CRANKWORKS Player wiki

Player wiki

The factory

19 machines. 11 make energy, 8 drink it to dig out materials — and the second group is what turns a number-goes-up game into a supply chain.

How buying works

A machine costs ×1.22 more for every copy you already own. Machines are paid for in money, and from the third tier onwards in materials as well. The practical consequence: the next new machine is nearly always a better buy than one more copy of the last one. Look at the cost-per-e/s column — it is the honest comparison, and it climbs steadily up the list.

Energy producers

Energy producers
machinebase costoutputcost per e/smaterialsneeds
AUTO-CRANK I602 e/s30from the start
AUTO-CRANK II50012 e/s42DYNAMO
BELT DYNAMO4.50K60 e/s75COPPER ×20CONVEYOR
INDUSTRIAL CRANK40.0K300 e/s133IRON ×40ASSEMBLY LINE
REACTOR LOOP400K1600 e/s250STEEL ×30INDUSTRIAL REACTOR
ROBOTIC CRANK4.50M9000 e/s500SILICON ×60ROBOT ARM
AUTO FACTORY60.0M50000 e/s1200TITANIUM ×40AUTONOMOUS FACTORY
AI CORE1.00B280000 e/s3571GRAPHENE ×30INDUSTRIAL AI
QUANTUM SPINNER20.0B1600000 e/s12500QUANTUM ×20QUANTUM PROCESSOR
DYSON TAP500B10000000 e/s50000QUANTUM ×200DYSON NETWORK
DEEP SEAM80.0M240000 e/s333from the start

Extractors and the material chain

Extractors make no energy at all. They drink it and dig out materials. A mine that is short on energy slows down in proportion, it never stops — so an over-built mining floor is a self-correcting mistake, not a dead factory. The last five feed on each other's output: that column is the whole chain, from iron to quantum.

Extractors — they drink energy and dig out materials
machinebase costdigs outrateeatsfeeds onneeds
COPPER MINE8.00KCOPPER1.05/s8 e/sMINING DRILL
IRON MINE15.0KIRON1.95/s10 e/sMINING DRILL
SILICON QUARRY80.0KSILICON0.83/s24 e/sDEEP MINING
STEEL FOUNDRY50.0KSTEEL0.5/s25.13 e/sIRON ×2MASS PRODUCTION
TITANIUM MILL160KTITANIUM0.25/s28.21 e/sSTEEL ×1TITANIUM
CARBON KILN280KCARBON0.09/s26.11 e/sSILICON ×3.15CARBON FIBER
GRAPHENE PRESS900KGRAPHENE0.09/s129.81 e/sCARBON ×0.27GRAPHENE
QUANTUM LATTICE5.00MQUANTUM0.024/s246.15 e/sGRAPHENE ×0.36MATTER COMPILER

Factory upgrades

These are bought with energy, not money, and their cost climbs per level. The last two columns are measured with the game's own cost function, so the totals are exact.

Factory upgrades, bought with energy
upgradeeffectper levellevelsat maxbase costgrowthall levels
FLYWHEEL+25% crank+0.2530+7.525×1.59.58M
GEARBOX+0.5 ratio+0.512+6120×1.799.7K
COOLING FINS+15% cooling+0.1510+1.5200×1.757.3K
DYNAMO+10% machines+0.130+3500×1.7513.0B
CAPACITOR+25% overdrive+0.2515+3.751.50K×1.812.6M
LAB KIT+15% research+0.1520+35.00K×1.8796M
MAGNETS+10% global+0.120+220.0K×1.98.35B
TURBINE+30% crank+0.320+6100K×2104B

The workshop changes as you build

The picture of your workshop has 7 states, and each is triggered by owning a particular machine. It is not decoration — it is the fastest read on where a run has got to.

from the start
AUTO-CRANK I / AUTO-CRANK II
INDUSTRIAL CRANK / REACTOR LOOP
ROBOTIC CRANK / AUTO FACTORY
AI CORE
QUANTUM SPINNER
DYSON TAP