Alchemy Factory

Alchemy Factory

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which skills are best?
it seems like production speed and conveyor would be great and is the sell price worth im sure right? anything other than those?
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Production speed changes ratios, which can be annoying.
in my case, I will wait for +100% (4×25%) to have good ratios (everything ×2).
It also seems to consume fuel faster + 25%/pts (maybe combine it with fuel efficiency?), so I’m not sure it’s worth it. Maybe I missunderstood something.

Conveyor speed are good for the future, when you have to transport more than 60/min. Fertilizer and fuel efficiency are good too imo
I agree, messing with production speeds mess up all the fine ratios, I would rather produce slower but have more machines produce to make up for it.
In my game I went all out for belt speed, thats the only thing you cant really compensate for, the catapults are nice but slow compared to a fast flowing belt, everything else can be worked around .... well except for coal efficiency, that is what I will work on next.
By the way, the game is ballanced right now, I would say fterilizer and fuel efficiency are the best? thats where i put all of my points at the moment. Today im unlocking adv. fetriliser and coke so I will see hot it holds up...
I think keeping production and belt in lockstep is a good idea. Mine are slightly different right now so my machines often want 90/min and my belts are at 75 which is annoying.
After a few restarts my take is to get production and belt speed to lv2 (upgrade at the same time) to produce things faster while not completely destroying ratios (50% increase). Then fuel efficiency to make up for the increased heat consumption from production.

Once you reach lv5 you can start making relics so just level up whatever you want. Fertilizer efficiency in the early game isn't that necessary because imo don't bother feeding basic fertilizer to nurseries and manually plant until you unlock advanced fertilizers.
For me, its the perk for the selling skill ( dunno the exact name, i play in french) the one who give a percent on the sell amount, it give you lot of extra money each day
For example, from my test i won 258019 copper coin, and with the perk i won 289719 with 2 point in it.
Originally posted by Liam Demingosh:
For me, its the perk for the selling skill ( dunno the exact name, i play in french) the one who give a percent on the sell amount, it give you lot of extra money each day
For example, from my test i won 258019 copper coin, and with the perk i won 289719 with 2 point in it.

It also has the customer buy 25% per level more items, which increases the amount they pay sinse they also buy more items.
Originally posted by Flicken:
Originally posted by Liam Demingosh:
For me, its the perk for the selling skill ( dunno the exact name, i play in french) the one who give a percent on the sell amount, it give you lot of extra money each day
For example, from my test i won 258019 copper coin, and with the perk i won 289719 with 2 point in it.

It also has the customer buy 25% per level more items, which increases the amount they pay sinse they also buy more items.

Yes, that make it very strong imo, if you can handle the amount, but for my test that i point above, i took the perk after 20h, so they didnt really got the time to buy a lot more
for me currently at level 6 with 108 days in, I've focused only on belt speed and fertilizer efficiency.

Currently at
Logistics Efficiency 4
Fertilization Efficiency 6

The belt speed increase lets me push more items on the belts to reach more machines
And the Fertilization Efficiency helps take the pain out of the harsh mushroom production from advanced fertilizer crafting
The heating cost increase is just to keep it the same total heat to make an item. 100% is easiest to grok the math. At 100% speed you make the item in half the time. Without a heat cost increase you're halving the heat cost like that. So you also have a 100% heat cost increase. Same total heat spent.

On the heating efficiency perk line. Its a lot better than it seems at first glance. First of note is the heating value of each item. Planks are 20v and charcoal is 40v. It takes 4 seconds in the crucible at 5 heat per second to convert a plank into charcoal. This means you break even. Unless you have the heating efficiency perk. Then planks are 22v and charcoal is 44v. You still spend 20 heat to do the conversion but come out 4v ahead on the charcoal and still have a little plank left. This compounds nicely.

The fertilizer perk line I think is also extremely valuable. I think its most useful to think of it as it increases the number of nurseries an assembler can support. Each plant has a nutrition value it has to absorb before another unit is put on the belt. Fertilizer has a rate it applies its nutrition to the planter as well as how much nutrition is in each unit. The perks increase the amount each unit has. Knowing these numbers you can figure out how many planters each assembler can support.
i would do belt efficiency and commerce. the one helps you get stuff to greedy machines better, which all around helps product get made, and commerce helps solve the money issue. i have 4 in commerce and 2 in belts. happy camper.
Originally posted by Prometheus:
The heating cost increase is just to keep it the same total heat to make an item. 100% is easiest to grok the math. At 100% speed you make the item in half the time. Without a heat cost increase you're halving the heat cost like that. So you also have a 100% heat cost increase. Same total heat spent.

On the heating efficiency perk line. Its a lot better than it seems at first glance. First of note is the heating value of each item. Planks are 20v and charcoal is 40v. It takes 4 seconds in the crucible at 5 heat per second to convert a plank into charcoal. This means you break even. Unless you have the heating efficiency perk. Then planks are 22v and charcoal is 44v. You still spend 20 heat to do the conversion but come out 4v ahead on the charcoal and still have a little plank left. This compounds nicely.

The fertilizer perk line I think is also extremely valuable. I think its most useful to think of it as it increases the number of nurseries an assembler can support. Each plant has a nutrition value it has to absorb before another unit is put on the belt. Fertilizer has a rate it applies its nutrition to the planter as well as how much nutrition is in each unit. The perks increase the amount each unit has. Knowing these numbers you can figure out how many planters each assembler can support.

I won't have the math because I figure there's gonna be a ton of it to figure out what's actually stronger, but the 'customer' skill seems way better. For example, I did a test where I activated the perk at 8 PM in the game, and checked the post-game summary, and did the same without the perk (with 2 points in it, I was at 4% profit and leveled it up to 10%). Both summaries showed a 30,000 coin difference, and the cost of the 7 coal consumed was 35,000.

So yeah, you could say we can consume coal for longer, but is that really as big of a deal as we think on the final bill?
tried a few variations and this seems to work for me at least for early game

1 into belt speed
1 into catapult speed
2 into shop profit

Belt speed and Catapult speed 1 definitely worth getting early game, more so for restocking the shop via catapult lines than anything else.

After that I started putting into Fertilizer/Fuel Efficiency

Not sure after that, still finding my way :)
I just use quest reward up - you get 3 extra quests per day and the bonus multiplies with the urgency (almost 5x the item value if the request is hurried for me with no points in infinity) - i had a hurried 3x venus (10g value) quest once and i got more than 145g out of it <3)
If i was an arguing man, id suggest what i know now! Max catapults cuz they are amazing just do it!!!! lol

Jokes aside, I do ike catapult launching to match belt speeds, cuz belt speed up is crazy good. useful many machines have a limit of one input but they may take more then 60/min, so belts need to be able to do that. Fert and burn boosting. Both of those are literal pains and if i could revert my points i would lol
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Date Posted: Dec 14, 2025 @ 8:28pm
Posts: 37