Recipes & Processing
Recipes define how raw materials become shop goods and export products. Most recipes execute at processors staffed by workers or fed by couriers. Multi-step chains (farm → mill → bakery → shop) are the core economic puzzle of Go-Go Town!. This guide explains chain design, bottleneck debugging, and mid-game recipe unlock pacing without listing every single patch-specific ID.
Recipe sources
Unlock recipes via quests, EGO tech packs, and building new processor types. Phone blueprint tab lists known recipes with input/output icons.
Some recipes gate behind biome access — desert and cave materials appear mid-late chains.
Building a chain
Map inputs left to right: zone harvest → storage → processor A → processor B → shop or export dock. Couriers connect each hop.
Single-input recipes are starter friendly; dual-input recipes (e.g., food + packaging) need both couriers fed before running.
| Stage | Example chain |
|---|---|
| Raw | Wheat zone |
| Refined | Flour at mill |
| Finished | Bread at bakery |
| Sale | General Store shelf |
Debugging stalls
If output stops, check each hop: zone depleted, processor unstaffed, depot empty, courier route deleted, shop shelf full.
Co-op partners may steal intermediate goods from shared depots — communicate or split depots by player district.
Export-oriented recipes
TownCo orders specify quantities — see items/townco-exports. Maintain buffer stock at export depot to accept orders without panic crafting.