Alchemy Factory 1.1 production-chain planning, recipe rates, materials and machine-count examples.

Alchemy Factory recipes form connected production chains rather than isolated crafting instructions. Raw materials are ground, extracted, distilled, smelted and otherwise processed into intermediates and finished goods. The practical challenge is ensuring every stage receives enough material while shared resources continue to serve the rest of the factory.
Start with the finished product and work backwards. List each required input, identify which are raw materials and which must be manufactured first, then continue until every branch reaches a source your factory can supply. This prevents a final machine from being built before the infrastructure that feeds it exists.
Raw materials enter the production network. Intermediates are transformed again or shared by multiple recipes. Finished goods leave production for the shop, commissions or storage. Keeping those roles clear makes a complicated factory much easier to reason about.
If two or more products consume the same intermediate, size or expand its production for their combined demand. A line that appears balanced while only one consumer is active can collapse as soon as another product starts drawing from the same supply.
Official game guidance explicitly emphasises balancing inputs and outputs and clearing bottlenecks. If ingredients accumulate before a device, that processing stage may be too slow. If its output disappears instantly, the next question is whether the upstream chain can sustainably feed the required rate.
Version 1.0 changed at least some recipe byproducts, including the Obsidian recipe's byproduct changing from Volcanic Ash to Marble. Treat byproducts as part of the current production chain and be cautious with ratio sheets created during Early Access.
The 1.0 patch also changed Linseed Oil production and consumption quantities proportionally. That is a useful warning: an older recipe may still look familiar while its quantities no longer match the current build. Risen Ancients uses version-labelled 1.1 data and stated assumptions rather than copying pre-release tables.
Centralised intermediates are useful when many recipes consume the same material and you want one expandable supply hub. Dedicated production is useful when a critical finished product needs guaranteed supply. Hybrid factories often use both approaches.
Small storage buffers between stages can absorb interruptions and expose imbalance. A continually falling buffer shows supply is below consumption; a continually rising one shows the downstream stage cannot keep pace.
The game links manufacturing with shop sales and commissions. Do not scale every unlocked recipe automatically. Prioritise products that serve current shop demand, commissions or progression, especially when several goods compete for the same ingredients.
Potions remain central to the game's alchemy theme, while official material also identifies jewellery and relics as shop goods and Version 1.0 adds beverages through the Brew Barrel. Separate Risen Ancients guides cover Potions & Alchemy, Beverages & Brewing and Metallurgy, Jewellery & Relics.
Community tools can help model machine counts and material demand, but they should be checked against the current game version before being treated as authoritative. For publication, ratio tables must identify their source build and assumptions and be checked against the current game rather than inheriting stale Early Access numbers.
Define the finished output, trace every ingredient backwards, identify shared intermediates, provide enough transport, add a visible buffer where timing matters, connect the output to a useful destination, then observe the line before duplicating it. Scaling a proven chain is considerably cheaper than reproducing a hidden bottleneck five times.
The October 16 update added devices and track variants, but the published patch notes do not provide a revised numerical recipe table. Verify ingredient quantities, processing times, machine capacities and selling prices in the current game before applying any example or profitability calculation. Do not treat values from older community planners as confirmed for 1.1.5024.
This is a hypothetical calculation, not a verified in-game recipe. Suppose three machines each produce 30 units per minute. Total output is 90 units per minute. If a conveyor carries 60 units per minute, one conveyor is insufficient. Two independently fed lanes provide a combined theoretical capacity of 120 units per minute.
| Stage | Assumption | Calculated rate |
|---|---|---|
| Three machines | 30 units/min each | 90 units/min |
| One conveyor | 60 units/min capacity | 60 units/min: bottleneck |
| Two lanes | 60 units/min each | 120 units/min capacity |
Build one machine first, confirm its recipe and sustained output in the current game, then measure transport capacity before duplicating it. Ensure the two lanes do not merge into a single 60-unit-per-minute segment. Check raw-material supply, power or fuel requirements, buffer behaviour and downstream consumption. Actual Alchemy Factory machine and conveyor rates must be verified in version 1.1.5024 before using these numbers as a build specification.
The community recipe database for v1.1.5023 lists the Table Saw as turning one Log into 200 Planks over 400 seconds (6 minutes 40 seconds). One unupgraded Table Saw therefore averages 30 Planks per minute. The throughput calculation below uses those reported game values rather than a hypothetical machine.
| Setup | Planks per minute | Base 60/min conveyors needed |
|---|---|---|
| One Table Saw | 30 | One |
| Two Table Saws | 60 | One at full capacity |
| Three Table Saws | 90 | Two, with a suitable split |
| Four Table Saws | 120 | Two at full capacity |
With three saws, a single 60/min segment becomes the bottleneck even if the rest of the route has two lanes. Keep both lanes independent through the constricted section. Logs, building access, downstream demand and any upgraded belt speeds can change the practical result. Check the Plank recipe and reported base rate.
A base Assembler uses six Sage Powder and six Flax Fiber to make one Healing Potion every six seconds. To run continuously at ten potions a minute, it needs 60 of each intermediate every minute. A normal Grinder makes 20 Sage Powder per minute from Sage, or 20 Flax Fiber per minute from Flax.
| Production stage | Base machines | Input per minute | Output per minute |
|---|---|---|---|
| Grind Sage | 3 Grinders | 60 Sage | 60 Sage Powder |
| Grind Flax | 3 Grinders | 60 Flax | 60 Flax Fiber |
| Assemble potion | 1 Assembler | 60 of each powder/fiber | 10 Healing Potions |
That means seven processing machines: six Grinders and one Assembler, before accounting for how the herbs are grown or obtained. At the base 60-item/min belt limit, each ingredient feed is a fully loaded lane. A jam, a missing herb, or an unnecessary merge will starve the Assembler. If the 85-copper base shop price reported in the database applies and all ten potions sell, the theoretical gross sales value is 850 copper per minute. That is not profit: material costs, customer demand, production interruptions and shop bonuses have not been deducted or included.
Version and data note: Figures above come from the community Healing Potion recipe, Sage Powder recipe and Plank dataset, all labelled v1.1.5023, reviewed 22 October 2026. They are calculated base-machine rates, not a record of our own v1.1.5024 gameplay measurements.
One Linen Rope requires two Linen Thread; each Thread uses three Flax Fiber; each Fiber comes from one Flax. To produce ten Linen Rope per minute, the complete base line therefore needs 60 Flax per minute and the following devices:
| Stage | Base output per machine | Machines for 10 Rope/min |
|---|---|---|
| Flax to Flax Fiber, Grinder | 20 Fiber/min | 3 |
| Flax Fiber to Linen Thread, Processor | 20 Thread/min | 1 |
| Linen Thread to Linen Rope, Processor | 10 Rope/min | 1 |
| Total processing machines | — | 5 |
This is before the farming or purchasing devices used to obtain Flax. Fifty Rope for the main quest consumes 300 Flax at these base recipes. The calculation uses the v1.1.5023 Linen Rope recipe chain and assumes uninterrupted inputs with no upgrades. A single 60-item/min base conveyor for the raw Flax feed is exactly full, so keep its branch simple.
For recipes with multiple machines, alternate ingredients or random success, do not compare only nominal cycle times. Use the expected useful output per minute, then account for returned materials, failure products, heat consumption and transport. The Athanor's Steel Ingot recipe illustrates this: it attempts 15 crafts per minute but succeeds 25% of the time, giving 3.75 Steel Ingots per minute on average, while most failures return Iron Ingot. That returned material should be routed to storage or reuse rather than discarded as a guaranteed loss. Steel Ingot recipe.
| Question | Value to record |
|---|---|
| What are we producing? | Finished item, output unit and target per minute |
| What runs the final recipe? | Device, cycle duration, output per craft and speed upgrades |
| What does each upstream branch need? | Ingredients per craft multiplied by target crafts/minute |
| How will materials move? | Belt rate for solids; measured pipe rates for fluids |
| What happens on failure? | Returned inputs, byproducts and their dedicated outputs |
| Is there real demand? | Main quest, shop sales, contract or intermediate consumer |
Use the community production planner to cross-check the numbers, then confirm a complete line in-game. A spreadsheet's theoretically balanced layout can still stall due to merges, sorting or insufficient storage.