Graveyard Keeper 2 Factory Production Calculator (2026)
Factory production calculator for Graveyard Keeper 2. Pick a zombie workstation preset and see crafts, output per hour and per day, plus the inputs to stock.
FAQ
Which stations can a zombie run in Graveyard Keeper 2?
Are the per-day output numbers a game day?
Why does my zombie refuse to start the preset?
What does this factory production calculator do?
It answers the question every automation plan comes down to: one zombie, one station, how much per day? Pick a workstation preset, set the zombie’s mastery, and the ledger reports ticks per craft, estimated seconds per craft, units per hour and units per 24 real hours — plus the exact input count you need to deliver so the belt never starves.
Factory capacity calculator
Zombie presets · units per hour · per day- Ticks / craft
- 4 (base 8t)
- Seconds / craft (est.)
- 1:00*
- Units / hour*
- 60*
- Units / day*
- 1440*
- Crafts / day*
- 1440*
- Station
- Smithy I community
- Worker
- Zombie worker (same tick formula as you)
- Factory line
- Needs a zombie worker + a conveyor belt + factory power
- Factory power
- Zombie Carousel provides 7 — 10 with the Belt Master perk (single-source).
- Tech points
- 1–3 red
- Perk note
- Hammer extension. Factory route — the first of the two Iron Ingot paths
* 1 tick ≈ 15 s comes from the only published measurement (Furnace, demo build 1.002.4 — single-source). Every station sets its own tick length and patch 1.007 has not been re-measured, so treat every second figure as an estimate. Menus pause time for you and your zombies.
* Per-day figures assume the line runs nonstop for 24 real hours — sleep or idle time scales everything down proportionally.
What counts as a factory preset
The preset list covers the three station families a zombie runs without you, drawn from the same cross-checked patch 1.007 table as the single-chain production calculator:
- Factory benches — Smithy I and Assembly Bench II recipes. These hard-require a zombie worker, a conveyor belt and factory power; the ledger shows the Zombie Carousel’s 7 factory power (10 with the Belt Master perk) as a planning note.
- Fuel-burning auto stations — Furnace I/II and the Bioreactor. Queue a craft, keep Fuel stocked (2 Firewood refine into 20 Fuel at the Firewood shed), and the station self-runs.
- Zombie gathering posts — the Zombie Stone Quarry and the Lumberjack stand. No inputs at all: pure output per tick cycle.

Reading the capacity ledger
The math is the same mastery formula the game uses — steps per tick capped at 3 — so the levers are familiar: mastery is throughput (2× the requirement halves ticks), and perks are yield (Blacksmith turns 12 nails into 16, Fireman turns 2 ingots into 3). What the ledger adds is rate: a Smithy I Iron Ingot run at m4 works out to 4 ticks per craft, roughly 60 ingots an hour and 1,440 a day — which is why the stock line matters more than the station. Deliver 1,440 Iron Ore and 1,440 Coal a day or the belt idles.
Stocking and expanding
Inputs auto-pull from chests in the same region as the station, so cluster belt-side storage rather than hand-feeding. When output outgrows your workforce, the how to make zombies guide covers the Resurrection Table pipeline and the PR Machine cap raises. For the material side of a preset — where the Flax for Fabric or the Golden nugget for Furnace II comes from — see Flax and Gold, and remember the Steel Ingot exception: bought, never crafted.
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