Alchemy Factory Early Game Production Lines: Items, Recipes & Factory Setup

Practical, actionable steps to design and scale your early production lines.

Alchemy Factory Early Game Production Lines: Items, Recipes & Factory Setup

In the early game of Alchemy Factory, progression depends heavily on how efficiently players set up their production lines.

Rather than focusing on automation immediately, new players benefit most from understanding which items matter, how production chains work, and how to organize a factory that can grow without constant rebuilding.

This guide focuses on the practical side of early gameplay, covering essential items, production chains, farming systems, and layout principles that form the foundation for later automation.

Key Early Game Items You Need to Produce

Several core items appear repeatedly in early quests, upgrades, and crafting recipes. These items form the backbone of early progression and should be prioritized.

Wooden Gears

Wooden Gears are one of the first crafted components introduced in the game.

They are used in:

  • Early quests
  • Machine construction
  • Component chains for later items

Because of their frequent use, Wooden Gears are often produced in small but consistent batches rather than large stockpiles.

Mortar and Pestle

Mortar and Pestle items introduce players to stone-based processing chains.

They typically require:

  • Stone input
  • Processing through crushers or crafting stations

These items are commonly tied to progression quests, making them an important milestone in early factory development.

Rope

Rope is a deceptively important early-game item.

It appears in:

  • Crafting recipes
  • Machine components
  • Quest requirements

Rope production highlights the importance of continuous input flow, as interruptions can stall multiple downstream systems.

Linen Thread and Flax Fibre

Once farming systems are unlocked, flax-based items become critical.

Flax Fibre acts as a processed intermediate resource

Linen Thread is used for crafting, upgrades, and advanced recipes

These items introduce players to longer production chains that depend on stable crop output.

Early Potions

Potion crafting is one of the first multi-step chains that combines farming, processing, and crafting systems.

Even simple potion recipes teach players how different systems interact within a single production line.

Farming System Explained

Farming plays a central role once crops like flax and sage are unlocked.

Each crop plot displays:

  • Growth time
  • Remaining harvest duration
  • Fertilizer usage

Because crop growth is time-based, farming output is predictable but limited, requiring careful planning.

For example:

A single crop plot may not supply enough input for continuous production

Multiple plots are often needed to match the processing speed of grinders or crafting stations

This encourages players to think in production ratios rather than individual machines.

Example Early Game Production Chains

Understanding a few core production chains helps players design more efficient factories.

Flax → Flax Fibre → Linen Thread

Flax is harvested from crop plots

Flax is stored in containers or shelves

Grinders process flax into flax fibre

Fibre is sent to storage or further crafting stations

This chain demonstrates:

  • Farming input management
  • Processing speed limitations
  • Storage placement importance

Stone → Mortar and Pestle

Stone is collected or transported

Stone is processed through crushers

Output is crafted into Mortar and Pestle items

This chain introduces:

  • Heavy resource handling
  • Slower processing speeds
  • Early throughput bottlenecks

Crops → Potions

Potion chains combine:

  • Crop growth
  • Ingredient processing
  • Multi-step crafting

They are an excellent early example of how small inefficiencies can compound across longer production chains.

Early Factory Layout Principles

Good factory layout matters even before automation is unlocked.

Key early layout principles include:

  • Centralized storage for frequently used materials
  • Straight-line production flows to reduce transport distance
  • Clear expansion space around processing areas
  • Avoid tightly packing machines together. Leaving space for future belts, containers, or automation tools reduces the need for costly rebuilds later.

Common Early Production Bottlenecks

Several bottlenecks appear frequently in early gameplay:

  • Insufficient raw material supply from farms or resource nodes
  • Processing machines running faster than input generation
  • Storage overflow causing production stalls
  • Poor layout forcing excessive manual transport

Identifying and solving these bottlenecks early makes future automation far easier to implement.

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