Kenshi.zoneWorld Encyclopedia

Crafting & FarmingReport

English:Crafting & Farming · Game Mechanics

Starting from raw stone and iron ore, Kenshi's production chain runs all the way up to heavy armour, prosthetics and foodcubes. Farming is constrained twice over, by environment and by fertility, and armour quality depends only on the crafter's skill while weapon quality depends only on research.

Kenshi's production system is a long but very straight chain: three raw materials dug out of the ground are each refined separately, then converge into equipment, food and power. Working out which stretch runs on skill and which runs on research is the dividing line between a base that feeds you and one that does not.

Three base material chains

MaterialStep 1Step 2Step 3
Raw StoneStone MineStone Processor (2 stone → 1 building material)Building Materials
Raw IronIron Mine / Ore DrillIron Refinery → Iron PlatesSteel Refinery → Steel Bars
Raw CopperCopper MineElectrical Workbench → Electrical ComponentsCopper Alloy Bench (copper + iron plates) → Copper Alloy Plates

A few practical points:

Farming

Farming in Kenshi has two layers of constraint: environment (can it grow here) and fertility (how fast it grows). Environment is set by the biome, is visible when you survey, and is identical anywhere within a region; fertility varies from site to site.

CropAridGreenSwampWater/dayGrowth hours
Cactus100%0%0%224
Cotton0%100%0%1030
Greenfruit0%100%0%1023.3
Hemp40%100%100%621.6
Riceweed0%0%100%1015
Wheatstraw50%100%0%522

Environment effects are additive: in a region that is both green and arid, the two scores stack.

Farms come in small / medium / large / extra-large, but the footprint is exactly the same for all of them — build the small one first and upgrade in place once the harvest justifies it; crops still standing in the farm count toward the seedlings the upgrade requires.

A cactus farm — rows of cactus in the sand, frames staked at the corners
A cactus farm — rows of cactus in the sand, frames staked at the corners

Hydroponics is the endpoint of farming: it needs Research Bench V and 1 AI Core, plus a separate unlock for each crop. A hydroponics bed comes in one size and holds 10 plants, but each plant yields several times as much and grows extremely fast, so its efficiency beats an ordinary farm outright — and it ignores environment and fertility completely, so you can even grow on a town rooftop.

NoteDo not rush self-sufficiency on low Farming skill. Farming affects both harvest speed and harvest success rate, and an unskilled farmer will simply ruin the crop. At level 25 the yield rate is about 89%, and that is the threshold at which you can safely supply your own grain.

The least troublesome way to train Farming is not to build your own fields but to work the existing farms in town: operating a town's crops is not treated as trespass, and the harvest carries no "stolen" tag. Swamp towns are the best choice — crops there need no watering, and riceweed and hemp are the two fastest-growing crops. A race with a positive farming multiplier (Greenlanders, Hive Workers) can hit 25 in two in-game days.

TipHemp fields are illegal within the United Cities. Being caught growing or processing it triggers a Drug Bust event.

The food chain

Crops are only half-finished goods; feeding a whole base takes one more processing step:

A character eats automatically once hunger drops below 250, and will eat food from the backpacks of squadmates — so one dedicated pack mule can feed the whole squad. Raw ingredients (raw meat, bread) are the exception: those are only eaten below 200. Food in Kenshi never spoils, so there is no cost to hoarding.

TipSkeletons do not need to eat at all (hunger rate 0), the Hive's hunger rate is only 0.3–0.6x, and the Shek's is 1.25x. An all-Skeleton squad removes the entire food supply chain from the game.

Fabric and light gear

The Fabric Loom turns cotton into fabric; after further research it can run on hemp instead — noticeably more efficient, at the cost of an illegal input. Fabric is the shared input for the Clothing Bench, the chain armour benches and the Heavy Armour Smithy, and it also goes into medical supplies and tents. The loom can be upgraded to a fully automatic version.

The Fabric Loom
The Fabric Loom

The Clothing Bench turns fabric into clothing or light armour, and is also the fastest place to start training Armour Smith — cheap inputs, short craft times.

Armour smithing

The armour line is straightforward: quality and speed depend on the Armour Smith skill alone, regardless of how many research tiers you have. Each machine handles one stage:

BenchInputOutput
Clothing BenchFabricClothing, light armour
Leather Tanning BenchAnimal skinLeather
Leather Armour Crafting BenchLeatherClothing, light armour, medium armour
Chainmail Sheet Fabrication BenchRaw ironChainmail sheets
Chain Armour Crafting BenchChainmail sheetsChain armour
Heavy Armour SmithyArmour platingHeavy armour, Heart Protectors and so on

Producing the intermediate materials — leather, chainmail sheets, armour plating — grants Armour Smith experience in its own right. The common approach is to mass-produce chainmail sheets for money and levels first, and only buy chain armour blueprints once the skill is high enough.

NoteWith a few exceptions (the Heart Protector, for one), most armour requires a blueprint to craft. Leather is scarce and expensive in shops, so running your own "animal skin → tanning bench" line is far more economical.

Weapon smithing

The rules for weapons are exactly the reverse of armour:

Weapons are forged from iron plates, and the weapon smithy can be upgraded twice. Putting an Item Furnace next to it is convenient: low-quality weapons thrown in melt back into raw iron, letting you keep working when mining cannot keep up — the drawback is that you have to feed it one weapon at a time and cannot set it as a standing job.

Crossbows and bolts form a separate line: researching Crossbow Bolts allows an Arrow Making Bench, but it only produces the most basic Toothpicks; every other model needs a blueprint. Bolts consume iron plates or steel bars.

Medical and robotics

Making money from crafting

Crafting is the lowest-risk income source in Kenshi. Going by measured figures at Armour Smith 80, the most profitable thing on the Clothing Bench is headwear:

ItemCraft hoursSale priceProfit per hour
Bandana0.6175271.8
Turban1.1175138.8
Tagelmust1.4175105.8
Rag Belt0.54968.2
Martial Artist Bindings3.014747.0

Conversely, the Wool Hat and the Human Skin Suit run at a loss — each one made loses you a little money, because the fabric they consume costs more than they sell for.

ImportantBrewing (Cactus Rum, Grog, Sake, Hashish) turns a steady profit, but some of the finished goods are illegal inside the major factions' territory, and getting top price means smuggling.

Skill quick reference

Bench typeSkill trained
Fabric Loom, brewing equipmentLabouring
Clothing / leather / chain / heavy armourArmour Smith
Weapon smithyWeapon Smith
Medical WorkbenchField Medic
Robotics Bench, Electrical WorkbenchScience
Skeleton Limb BenchRobotics
Copper Alloy BenchEngineer
Farms, Grain SiloFarming
Cooking Stove, brewingCooking

See also