Production planner
Machines, inputs, fuel, cost and profit for any Alchemy Factory item, at your upgrade levels.
Data from v1.1.5023 · updatedUpgrades
Your research and shop levels, saved in this browser.
What do you want to make?
No fuel: heat is shown per second.
No fertilizer: herbs are harvested by hand.
Options
How the planner works
Pick an item and how many you want per minute, or how many machines you want to run. The planner follows each ingredient back to its raw materials using the item's main recipe in the game, and adds up the machines, raw inputs, heat, belts and money the whole chain needs. Change any step from its menu: alternate recipes (Coke from Coal in a Crucible, Salt from Rock Salt) and “I supply it myself” are listed there.
Set your upgrades in the bar at the top: Logistics Efficiency (belt speed), Factory Efficiency (machine speed), Alchemy Skill (Alembic and Extractor output), Fuel Efficiency (heat per fuel), Fertilizer Efficiency (Nutrient Value) and Shop Recognition for each shelf (sell prices). Then pick the fuel your furnaces burn and the fertilizer your Nurseries get: the fuel is added to every heated line, and with a fertilizer, herbs are grown in Nurseries instead of harvested by hand. Both come from elsewhere (and are costed at their price) until you tick “Make it in this plan”, which adds their production too.
The plan opens as a flow chart: raw inputs on the left, one box per production line with its machine count, and what you make on the right. Each arrow shows the item, its rate and how many belts it needs; dashed arrows are byproducts and leftovers, dash-dot arrows are fuel and fertilizer. Drag to move around (two fingers on a touch screen), pinch or Ctrl + scroll to zoom, and click a box to change its recipe or machine. On a phone the chart runs top to bottom, and Expand opens it full screen. Download saves the whole chart as a PNG or SVG image to share. The Tree and By recipe views list the same plan as text; the planner remembers the view you pick.
What the numbers assume
- Recipe amounts are per batch, so bulk goods come out exactly: a Table Saw turns 1 Logs into 200 Planks every 400 seconds, which is 30 Planks per minute.
- Failed crafts are averaged: an Athanor making Steel Ingots succeeds 25% of the time, so it averages 3.75 Steel Ingots per minute.
- Machine counts are shown exact and rounded up (“build 3”), because a machine is never shared between two recipes. Heat is per second while the machines run at the planned rate.
- Research: Factory Efficiency starts at 100% and adds 25% per level, then 5% per repeat level; Logistics Efficiency raises belt speed from 60 per minute. Alchemy Skill raises the output of the Alembic, Advanced Alembic, Extractor and Thermal Extractor (our reading of “Alembic and Extractor Output”), up to 200% at level 12. The Enhanced Grinder runs at ×2 speed.
- Fuel: every machine that needs heat burns the fuel you pick, and Fuel Efficiency adds 10% heat per level. Bulk fuels count per whole item (Logs 2,000 heat, Coal Ore 30,000 heat). Made in the plan, a chain that needs its own fuel or fertilizer is planned to cover that use too.
- Nurseries follow the rule players have worked out: herbs a minute per Nursery = Maximum Fertility × 60 ÷ the herb's nutrient need, never more than a belt carries, and fertilizer per herb = need ÷ Nutrient Value. On Basic Fertilizer, one Nursery grows 30 Flax a minute from 5 fertilizer. Fertilizer Efficiency raises Nutrient Value only, Factory Efficiency does not speed Nurseries up, and the seeds they use are not counted.
- Money: inputs cost their Purchasing Portal price, or their base value when they can't be bought. A target sells for its base value raised by your Shop Recognition (relics per whole item), and its cost per item comes from planning it on its own. A line that makes several items splits its cost by their value; byproducts come free. Contract and quest rewards, customer demand and the Shop Profit bonus of the Alchemist licences are not included, and leftover byproducts are not counted as revenue.
- Liquids travel through pipes, so they get no belt count. The Thermal Extractor height bonus, catalysts and the Advanced Cauldron are not modeled. Cauldron recipes show one fixed mix of inputs.
Numbers match v1.1.5023 of Alchemy Factory and are updated soon after every patch.
Planner FAQ
How many Grinders do I need per Assembler for Healing Potions?
At base speed one Assembler makes 10 Healing Potions per minute. That needs 60 Sage Powder and 60 Flax Fiber per minute, which is 3 Grinders for each powder.
How do I set my research and Shop Recognition levels?
Use the upgrades bar at the top of the planner: press − and + (hold to keep going), use the arrow keys, or type a level. Levels past the last fixed one are repeat levels and show as “12 + 3”. Your levels are saved in this browser and included in shared links.
Does Factory Efficiency research change my ratios?
No. Factory Efficiency speeds up every machine by the same amount (+25% per level, 400% at level 12), so the ratio between machines stays the same and you simply need fewer of each. Heat use per machine rises with it, so total heat for a given output does not change. Seed Plots are not affected.
How fast is a conveyor belt?
A belt carries 60 items per minute before research. Each Logistics Efficiency level adds 15 per minute, up to 240 per minute at level 12. Set your level in the upgrades bar and the planner shows how many belts each link needs.
How much fuel does a plan burn?
Pick a fuel under “What to make” and every machine that needs heat burns it: the planner divides the plan's heat by the fuel's heat per item (Coal gives 540 before research) and costs it at its price; tick “Make it in this plan” to plan its production as well. Fuel Efficiency raises the heat of every fuel by 10% a level.
How many Nurseries do I need?
Pick a fertilizer and herbs are grown in Nurseries. A Nursery draws the fertilizer's Maximum Fertility and each herb costs its nutrient need, so on Basic Fertilizer one Nursery grows 30 Flax a minute and uses 5 Basic Fertilizer a minute. The planner counts the Nurseries and the fertilizer for every herb in the plan.
How is the cost per item worked out?
Each input is priced at the Purchasing Portal; items that can't be bought (harvested herbs, things you supply) count at their base value. A target's cost per item is what its inputs, fuel and fertilizer included, cost when it is planned on its own, divided by how many it makes. Revenue is the shop price, raised by your Shop Recognition.
What happens to byproducts and failed crafts?
Side outputs and fail outputs are fed back into the plan first (“Reuse byproducts” under Options, on by default): for example a Steel Ingot craft succeeds 25% of the time and returns the Iron Ingot otherwise, so reusing it cuts the Iron Ingot you need by 75%. Whatever is left over is listed as surplus; turn the option off to list them all as surplus.
Why does an item say “Cycle”?
Some recipe chains loop back on themselves (Oblivion Essence and Vitality Essence turn into each other in the Paradox Crucible). The planner stops the loop and asks you to bring that item in from outside, or pick a different recipe for it.
Can I share or save a plan?
Yes. Every target, recipe choice and setting is part of the page address, so you can bookmark it or press Share to copy the link. Your upgrades, fuel, fertilizer and options are also remembered in this browser, the planner reopens your last plan when you come back, and My plans keeps named plans for later.