Zombie Miner
Buildings

Zombie Miner

Updated 9 min read

The Zombie Miner is the station that turns the mine into an income rather than an errand: one Iron Ore and two Coal every eight seconds, running whether you are in the mine or on the other side of the map. It costs two Wooden Plank and four Brick, and the real bill is the technology in front of it, 145 red and 10 blue from the start of the iron branch. The ratio is what makes it worth planning around, because Smithy I burns one ore and one coal to make an ingot at the same eight second rhythm, so a single miner feeds a single smithy exactly and banks a spare coal every cycle for the brick and glass lines beside it.

Zombie MineBuilt At

The Zombie Miner is the station that turns the mine into an income rather than an errand. A zombie stands in it and produces one Iron Ore and two Coal every eight seconds, for as long as the game is running and wherever you happen to be.

It costs two Wooden Planks and four Bricks at the mine build desk, which is nothing next to what it replaces. The work is in the technology in front of it and in the one thing nobody tells you: it stops after a single craft unless something carries the ore away.

The node is not in the tree until you clear two blockages

Look for Zombie Mining early and it is not there. The node is hidden at the start of the game and no amount of spheres or prerequisites will bring it out, which is why players hunt the Metallurgy branch for it and conclude the wiki is wrong.

Two blockages reveal six technologies at once

Zombie Mining appears when both of these are cleared: the blockage in the basement under your house that leads into the mine, and the one blocking the quarry cave. Neither is a journal quest, so nothing tells you they are connected to anything.

Clearing the second one reveals Zombie Mining, Zombie Lumberjack, Zombie Lumberjack II, Zombie Stone Mining, Zombie Marble Mining and Zombie Digging together, in one go. Until then the whole zombie gathering branch is invisible.

Both are ordinary obstacles you break with a tool, measured on the Building track, and clearing the quarry one also removes the blockage on the forest path to the mine.

Once it is visible, Zombie Mining costs 60 red and 10 blue. It hangs off Iron Smithing, which hangs off Iron Forge, so the bill from the start of the iron branch is 145 red and 10 blue.

The road to a Zombie Miner

Iron Forge35 redIron Ingot at Furnace II, and the Furnace II blueprint
Iron Smithing50 redBronze Gear, Iron Nails, and the Iron Anvil blueprint
Zombie Mining60 red and 10 blueThe Zombie Miner and the mine porter station

Both buildings arrive together and both cost two Wooden Planks and four Bricks, so a working mine is four planks and eight bricks in total. Build them at the same desk on the same trip, because a miner without the porter station produces one Iron Ore and then stands still.

One ore and two coal, and why the ratio matters

Every cycle is eight seconds and pays one Iron Ore and two Coal. That second number is the one worth planning around, because coal is what the furnaces burn and almost everything in the yard goes through a furnace.

Smithy I turns one Iron Ore and one Coal into one Iron Ingot. So a single miner feeds a single smithy exactly, at the same eight second rhythm, and hands you a spare coal every cycle on top. That spare is what pays for the brick and glass lines running beside it.

What the coal is for

Iron Ingot1 Iron Ore and 1 Coal1 Iron Ingot8
Brick2 Clay and 1 Coal2 Brick8
Glass3 Sand and 1 Coal1 Glass8
Tableware2 Clay and 1 Coal1 Tableware6
Glass Containers2 Sand and 1 Coal1 Glass Containers6
Clay Molds2 Clay and 1 Coal1 Clay Molds6
Lens3 Sand and 2 Coal1 Lens6

Read down that column and the plan writes itself. One miner and one Smithy I on iron is self-sufficient, and the coal it banks covers a second smithy making Bricks or Glass from Clay and Sand a digging zombie is producing elsewhere.

By hand, Furnace II is the other route: three Iron Ore and thirty Fuel for three Iron Ingots, or four with the Fireman perk. It is the better rate per ore, and it needs you standing at it, which is exactly the trade the miner exists to remove.

The gem is a perk, not part of the cycle

Plenty of pages will tell you the Zombie Miner produces Gems. It does not, not on its own. The gem is a separate roll that only happens if that particular zombie has bought Magpie’s Eye, and it pays one time in ten per rank rather than every cycle.

Five hundred red is a serious price on a zombie’s own Building track, and the zombie earns those spheres itself at the bench rather than spending yours. Worth it on a miner you intend to leave running for the rest of the game, and pointless on one you are about to move.

A fresh zombie mines at full rate

There is no training to do first. A zombie raised this morning with no talents and no tool is lifted to whatever the job asks before its swing is worked out, so it mines at the full rate immediately and never fails a craft.

Mastery above that point buys speed, in whole cells per swing, and it stops paying at three times what the job asks. Mining asks for one, so three is the ceiling and everything past it is wasted.

Which pickaxe to give a miner

Nothing at all01Works, slowly
Rusty Pickaxe11No better than empty handed
Bronze Pickaxe22One cell short of the cap
Iron Pickaxe43Hits the cap, and this is the one to use
Steel Pickaxe63Already capped, so it adds nothing here
Keep the Steel pickaxe for the quarry

Nothing is lost by handing a miner your best pickaxe, and nothing is gained either. The stone scaffolding asks for two and caps at six, which a Steel pickaxe hits exactly, and the marble scaffolding asks for four and caps at twelve, which nothing reaches on its own.

So the Steel pickaxe belongs on marble and the Iron one belongs in the mine.

Why it produces one ore and then stops

This is the thing that makes people think the station is broken. A worker finishes its craft, the output sits on the station, and the zombie will not start again until somebody takes it. With nothing to clear up after it, a Zombie Miner produces exactly one Iron Ore and then stands there for the rest of the game.

The fix arrives with the same technology. The mine porter station costs the same two Wooden Planks and four Bricks, and it moves finished goods out of the station so the miner keeps working. A Zombie Supplier Station does the same job for benches that need feeding rather than emptying.

Every item at a porter station starts switched off

A freshly built porter station moves nothing. It reads a per-item list and no station ships with anything ticked, so you have to open it and enable Iron Ore and Coal by hand before it will lift a finger.

It also carries four slots per trip, and a big item takes two of them. The full list of reasons a worker goes quiet is on why a worker stops.

Where the iron ends up

Iron is the spine of the mid game. Iron Ingots become nails, details, kits and the Iron Anvil itself, and the anvil is what opens the second half of the smithing tree.

One route is worth knowing because it turns the miner into a money printer. One Iron Ore and one Philosopher Stone at the Formulation Bench make a Gold Nugget, and gold is the best value chain in the game. A miner running unattended is the cheapest supply of the ore half of that trade.

Questions about the Zombie Miner

What does the Zombie Miner produce in Graveyard Keeper 2?

One Iron Ore and two Coal every eight seconds, for as long as a zombie is in it and something is clearing the output away. Gems are not part of the cycle and need the Magpie’s Eye perk on that zombie.

How do you unlock the Zombie Miner?

The Zombie Mining technology, 60 red and 10 blue, which sits behind Iron Smithing at 50 red and Iron Forge at 35 red. That is 145 red and 10 blue from the start of the iron branch. The node is hidden until you clear two blockages, so see the next answer first.

Why is there no Zombie Mining node in my technology tree?

Because it is hidden at the start and stays hidden until two blockages are cleared: the one in the basement under your house leading into the mine, and the one blocking the quarry cave. Clearing the second of the two reveals Zombie Mining, both Zombie Lumberjack nodes, Zombie Stone Mining, Zombie Marble Mining and Zombie Digging at the same moment. Neither blockage is a journal quest, which is why nothing points you at them.

What does the Zombie Miner cost to build?

Two Wooden Plank and four Brick at the mine build desk. The porter station that keeps it running costs the same and comes with the same technology, so budget four planks and eight bricks.

Why does my Zombie Miner stop after one ore?

Because nothing is taking the output away. A worker will not start a second craft while its finished goods are still sitting on the station. Build the mine porter station and switch Iron Ore and Coal on in its list, because every item starts switched off.

Does a new zombie need training before it can mine?

No. Its mastery is raised to whatever the job asks before the swing is worked out, so a zombie raised this morning mines at the full rate and never fails a craft. Mastery above that only buys speed.

Which pickaxe should a mining zombie hold?

An Iron Pickaxe. It adds four mastery and mining caps at three cells a swing, so the Iron one reaches the ceiling and a Steel pickaxe adds nothing on top. Save the Steel one for the marble scaffolding.

How do I get gems from the Zombie Miner?

Magpie’s Eye, 500 red on that zombie’s own Building track. Each rank gives a one in ten chance of a gem on a cycle, and without the perk there are no gems at all.

How many Zombie Miners should I build?

One feeds one Smithy I exactly, since the smithy burns one ore and one coal to make an ingot at the same eight second rhythm. The spare coal a cycle covers a second smithy on brick or glass.

Raw Needs

Clay
×4
Log
Log
×2

Crafted Here

Unlocked By

Zombie Mining
Zombie Mining

Guides

Share This Article