Factory layout in Graveyard Keeper 2

A factory layout in Graveyard Keeper 2 is not a floor plan you draw — it is the direction of the belts you lay. One creator build log is the only record of the system in the supplied material, and it treats the layout as a repair job on an inherited floor: clear the rubble, craft the area, then run one belt at a time from an output to an input.

Faits vérifiés 28 septembre 2026Temps de lecture 7 min readSources citées pour chaque affirmation

Illustration of a green-skinned zombie in a work apron beside a stone workbench and conveyor belt in a lantern-lit underground workshop.

Factory layout in four points

Four things decide the shape of the line: whether the belts exist, which way the arrows point, what is still blocking the floor, and how far a station sits from the start of the run.

Supplied video

The arrows decide the layout

Every conveyor shows direction arrows, and the video checks them before placing: the arrows show where items move. It names a belt facing the wrong way as the problem it has had to troubleshoot most.

Supplied video

The layout is a repair, not a design

Rubble stops you going in and out — and therefore quick teleporting — and no station can be placed until the area has been crafted, which the video says opens the gears underneath.

Supplied video

Access is not usability

Reaching the factory and building a line in it are two different steps. The conveyors that make a layout possible come from Jack’s quest line, not from walking in.

Supplied video

Distance costs belt

The video keeps a station close to the line’s starting point for one stated reason: a shorter run needs less conveyor belt. That is the only layout economy in the material.

The one rule

The arrows decide the layout

Everything else on this page follows from the belt being directional. The video spends more of its run on arrow direction than on any other factory problem.

Supplied video

Every belt is directional

The video looks at the arrows on the belt it is about to place and says to make sure they point the way you want, because the arrows show where the items move. Direction is chosen when the belt goes down.

Supplied video

Output to input, never station to station

A belt runs from the machine that produces an item to the machine that consumes it. The assembly bench has inputs and outputs of its own, so a belt has to land on the correct side — the video adds a second belt when it notices the bench still needs feeding.

Supplied video

The wrong arrow is the first thing to check

The video reports plenty of issues from placing an arrow the wrong way round and calls the resulting troubleshooting its most familiar factory problem. In a line that does nothing, its own experience points at belt direction first.

The material gives no upper limit on belt length, no items-per-second figure, no cost per belt segment and no rotate or undo control — the only correction the video shows is clearing a placed pattern and building it again. Unconfirmed (checked 2026-09-28).

The floor

Clearing the inherited floor, in order

The video builds against an existing factory rather than a blank room, and its order of operations is about the floor before it is about the machines.

1

Clear the rubble

Rubble is the video’s first tip because it blocks movement in and out of the factory, which in practice blocks quick teleporting too. Clearing it is what turns the floor into somewhere a line can be laid.

2

Craft the area

The smithy cannot be placed on the raw floor. The video hits that wall, crafts the area, and says it opens the gears underneath while cleaning the space — only then does the first station go down.

3

Put the first station near the start

Stations go as close as possible to the line’s starting points so the connecting run stays short, which the video says saves conveyor belt. Placement comes before any belt is laid.

4

Run one belt, checking the arrow

Each connection is laid individually, from the producing machine’s output to the consuming machine’s input, with the arrow checked before it is placed. The line is the sum of those single links.

5

Staff and equip each station

A zombie is placed in the station and given the tool the machine needs. The video offers a hammer first, is told the machine wants something else, and supplies an axe before iron production starts.

6

End the line at the supply station and the porter

A supply station, reached by its own belt, and a zombie supply porter finish the run, so the layout has an exit for what it produces instead of filling up inside itself.

What has to line up between the stations

Each row is a connection the video actually builds. The right-hand column is what the material states about it and nothing further.

PartWhat it connects toWhat the material states
SmithyProduces the iron; its output feeds the assembly benchPlaced only after the area is crafted, and kept near the start to shorten the run
Conveyor beltJoins one station’s output to the next station’s inputDirectional: the arrows are checked before each belt is placed
Assembly benchTakes the smithy’s iron in, with inputs and outputs of its ownThe video adds a belt when it finds the bench still needs feeding
Supply stationReceives from the line; placed where it can be reachedConnected by its own belt; where a line jams, players blame this destination (see below)
Zombie supply porterMoves what the line produces at the end of the runBuilt from wooden planks in the video’s run
ZombieStands in a station rather than between stationsNeeds the tool the machine requires; the video equips an axe after a hammer fails
When nothing moves

The jam that is not an arrow problem

A Steam discussion opened on September 28, 2026 describes the opposite failure to a reversed belt: the arrow is right, the belt runs, and the item still stops one station short.

Unconfirmed (checked 2026-09-28)

The destination has to accept the item

The thread’s author sends Wooden Kit 1 into a supply station, with a porter and pallets waiting in the next room, and the kit sits on the line between the production table and the station. Three separate replies give the same answer: a supply station takes the large items carried overhead, while small items — the wooden kit among them — belong in a chest, one reply pointing at conveyor storage instead of supply storage. A belt that lands on a valid input for the wrong kind of item still dead-ends.

Unconfirmed (checked 2026-09-28)

The rest of the layout looked correct

The author had followed guides for the placement and the porter, and its complaint is the absence of in-game factory tooltips rather than a missing belt. That is why the destination is worth checking after the arrows rather than before them.

Those replies are players diagnosing a player’s save rather than a developer explanation, and the thread was three comments old when it was read. It is recorded because it is the only factory-layout troubleshooting beyond belt direction in the material. Unconfirmed (checked 2026-09-28).

The one layout in the material

The reference build: one iron line, top to bottom

There is no recommended layout to copy. The only one in the supplied material is one player’s iron line, built against the game’s launch build in a fourteen-minute video.

Supplied video

It is a build log, not a blueprint

The video enters from the top of the dungeon, clears rubble, crafts the area and works downward, connecting each station as it places it. It is a recording of one save being repaired — the game ships no recommended layout in the material, and the video claims none.

Supplied video

The shape it ends up with

Ore goes in at a smithy, iron leaves it on a belt, an assembly bench receives it, a supply station is fed by its own belt, and a zombie supply porter takes the finished goods away. Every station sits near the start of the run to keep the belt lengths down.

Supplied video

It is unfinished on camera

The transcript stops mid-run with the first batch incomplete — the video recalls the order needing eight iron and says it has three at that point. The reference layout is a work in progress rather than a finished floor to measure.

Nothing in the material gives a floor plan, a room size, a station count or a belt-length budget, and no second source describes a factory layout at all: this is one creator’s build log, not a documented optimum. Unconfirmed (checked 2026-09-28).

Two different layouts

What “best layout” means: factory or graveyard

The phrase arrives from two different systems, and the thread that ranks for it is about the other one.

One phrase, two systems

A layout question in Graveyard Keeper 2 can be about the factory floor and the belts crossing it, or about how the burial ground is divided. This page covers the first; the graveyard layout page covers the second.

Unconfirmed (checked 2026-09-28)

The thread that ranks is a graveyard thread

The Steam discussion that surfaces for the phrase is titled “Best Graveyard Layouts?”, and its replies describe the yard as twenty zones drawn from ten zone types with a limit of two of each, plus a lower section south of the main road that the opening post had missed. That is a graveyard answer, and its author’s motive is graveyard-specific: not wanting to dig corpses back up every time a new layout unlocks.

The zone figures above are one thread’s posts and the replies to them, read on 2026-09-28, and no developer source confirms them. The rating, structure and relocation rules they imply are covered on the graveyard layout page rather than repeated here.

What is still unknown

One build log and two community threads are the whole record of this system, so the layout questions below stay open.

  • Whether belt direction can be changed on a belt that is already placed, or whether a run has to be cleared and rebuilt — unconfirmed (checked 2026-09-28).
  • What clearing a placed pattern returns. The video clears its own factory and says it returns “all” and “the supplies”, without a list or a fraction — unconfirmed (checked 2026-09-28).
  • How long a conveyor run can be, and how many stations one line can carry.
  • What each station, belt, supply station and porter costs to build. No supplied source prices any of them.
  • Whether belts can cross, turn, or stack items, and whether they move more than one item at a time.
  • Which items a supply station accepts and which belong in a chest or conveyor storage. The Steam thread gives the split by example, not as a list.
  • Whether an order can be filled without a factory line at all. The material describes the zombie line and never states that it is mandatory.
  • What factory energy does to a layout — the video’s own estimate is that each station creates seven energy, described as about three zombies’ worth — unconfirmed (checked 2026-09-28).

D’où viennent ces informations

Chaque entrée ci-dessous est étiquetée selon sa nature : une source de développeur ou d’éditeur, une fiche de boutique, un article de presse, une vidéo ou une page tenue par des fans. Les pages de fans servent uniquement à la terminologie, et quand l’une d’elles est le seul relevé d’un chiffre, ce chiffre est écrit comme une donnée de wiki communautaire, non confirmée, avec la date de sa dernière vérification.

  • Vidéo Recreational Suffering — How to Make an Automatic Iron Factory for Commerce Orders — A 14:51 build-log video captured 2026-09-27 and the only source on /factory/: entering the underground factory from the top, clearing rubble to move and teleport, the Carrier perk for moving a zombie squad, the conveyor arrows, the smithy-to-assembly-bench line, the supply station and porter, the seven-factory-energy-per-station estimate, and the commerce order the build exists to fill. The transcript is truncated mid-run, so no throughput or cost figure is taken from it.
  • Vidéo Quick Tips — Graveyard Keeper 2 Market Square Purge video — A creator video captured 2026-09-27 whose timestamps are cited inline on /jack/: the map banner for the battle, the 20/22 Defense Power reading on arrival, the Barracks construction menu, the battle setup screen, the Command post barricades and the central squad-banner ring. It is one player’s save, and it is also the source of the claim that restoring the workshop unlocks conveyors.
  • Page de fan Steam Community — “Best Graveyard Layouts?” (Graveyard Keeper 2 General Discussions) — A player thread opened 2026-09-27 and read on 2026-09-28. Cited on /factory-layout/ for the phrase collision behind “best layout”: its replies describe the yard as twenty zones drawn from ten zone types with a limit of two of each, plus a lower section south of the main road, and the opening post reports exhuming a corpse costing 5 silver 5 copper at that player’s stage of the game. Both are player posts rather than developer data, and both are reproduced there with “Unconfirmed (checked 2026-09-28)”.
  • Page de fan Steam Community — “Factory seems jammed because of supply station” (Graveyard Keeper 2 General Discussions) — A player thread opened 2026-09-28 and read the same day, three comments old. Source of the second failure mode on /factory-layout/: a wooden kit leaves a production table and stalls on the line between it and a supply station, and three replies agree the station takes the large carried items while small inventory items belong in a chest or conveyor storage. Player diagnosis, reproduced there with “Unconfirmed (checked 2026-09-28)”.
Questions

Factory layout questions

How does factory layout work in Graveyard Keeper 2?

It is decided by belt direction rather than by free placement. Every conveyor shows arrows, and the video says to check them before placing because the arrows show where items move; a belt has to run from one station’s output to the next station’s input. The video names a wrong-facing belt as the factory problem it has had to troubleshoot most — reported, unconfirmed (checked 2026-09-28).

Do I need conveyors before I can lay out the factory?

Yes. Reaching the factory floor and being able to use it are two different steps in the video: conveyors unlock through Jack’s quest line, by winning the Market Square Purge battle and then restoring his workshop. Until then there is no way to connect two stations, so there is no layout to build — reported, unconfirmed (checked 2026-09-28).

Is there a recommended factory layout?

Not in the supplied material. The only factory layout it contains is one creator’s iron line, filmed as it was repaired: rubble cleared, area crafted, stations placed near the start of the run, and each belt laid from an output to an input. It is a build log rather than an official layout, and the transcript stops mid-run with the first batch unfinished.

Can I change a factory layout after building it?

The material shows a placed pattern being cleared and rebuilt: the video clears its own factory setup and reports that it returns everything it needed back, then lays the line out again. It gives no list of what comes back and no cost, so whether a rebuild is free is unconfirmed (checked 2026-09-28).

Why is my factory line not moving items?

Check the arrow first, then the destination. The video’s most reported problem is a belt facing the wrong way; a Steam discussion from September 28, 2026 describes the other case, where a wooden kit travels correctly and then stops short of a supply station, because that station takes the large carried items while small items belong in a chest. Both are reported, unconfirmed (checked 2026-09-28).

Do I need zombies to run a factory line?

Every station in the material is staffed by one zombie, equipped with the tool the machine needs — the video swaps a hammer for an axe before iron production starts, and the same tool rule is what the zombie workers page documents from the other side. The material never describes a hand-worked factory.

How much does it cost to move a grave in Graveyard Keeper 2?

A Steam discussion from September 27, 2026 reports exhuming a corpse costing 5 silver 5 copper at that player’s stage of the game, which is the figure behind the thread’s reluctance to re-dig a graveyard layout. It is one player’s report rather than a published price, and it may scale — reported, unconfirmed (checked 2026-09-28). The graveyard layout page covers what that layout is and why it is costly to revise.

Is automation required to fill commerce orders?

The material never says so. The only route it describes is a zombie-staffed line producing iron for a commerce order, and activating that order at the commerce area is where the video’s build stops — it does not compare a hand-worked route against the line, and never calls the factory mandatory.