Wooden Planks are the most demanded item in Graveyard Keeper 2. Eighty three things call for them and sixty seven of those are buildings, so the list runs from the first
Simple Chest you throw together to the ![]()
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You will be making them from your first day to your last. The chain that produces them changes three times as you unlock things, and each change is a real jump in output, so it is worth knowing which stage you are on and what the next one needs.
Start with an Axe
Everything here begins with a tree, and a tree will not give you anything until you have an Axe equipped. The ![]()
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A felled tree drops ![]()
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A Log occupies your hands, not your inventory, so you can only carry one at a time no matter how much room you have. Every other item in this chain stacks normally, which is why the Stockpile matters more than its cost suggests.
The early route: Sawhorse and Workbench
The first way you will make Planks goes through Boards. A ![]()
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Neither is available from the start. The Sawhorse is unlocked by The Concept of Wood and costs 2x Board and 4x ![]()
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This route gives four Planks per Log, which is the same yield you get later, so nothing is wasted by starting here. What it costs is your attention: one craft at the Sawhorse, then four separate crafts at the Workbench, for every Log you carry home.
The upgrade: Circular Saw
The ![]()
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Owning the materials is the easy half. The technology costs ![]()
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It is also the only Plank recipe a perk touches at all. Carpenter sits on the Building talent track and improves the Saw for whoever is working it, so a Zombie posted there brings its own carpentry rather than yours.
Carpenter adds two Planks per rank to the Saw recipe, so one rank takes a Log to six Planks and two ranks take it to eight, off the same Log and the same four seconds. Energy does not move with it, since both routes cost a flat two a tick, so the perk is pure yield.
The Workbench recipe is a flat one Board to one Plank and ignores the perk completely. The game says as much in its own description, which mentions circular saws by name. Taking Carpenter before you own a Saw spends a talent point on nothing.
Automating the wood
The last stage takes you out of the loop entirely. A zombie posted to the ![]()
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A technology sits above it in the tree. Zombie Lumberjack wants ![]()
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The stand and the ![]()
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Every cycle also drops two ![]()
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Pair the stand with a Stockpile and a Saw and the whole chain runs without you. That is the point the Plank problem stops being a problem.
What eats your Planks
Buildings account for the large majority, which is why the shortage always arrives as a building queue rather than a crafting one. The early ones are cheap and relentless: Chests, Tool Racks, the Potter’s Wheel, the Stonemason’s Workbench.
One quest asks for Planks outright, Jack’s five for the boat, and the rest of the story’s demand arrives as gates rather than requests. Clear the blockage is the one that strands people: it wants three Planks and three ![]()
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Thirty in a Chest covers nearly every building you will be offered before the mid game. Below that you spend the run walking back to the Saw.








