kilns at C6, C10 (recipe: glass) with drops and the R8 glass

bus into chest C12. Light them: copy the furnace trick below per kiln if they're out of furnace range.

  1. Clay (R6–R8): assembler C22 (recipe: clay). Its two drops (R7, R8) feed the

brick kiln directly — no belt needed between assembler and kiln.

  1. Bricks (R9–R11): kiln C22 R9 (recipe: brick); furnace C23 R9 lit and fuelled

(planks/charcoal from BP06/BP04). Brick bus R11 → chest C26.

  1. Headroom: kilns are tall — leave one empty block above every kiln column.

Numbers that matter

  • Glass ≈ 10/m per kiln (2 kilns = 20/m); brick ≈ 10/m per kiln.
  • Clay ≈ 15/m per assembler — one assembler feeds ~1.5 brick kilns; add a second brick

kiln when your building phase demands it.

  • Furnace heat is adjacency-only: a kiln more than one block from a lit furnace sits cold.

Scale it

  • Copy the glass block (kiln pair + bus) rightward per extra 20/m.
  • Copy the clay→brick column per extra 10/m bricks (one assembler per ~1.5 kilns).
  • Keep every product on its own belt (90/m) — sand and charcoal powder share the R5 bus

but never merge outputs.

Troubleshooting

  • Kiln cold/idle: furnace not adjacent or out of fuel — light it and confirm headroom

above the kiln.

  • No clay: assembler needs both inputs — check the sand bus reaches C22 and the

charcoal-powder chest (C19) is fed from BP04.

  • Glass backs up: chest C12 full — belt glass onward (vials/essence lines) or add a

second chest; a full store stalls the kilns.

  • Assembler vs kiln mis-feed: clay drops at R7+R8 land on the kiln at C22 — if you move

the kiln, keep the two drops aligned above its input.

AF Guide 08 — Crystal Chain (Relic Path)

Pairs with: AF_Blueprint_08_CrystalChain.html · Grid 26 cols × 22 rows (ZOOM 2)

The start of the endgame income line: quartz ore crushed to crude shards, then pushed through a 7-stage refiner cascade — crude → broken → dull → shattered → crude crystal → polished → adamant → diamond — and fed to the Knowledge Altar (study relics → craft → sell, the ~20k+/day tier). It is a schematic: one refiner per stage shows the chain; real throughput needs the pairing below.

What you need

ItemQtyNotes
Portal1Quartz Ore
Stone Crusher1quartz → crude shard ≈10/m (1 ore per batch ≈0.13/m)
Chest3quartz buffer · crude-shard buffer · diamond store
Refiner7+each: 2 in → 1 out, ≈20/m at 3s cycles
Knowledge Altar1studies relics; craft & sell

Rates are Early-Access-wiki figures — set exact recipes per the 1.0 build menu.

The chain (stage → product → item color)

StageRefinerProductChip color
#1crude shard → broken shardbroken
#2broken → dull sharddull
#3dull → shattered crystalshattered
#4shattered → crude crystalcrystal
#5crude → polished crystalgem
#6polished → adamantadamant
#7adamant → diamonddiamond

Every step is 2 of the previous → 1 of the next. One refiner at stage N needs two at stage N−1 — so a full 20/m diamond line needs pairs going down the chain (1, 2, 4, 8, 16…). For relic crafting you rarely need that much: a single-file chain at ~10/m per stage is fine, and you can pair stages later without rebuilding the routing.

Layout map (positions)

  • Supply: quartz portal C2 R4 + chest C3 → drop → crusher C2 R6 (CRUSH) →

shard belt → buffer chest C4 R6 → drop at C4 R7

  • Cascade (stair-step snake):
  • Refiner #1 C4 R8 → belt right (C5–C7) → Refiner #2 C8 R8
  • down → Refiner #3 C8 R10 → belt right (C9–C11) → Refiner #4 C12 R10
  • down → Refiner #5 C12 R12 → belt right (C13–C15) → Refiner #6 C16 R12
  • down → Refiner #7 C16 R14 → belt right (C17–C19) → diamond chest C20 R14
  • Altar: Knowledge Altar C10 R17 — gold arrow from the diamond chest; pink arrow

east = perfect diamond (2 diamond → 1, refiner) for premium jewelry; gold arrow out = relics to craft/sell.

Build order

  1. Feed: quartz portal C2 (auto-buy) → chest → crusher; buffer crude shards in the

C4 chest so the cascade never starves on crusher pauses.

  1. Snake the refiners: follow the stage order above; each refiner pulls from the belt

before it and drops onto the belt after it. Use T to face inputs/outputs.

  1. Diamond chest → altar: run diamonds to the Knowledge Altar C10 R17; keep a

branch for perfect diamonds (2:1) once jewelry unlocks.

  1. Study before selling: the altar unlocks relic recipes — study new relics first, then

craft for shop/quest income.

Numbers that matter

  • Crush rate ≈10/m caps the whole chain at ~10/m per stage — plenty for relic work.
  • Perfect diamond = 2 diamond → 1 (premium; worth it only at high relic knowledge).
  • Adamant + diamond both feed altar recipes — don't sell raw gems early; the relic markup

is the point.

Scale it

  • Pair stages down the chain when you want a true 20/m diamond belt (2× stage 6, 4× stage

5, 8× stage 4 …). Refiners are cheap; routing is the work — keep one belt per stage pair.

  • A second crusher + portal doubles the whole line's ceiling.

Troubleshooting

  • Cascade stalls mid-way: a full chest or belt further down blocks the whole snake —

clear the diamond chest / altar feed first.

  • Stage N idle but stage N−1 full: refiner input faces the wrong way — rotate (T) so

it pulls from the incoming belt; check each refiner takes 2 in → 1 out (recipe set).

  • Altar not crafting: feed it diamonds/adamant AND ensure the relic is studied — the

altar crafts recipes, not raw gems.

  • Quartz portal stopped: chest full or coins out — compress coins at BP03's bank loop

and keep the portal funded.

Guide changelog

What has changed in this guide, newest first.

  • 2026-09-29Checked Hotfix v1.0.4962 (15 September 2026): Table Saws and Stone Crushers no longer accept input from Arcane Fountains unless the player allows it. This guide feeds them from purchasing portals, belts and ore, so no stage changes; the same hotfix reworked the Ledger's profit figures and fixed wall collisions.
  • 2026-09-29Republished on the portal layout; the eight stage guides were merged into one build-order guide.