Alchemy Factory · Building · Guide
Alchemy Factory Building Guide — Multi-Level Layouts, Belts and Transport
An Alchemy Factory building guide to 3D factories: vertical expansion, belts versus catapults and cannons, and layout habits that stay debuggable.
By the New Game Wiki team · Updated 2026-10-04
On this page (10)
- What the Building System Supports
- Building Vertically With Intent
- Belts, Pipes, Catapults and Cannons
- Layout Discipline: Openness Over Megablocks
- What Is Not Confirmed
- Can you build upward and downward in Alchemy Factory?
- Should I use conveyors or catapults for transport?
- What is the best way to organise a tall factory?
- What is a borg cube blueprint and why avoid it?
- Can you share factory layouts with other players?
Alchemy Factory building is three-dimensional by design. The Steam description makes the point directly: your factory does not have to stay on a single floor, and you can arrange conveyor belts, pipes, devices and your shop at different heights and in every direction. Progress is therefore as much a layout problem as a production one — the same machines crammed onto one floor will bottleneck, while the same machines spread across levels with clean logistics will not.
What the Building System Supports
The official description frames the system around a three-dimensional layout where resources flow efficiently between heights, and says that as the factory expands you extend production upward or downward and integrate scattered functional zones into one connected automation network. The stated end state is a vast multi-level factory with every floor working together, which is also why the community calls it a factory-building game rather than a shop sim.
| Element | Official description |
|---|---|
| Floors | Not restricted to a single floor |
| Placement | Belts, pipes, devices and shop arranged freely at different heights |
| Expansion | Extend production upward or downward as the factory grows |
| Integration | Scattered functional zones joined into one automation network |
| End state | A multi-level factory with every floor working together |
Building Vertically With Intent
The community guide treats vertical building as the answer to the game's biggest time sink: running back and forth to gather supplies. Its method is to put a central staircase or shroom elevator in the middle of the base, then run a central hub blueprint of lift conveyors that lifts common build materials — planks, gears and similar components — up every floor as you go. That way each new level starts with the materials already on hand.

- Put the vertical spine in the middle of the base, not on an edge.
- Use one lift-conveyor hub blueprint for common build materials.
- Carry planks, gears and similar parts upward as you build each floor.
- Keep the hub consistent so every floor is fed the same way.
- Add floors for new production, not to relieve a layout you already outgrew.
Belts, Pipes, Catapults and Cannons
Transport is where the guide's advice diverges from the obvious choice. Conveyor belts connect every corner and are the backbone of early production, but the guide warns that mass conveyors hit the CPU hard in the late game and recommends catapults and cannons for medium and long distances instead, since they are procedurally simpler for the CPU. The Codex lists the upgrade tracks that change these rates.
| Transport method | Base rate (Codex) | Best use |
|---|---|---|
| Conveyor belt | 60/min at base Logistics Efficiency | Short-range, dense production chains |
| Catapult | 60/min at base Throwing Efficiency | Medium to long distance hauling |
| Cannon | 120/min at base Throwing Efficiency | Higher-throughput long distance hauling |
| Pipes | Not documented as a rate | Moving fluids and gases between devices |
Pipes appear in the official description alongside belts and devices as part of how materials move, but the sources used here do not publish a pipe throughput figure, so treat pipe rates as to confirm.

Layout Discipline: Openness Over Megablocks
The guide's strongest stylistic warning is against "borg cube" blueprints — solid, featureless blocks that swallow the build. Its reasons are practical rather than aesthetic: a megablock hides what the build does, makes production problems harder to debug, mystifies your own logistics when you come back after a break, and does not actually save on rendering. The recommendation is to build for maximum openness and transparency so future you can read the layout at a glance.
- Open builds are faster to debug when a chain stalls.
- Visible belts and devices make bottlenecks obvious.
- Hiding machines does not reduce rendering cost.
- Documenting a repeatable layout is what blueprints are for, not concealment.
What Is Not Confirmed
Exact building footprint limits, floor height, pipe throughput and the cost of multi-level structures are not documented in the sources used here. The Codex upgrade figures come from an Early Access version stamp, so re-check the conveyor, catapult and cannon rates after 1.0. For how to save and reuse layouts, see the blueprints page, and for what to prioritise on each floor, see the guide.
FAQ
Can you build upward and downward in Alchemy Factory?
Yes. The Steam description says your factory does not have to stay on a single floor, that you can freely arrange conveyor belts, pipes, devices and your shop at different heights and in every direction, and that as the factory expands you extend production upward or downward to build a vast multi-level factory with every floor working together.
Should I use conveyors or catapults for transport?
The community guide recommends catapults and cannons for medium and long distance transport, and says conveyors hit your CPU hard when built on mass while catapults and cannons are procedurally simpler for the CPU to handle. It notes the GPU is not the bottleneck for late-game builds.
What is the best way to organise a tall factory?
The guide's method is to build a central staircase or shroom elevator in the middle of the base and run a central hub blueprint of lift conveyors that carries common build materials such as planks and gears up every floor. That keeps the materials you need available on each level instead of forcing trips back to a single stockpile.
What is a borg cube blueprint and why avoid it?
It is the community nickname for turning every blueprint into a solid, featureless block. The guide warns that borg cubes look ugly, make production problems harder to debug, mystify your logistics when you return later, and do not save on rendering, so it recommends building for maximum openness and transparency instead.
Can you share factory layouts with other players?
Yes, through Steam Workshop blueprints. The Steam description says Alchemy Factory supports Steam Workshop, that you can subscribe to blueprints from beginner-friendly starter layouts to complex veteran production plans, and that you can upload your own factory layouts.
More in Building
More building pages in Alchemy Factory.
- Alchemy Factory Blueprints — Steam Workshop and Early-Game LayoutsGuideUpdated 2026-10-04
References
- Guide :: Becoming the ultimate alchemist
- Alchemy Factory Codex - The Alchemy Factory Wiki & Guide
- Alchemy Factory on Steam
- Alchemy Factory — Steam Workshop
Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.
