Infindustry Beginner’s Guide, Tips, and Tricks

A guide for players who are new or people who require ideas to enhance their towns.



Start Location

It is essential to choose the location where you be able to easily access rocks and trees. Close to wild plants like berries and cotton will also be beneficial. There’s a button to lets you move the headquarters (HQ). Use the Spacebar (or binding key) to turn the building, while it moves.

The wild cotton can aid in unlocking a research entry , and the berries can be harvested to keep houses content. Farms are later going to be the primary source for cotton, and the Forrester can grow and harvest the berries. One well that is near homes could also be utilized to keep the homes happy, instead of picking wild berries in the beginning stages.


Check that your map contains at minimum one lake or a large river areas as it is crucial for later use of water pumps. Your primary industry needs to be located near the water source as water is going to steam engines, which create the pressure needed to boost production.


First Steps

It is necessary to gather wood and stone for your first home. Homes are crucial because they are the source of Reputation that can be used to gain access to research and carry out other tasks, as well as Happiness which in turn increases the rate of production of buildings.


Put all four Peons are able to create in the beginning. Anyone who travels around the world is called Peon. Peon. The Workerpool is the limit on how many people you can put in. The limit on the Workerpool is increased through the construction of more homes and upgrading the homes.

Invite your peons to gather stones and wood. This is what you will require for the construction of your first home. The funds must be transferred back to the headquarters. Only the HQ resources are able to be used to construct or upgrade equipment, as well as conduct research using.

Gather enough resources to build four homes. Space for housing is limited. It could be expanded by upgrading the headquarters, however, it will require some processed resources, so it can happen later. It is better to concentrate on upgrading the first 4 houses to level 2 prior to upgrading the headquarters. Before any of this is accomplished, you’ll need to start working on wood to build planks.


Create wooden roads for Peons when they need to walk for long distances. This will make their walking much more efficient.

You can purchase a Peon to begin collecting cotton. You’ll need 10 Peons in order to open sewing. Once that’s done, then Peon can go back to collecting other items.

Start to service homes using an essential resource such as water or berries. Water can be gathered through an Water Well (building you place) or an Peon gather nearby fruits. It is only necessary to send one delivery request to one house. It is the Peon(s) will then select a different home to be able to accept the item in the general area, if it is found that the “main” home already has it in its inventory.


When you have Reputation generation set up (via homes) you can go on to stone mason, which will automatically collect stones from nearby Boulder leaving Peon from the task; for foresters to harvest and plant trees; farms to increase cotton production, and then production of planks and cloth.


Farms are utilized to produce not just food but also herbs for manufacturing medicines, and cotton for the production of cloth.

The farm is able to harvest its produce from fields nearby. This is why you should set up a farm in addition to an area. Be aware that one field can easily accommodate 2 or 3 farms that harvest from it, so don’t limit a farm’s area by fields. Instead, surround a field with farms.


Click on a field, then select the crops it should produce through its production queue. After that, select the farm and select the crop it will “try” to harvest in its production queue.

Fields require water and a good they have a reputation that suggests planting new plants. The availability of fertilizer will result in plants grow faster towards the point of maturity. Only mature plants are able to harvest from. Each plant can be harvested 5-10 times until it is “empty” and needs to be planted again.

Don’t send Peons to fill your field with water. Instead, you should send this water directly to the nearby farm as the farm is able to supply the water to any field in the range. It is possible to utilize a nearby well to capture the water. Then, you can deliver the water to the farm via an irrigation pump through a conveyor belt.



Conveyor Belts

Conveyor belts are quite easy to use when you connect them to the special ports for belts on structures and conveyor belts’ branches.

One of the areas where some players are having difficulty is getting a grasp of the way that conveyor Belt Branches and the Building Belt Ports function.


Building Belt Port

Belt Ports could be utilized to import items into the building , or export them out of the building. To export, you need to select the port, then choose the item to export. More details on the export panel to come later.

Ports are able to import and export at simultaneously, but you will definitely not achieve this using the belt attached since it is moving in a specific direction, either toward and away from port on the belt. However, you can put an Branch adjacent to the port. It is then able to export items to the branch, while accepting things from branches. Further details on this will be forthcoming.

Conveyor Branch

There are two kinds of branches: the 3-way and the 4-way. The 3-way functions similar to the 4-way with the exception that it has one separate side.


A branch may have both the belts for incoming and outgoing that connect to its sides. They could also be set close to one another or built belt ports.

By default , a branch functions as a combiner or splitter simultaneously. It is equipped with a limited internal inventory that can accept one kind of item that is incoming and, after that export to any side attached to an object that accepts the item that is on the other side.

If there is an outgoing belt, an item will be positioned onto it when the belt is in motion.


If there is an access port for a belt conveyor, it will be able to receive the item, even if the port isn’t configured to export the same item, and the building has room on its shelves for that item.

If it’s another branch, that branch can accept the item, if its own inventory will accept the item.

The branch will export each item it has. For example, if it contains an Rock and Plank, for example, Plank that it exports both the Rock from one end, and it will export the Plank on the opposite side, in order if a sides have belts outgoing such as. If there’s only one side that is outgoing, then the plank and rock will travel there in turn.


Export panel

The export panel lets you inform an individual branch or port exactly what you would like to occur. For an Building Belt Port you must specify what you want to be exported as it is unable to take assumptions and export everything that the building is made up of.

If a branch is in use, Branch it will in default export all items coming in to sides that are connected to objects that accept the items. If you only want one type of item to be exported from the side, you must choose that item type from the panel for export of the particular side.

The export panel’s item selection includes two options -and [] in which “n” is a number between 1 and 9. The star (*) signifies that the item can be exported as an optional export but it cannot be exported from that side, excluding things that are marked. If nothing is clearly marked, a branch can export whatever it can on the side, but by marking at most one thing , you can end this process and tell it that only the marked item(s) is able to be exported from that side.


The marking of items with 1..9 implies the majority of that item kind must be exported to the side prior to any other of the marked items on the same side are exported. For example , arrange it so that you export 2 pieces of wood first, followed by 1 rock and then 2 wood followed by 1 rock. repeat. If you have marked Wood using a 2., and Rock with a 1. If there’s no rock, and it’s time to export the first rock, the branch waits until it finds the rock it needs to export. When you change the setting of your rock at (*) it means that the rock is not required and can be skipped if there was no exporting rocks.

As previously mentioned you can put branches next to another branch or port for a building belt. The same rules apply. The branch will attempt to export the item to the port connected to the side in will in turn receive the item. If the branch or port attached is unable to accept the item it will refuse to export to that side , and proceed to the next side.

This is how you can make a single 4-way branch that connects two bindings, acting as an importer and exporter for buildings with just one port of each building. For instance, there is a branch that is 4-way with Cotton arriving on the side 1. On the sides 2 and 3 it is designed to export the cotton. These sides are connected to ports of clothiers. The ports for the clothier are designed to allow the export of cloth from these ports. This means that it is pushing the cotton towards the structures, while receiving clothes from these ports. The branch’s side 4 will then be set up to send clothing to side 4, preventing the cotton from residing on the side 4 as well as the clothing that is there, to the headquarters.




Monsters will not appear until you get access to Combat Research. This means that you must unlock it only when you’re ready to take on them.

They are spawned on a timer and you’ll have around 3 minutes to wait before the first wave is revealed. In that time , you have to construct at least four towers close to your headquarters to guard it against enemies that may appear in any direction. It is also recommended to have a stash of arrows or ammunition that can be delivered to towers by belt or Peons. The ammo/arrows are created prior to unlocking combat and you could buy them in bulk.

Then you can begin to expand outwards , or experiment with traps and walls that funnel monsters into the brink of doom.

Do not hinder the ability for HQ personnel to access the building by using belts, buildings or other structures as “walls”. The monsters will easily connect and break them as they seek to reach your HQ.