GK2 Workyard Conveyors & Automation Guide

Complete Graveyard Keeper 2 workyard conveyor guide: belt routing, Belt Master perk gears (Update 1.010), sorting chests, zombie station assignments, and factory fixes.

Source Attribution: Official Update 1.011 is live 2026-10-30 ↗
Direct Solution & Tactical Verdict In Graveyard Keeper 2, workyard conveyors transform manual hauling into an automated assembly line: directional belts transport timber logs, stone blocks, and iron ore directly into underground basement hoppers and mechanical workstations, where stationed zombie laborers craft continuous construction components. Following Official Update 1.011, placed workstations can now be moved directly in build mode without deconstruction penalties, zombie assistants can start and finish autocrafts at Furnaces, Kilns, Kitchen Ovens, Compost Piles, and Distillation Cubes, and conveyor belts are placed facing up by default. Furthermore, quarry zombie workers now carry Stone and Marble to chests autonomously without requiring an extra quarry assistant.

Launch status: Graveyard Keeper 2 is out now worldwide (September 22, 2026) on PC, PS5, Xbox Series X|S, Switch & Switch 2 — full details in the release date & platform schedule.

Graveyard Keeper 2 underground conveyor belt assembly line with automated armor crafting
Authorized Visual Intel: Graveyard Keeper 2 underground conveyor belt assembly line with automated armor crafting · Graveyard Keeper 2 Strategy Database
On this page 13 sections
  1. Direct Solution & Tactical Verdict
  2. Core Data & Verification Matrix
  3. Official Video Reference
  4. Conveyor Belt Logistics, Hopper Routing & Network Topologies
  5. Mechanical Assembly Tables & Continuous Component Crafting
  6. Smart Sorting Chests, Filter Hoppers & Output Bins
  7. Supply Stations vs Storage Chests: Fabric Bundles & Trade Crate Logistics
  8. Undead Workforce Efficiency & Patch 1.005 to 1.011 Balance Tuning
  9. Spatial Clearances & Factory Buffer Sizing
  10. Workshop Demolition & Moveable Workstations SOP (Update 1.011)
  11. End-Game Factory Deadlock Prevention & Conveyor Troubleshooting
  12. Step-by-Step Strategic Walkthrough
  13. Frequently Asked Questions

Core Data & Verification Matrix

System Type Modular Directional Conveyor Belts & Mechanical Assembly Tables
Tech Requirement Progress through the tech tree to unlock industrial automation nodes
Power Source Zombie labor — undead workers operate semi-automatic machines in underground factories
Supported Items Ores, timber flitch, cut stone slabs, iron ingots, and crafted building components
Corpse Restrictions Conveyors carry resources and crafted goods; corpse handling runs strictly through the morgue
Update 1.011 Enhancements Moveable workstations in build mode, zombie autocrafting at furnaces/kilns/ovens, and belts facing up by default

Official Video Reference

Verified gameplay showcase footage covering key mechanics and features discussed in this guide.

Official Video Reference: Graveyard Keeper 2 Factory Setup Guide (Automate Town Warehouse Orders Tips and Tricks)

Conveyor Belt Logistics, Hopper Routing & Network Topologies

Workyard crafting stations, stone cutters, and furnaces
Tactical Field Recon: The central crafting workyard with automated anvil stations, sawmills, and furnace lines.

Transitioning from manual hauling to conveyor logistics is the defining milestone of mid-game estate management. Belts allow continuous flow of raw timber, stone slabs, and smelted ingots directly into specialized workstations.

Conveyor lines operate directionally. Connecting the output chute of the western stone quarry and northern mining veins (see our Iron & Coal Fast Guide) directly to basement masonry cutters eliminates the exhausting physical labor of carrying heavy stone chunks and metal across the valley.

Always incorporate automated overflow bins and filter hoppers at junction points. If an input hopper fills to maximum capacity, items on the belt will back up, halting the entire quarry supply chain until manually cleared. Furthermore, powering extensive conveyor loops requires commanding resilient workers (see our Zombie Automation & Armies Guide) and generating sufficient weekly spiritual capital via sermons (see our Faith & Church Sermons Guide).

Logistics ComponentTransport SpeedHolding CapacityCrafting StationRecipe Cost
Straight Conveyor (x5)1 Tile / Sec5 Items in TransitCarpenter Workbench II4x Wood Flitch, 2x Wooden Gear, 2x Nails
Corner Conveyor Chute1 Tile / Sec1 Item in TurnCarpenter Workbench II2x Wood Flitch, 1x Wooden Gear
Sorting Filter HopperInstantaneousUp to 20 StacksAnvil II4x Steel Sheet, 2x Complex Parts
Automated Overflow BinStorage BufferUp to 50 Raw BlocksCarpenter Workbench II8x Timber, 4x Steel Nails
Underground Drop ChuteVertical DropContinuous TransitMasonry Workbench6x Cut Stone, 2x Iron Bracket

Conveyor Logistics Architecture: Deploying modular conveyor networks completely eliminates the manual labor bottlenecks that restricted industrial output in early game stages. Placing corner chutes and straight conveyors with deliberate buffer zones ensures that mined stone and cut timber flow into subterranean assembly benches with zero transit delay. Smart sorting hoppers ensure that intermediate crafting components like iron nails and wooden dowels are separated into designated chests, preventing full storage buffers from locking the entire production pipeline.

💡 Buffer Chests Prevent Jams

Place an automated overflow bin at the end of every conveyor branch. If downstream assembly tables stop crafting, excess items divert into the bin rather than jamming the belt.

Mechanical Assembly Tables & Continuous Component Crafting

Stationing resurrected zombies at multi-stage mechanical assembly tables allows the continuous fabrication of building flitch, stone markers, and iron hardware without player interaction.

Assembly StationInput Belt MaterialStationed Worker SlotContinuous OutputOptimal Zombie Skull Tier
Sawmill Assembly TableRaw Pine Logs1 Zombie SawyerWooden Flitch, Planks, Beams6-8 White Skulls
Automated Stone CarverRaw Stone Slabs1 Zombie MasonStone Gravestones, Border Fences8-10 White Skulls
Basement Hardware BenchIron Ingots & Planks2 Zombie ArtisansNails, Complex Parts, Brackets10-12 White Skulls
Architectural DrafterPaper, Ink, Marble Slabs1 Zombie ScribeBuilding Blueprints, Town Permits12+ White Skulls

Mechanical Production Optimization: Integrating automated assembly tables into conveyor networks converts raw estate harvests into refined construction components at triple the speed of manual fabrication. Stationing high-skull undead artisans at the basement hardware bench ensures a continuous reserve of nails and iron brackets, providing the essential fasteners required for municipal town reconstruction. Allocating dedicated raw material feed chutes directly into each workstation eliminates worker idle time completely. Continuous assembly loops free the Keeper from repetitive craft menus to focus on high-level estate management.

ℹ️ Conveyor & Sawhorse Logistics (Update 1.008–1.009)

Verified in Official Updates 1.008 and 1.009: keep active undead workers within your camp capacity cap to avoid the zombie Panic debuff, and space workyard conveyor lanes clearly around the Sawhorse, Town Warehouse, and vine cellar.

Smart Sorting Chests, Filter Hoppers & Output Bins

Preventing material gridlock requires configuring smart sorting chests. Assigning designated item filters ensures high-volume resources route cleanly into corresponding workshop storage chests.

Storage UnitFilter Slot CapacityRouting LogicOverflow ProtectionConstruction Materials
Filtered Wood Bin3 Dedicated Wood TypesPulls matching flitch/planksRoutes excess to overflow bin6x Wooden Plank, 2x Nails
Filtered Masonry Trunk2 Stone / Marble TypesPulls matching cut slabsHalts feeder belt when full4x Cut Stone, 2x Iron Bracket
Universal Sorter Hopper8 Custom Filter SlotsSplits belt into 3 exit tracksRejects unfiltered clutter items4x Steel Plate, 4x Complex Parts
Town Export Crate DepotBulk Commodity CratesPulls packaged trade cratesReady for weekly cart shipment8x Hardwood, 4x Steel Sheet

Inventory Routing Dynamics: Deploying universal sorter hoppers at central workshop crossroads prevents divergent supply chains from contaminating specialized storage chests. By programming filter slots to divert stone blocks into masonry racks while channeling iron ingots toward anvil benches, keepers eliminate manual inventory transfers entirely. Sizing output depots to accommodate bulk trade crates ensures that finished municipal construction supplies remain organized for weekly transport into The Town. Maintaining clean inventory separation prevents workshop chest overflow during unattended operations.

Supply Stations vs Storage Chests: Fabric Bundles & Trade Crate Logistics

A frequent point of confusion among players is why fabric bundles, trade packages, and export crates cannot be placed into standard wooden storage chests. In Graveyard Keeper 2, items are split into two physical logistics tiers: loose stackables (ores, ingots, timber flitch, nails) and bulk supply units (fabric bundles, vegetable crates, stone crates). Loose items belong in standard chests and filter hoppers, while bulk units must be routed to dedicated Supply Stations, Workyard Crate Racks, or hauled by Porters to the Town Warehouse. Attempting to force fabric bundles into personal or workshop chests results in an invalid container error. In Official Update 1.007, conveyor supplier station draw layers were fixed, and Update 1.010 resolved porter wall-clipping, ensuring smooth automated transport between textile benches and supply depots.

Logistics Storage UnitPermitted Cargo ClassesIncompatible Cargo ClassesAutomation / Routing MethodOptimal Placement
Standard Wooden / Iron ChestLoose resources (flitch, ingots, nails, food)Fabric bundles, trade crates, export packagesConveyor filter hoppers & zombie craftsman pullWorkyard assembly benches & basement cellar
Supply Station (Supplier Depot)Bulk trade crates, fabric bundles, export goodsLoose ores, raw crops, unrefined stone chunksZombie Porters load directly from packing tablesExit corridor adjacent to Town transport cart
Workyard Crate RackCarved stone crates, timber packages, goods palletsIndividual loose nails or raw iron oreTemporary staging rack for zombie portersBetween carpenter yard and outbound road
Town Warehouse DepotAll finalized trade bundles and export cratesRaw unworked estate debrisWeekly merchant cart shipment for silver returnTown Harbor merchant district

Logistics Tier Separation: Separating loose workshop materials from packaged commodity units prevents automated assembly belts from choking on oversized trade crates. By assigning dedicated zombie porters to carry fabric bundles from looms straight to Supply Stations, players preserve chest slots for raw component fabrication.

Undead Workforce Efficiency & Patch 1.005 to 1.011 Balance Tuning

Blueprint planning and technology node tree
Tactical Field Recon: Industrial tech progression tree unlocking mechanical conveyors and advanced automation.

Automating your workyard relies entirely on undead labor. Official Updates 1.005 through 1.011 have completely overhauled station mobility, autocrafting queues, and fuel balance.

In official Update 1.005, developer Lazy Bear Games significantly increased tree-log sawing yield, providing more wood chunks per log and dramatically reducing manual logging excursions. Crafting and fuel costs across the Kiln and Furnace were also rebalanced for streamlined component smelting.

Update 1.006 resolved long-standing collision bugs where players became stuck between kitchen chests and firewood, and fixed an issue where kitchen zombies consumed raw ingredients without producing dishes.

In Official Update 1.011, major quality-of-life additions arrived: placed objects and workstations can now be freely moved in build mode without destroying them, zombie assistants can start and finish autocrafts at Furnaces, Kilns, Kitchen Ovens, Compost Piles, and Distillation Cubes, conveyor belts place facing upward by default, and quarry zombies carry Stone and Marble directly to chests without needing a quarry assistant.

Balance AreaPre-Patch MechanicUpdate 1.011 AdjustmentGameplay ImprovementLong-Term Impact
Workstation RelocationMust demolish & rebuild with material lossMoveable workstations in build modeRearrange workyard layout instantlyZero resource penalty for factory redesigns
Zombie AutocraftingKeeper had to manually queue each craftZombie assistants start & finish autocraftsFurnaces, Kilns, Ovens, Compost operate 24/7Continuous ingot, brick, food & peat production
Quarry LogisticsRequired dedicated quarry zombie assistantQuarry workers bring Stone/Marble to chestsFrees up 1 zombie per quarry siteReassign freed undead laborers to crafters
Conveyor DirectionDefault placement varied or misalignedConveyor belts placed facing up by defaultFaster layout setup with fewer rotation clicksSmooth initial hopper connection
Zombie DisposalUnable to destroy or remove obsolete zombiesZombies can now be cremated at CrematoriumEliminates unwanted low-skull worker clutterEnables clean upgrading to 16-skull elites

Software Balance Evolution: The additions in Update 1.011 eliminate the primary friction points of factory automation. Allowing workstations to be relocated freely enables keepers to solve corridor bottlenecks instantly, while zombie autocrafting across Furnaces, Kilns, and Ovens creates true end-to-end hands-off production chains.

💡 Update 1.011 Autocrafting Mastery Requirement

Note that while zombie assistants can now start and finish autocrafts and earn tech points upon completion, they still require the player to possess the requisite tech tree mastery to start the crafts.

Spatial Clearances & Factory Buffer Sizing

Designing high-throughput factory floors requires establishing adequate physical clearance around conveyor tracks and machine tables to prevent worker pathfinding deadlocks.

Factory SectionRecommended Floor ClearanceBuffer Storage RequirementWorker Jam RiskArchitectural Layout Advice
Sawmill Timber Chute2 Full Tiles Perimeter50-Unit Timber StockpileLow (Unidirectional carry)Align straight north-south along fence
Masonry Grinding Yard3 Full Tiles Perimeter2x Circular Stone StockpilesMedium (Wide slab turning)Leave central courtyard open for transport
Smelting Battery Benches2 Full Tiles PerimeterDedicated Coal & Ore BinsHigh (Smoke & ash collision)Isolate along eastern boundary wall
Basement Assembly Lines2.5 Tiles Between BeltsFiltered Output TrunksLow (Straight conveyor loops)Stack assembly tables linearly along walls

Spatial Floor Planning Guidelines: Maintaining wide clearance buffers between parallel conveyor belts ensures that automated helpers can navigate between machine interaction points without triggering collision stalls. Placing bulky raw stockpiles along the perimeter fence creates a clean outer logistical ring that feeds directly into central assembly benches. Incorporating dedicated coal and ore bins directly adjacent to smelting furnaces minimizes transit distances during high-volume steel batch production. Leaving unobstructed two-tile transit corridors guarantees fluid movement for both the player and stationed laborers.

Workshop Demolition & Moveable Workstations SOP (Update 1.011)

In Official Update 1.011, developer Lazy Bear Games added full moveable object support in build mode. Players no longer need to deconstruct and rebuild crafting benches, ovens, or hoppers when reorganizing factory corridors.

Action TypeBuild Mode CommandResource CostContents PreservationSafety Guideline
Move Workstation (New in 1.011)Build Mode -> Move0 Resources (Free relocation)Station queue and items preservedEnsure target destination tile is clear
Dismantle Conveyor BeltBuild Menu -> Deconstruct100% Component RefundItems on belt drop to inventoryClear items from belt before dismantling
Cremate Obsolete Zombie (New in 1.011)Crematorium interactionConsumes Firewood / PeatYields Salt & AshUseful for pruning low-skull workers
Relocate Sorting ChestBuild Menu -> Move0 ResourcesPreserves Chest ContentsCheck filter alignment after moving

Estate Restructuring Protocol: The introduction of moveable workstations in Update 1.011 eliminates the resource waste of tearing down high-tier crafting benches. Keepers can now iterate freely on conveyor topologies and spatial clearances without rebuilding costs.

End-Game Factory Deadlock Prevention & Conveyor Troubleshooting

A widespread community hurdle in late-game factory logistics (often highlighted in player discussions as 'losing my mind over end-game factory logistics') is total factory paralysis: conveyor loops fill up, porters freeze with items in their hands, and sorting hoppers reject incoming parts. This deadlock typically occurs when a closed-loop conveyor lacks an explicit terminal overflow chest or when bulk trade units (fabric bundles, vegetable crates) inadvertently enter loose-resource feeder tracks. In Update 1.011, conveyor belts place facing up by default to minimize directional placement errors, and moveable workstations allow players to instantly unwedge tight factory choke points.

Deadlock ScenarioRoot Logistics CauseImmediate System FixArchitectural Prevention
Full Conveyor Belt GridlockDownstream storage chest filled to capacityClear receiving chest; attach automated overflow binAlways terminate conveyor lines at dedicated overflow trunks
Porter Freezes Holding ItemsDestination chest missing matching filter slotAdd 1 item into slot 1 of chest; pick up and re-place zombieLock first slot of every destination trunk with target material
Trade Crates Stalling on BeltsBulk commodity mixed into loose component hopperManually pick up bulk crate; route to Crate RackSeparate Supply Stations from standard wooden chests
Smelting Battery StarvationFurnaces run out of fuel or ore without restartAssign Zombie Assistant (Autocrafts live in 1.011)Ensure Coal / Firewood bins sit adjacent to Kilns

Deadlock Mitigation Strategy: Structuring production into isolated linear corridors rather than interdependent feedback loops prevents domino-effect factory freezes. Installing terminal overflow bins ensures continuous belt clearance even when crafting benches reach peak buffer.

Step-by-Step Strategic Walkthrough

  • 01 · Advance the Tech Tree: Conveyor-driven assembly lines arrive as you progress through the tech tree and stock the workyard with resurrected zombie laborers.
  • 02 · Lay Conveyor Routing Networks: Connect raw extraction stockpiles (timber yard, quarry) to underground basement hoppers using directional conveyor belts.
  • 03 · Install Mechanical Assembly Tables: Place multi-stage craft benches along belt lines so zombie workers pull intermediate components automatically.
  • 04 · Configure Smart Sorting Chests: Deploy filter hoppers to route finished stone fences, wooden beams, and iron nails into designated storage zones.
  • 05 · Synchronize Zombie Labor Caps: Assign high-skull workers to bottleneck stations. Corpse quality caps zombie perks, ensuring long assembly lines run smoothly.
  • 06 · Prevent Buffer Gridlock: Ensure overflow bins are attached; per Update 1.011, workstations can be freely rearranged in build mode, and quarry workers transport stone and marble without needing a quarry assistant.

Frequently Asked Questions

How do conveyor belts work in Graveyard Keeper 2?

Conveyors carry resources and crafted components automatically between stockpiles, workbenches, and storage chests, powered entirely by stationed undead zombie laborers.

Can zombies operate conveyor assembly tables in GK2?

Yes. Resurrected zombies can be stationed at mechanical assembly tables to craft continuous queues of planks, stone blocks, and nails using conveyor-fed materials.

Can you move workstations in Graveyard Keeper 2 without destroying them?

Yes! In Official Update 1.011, developer Lazy Bear Games added the ability to move placed objects and workstations directly in build mode, eliminating the need to destroy and rebuild structures when reorganizing your workyard.

Can zombie assistants autocraft at furnaces and ovens in Graveyard Keeper 2?

Yes. In Official Update 1.011, zombie assistants can start and finish autocrafts at Furnaces and Kilns in the Yard, Kitchen Ovens in the Home, Compost Piles in the Garden, Cider and Wine production in the Vineyard Basement, and Distillation Cubes in the Alchemy Lab. They earn tech points upon craft completion, provided the player has unlocked the prerequisite craft mastery.

How do you fix end-game factory logistics deadlocks and conveyor freezing in GK2?

To resolve factory deadlocks: 1) Attach automated overflow bins to the end of every conveyor branch so full chests don't freeze the belt; 2) Ensure receiving chests have matching item filters set in slot 1; 3) Separate loose materials from bulk trade crates (route crates to Supply Stations); 4) Use build mode in Update 1.011 to move tight workstations and widen pathing clearances; and 5) Pick up and re-place any frozen porters to reset their active cargo buffers.

Can zombies be cremated in Graveyard Keeper 2?

Yes. As of Official Update 1.011, zombies can now be cremated at the Crematorium, allowing players to cleanly dispose of low-skull early-game zombies when upgrading to 16-skull master workers.

Do conveyor belts require fuel or electrical power?

No fuel or electricity is required in Graveyard Keeper 2. Workshop automation is powered entirely by undead labor: zombies operate semi-automatic machines without asking for food, fuel, or wages.

Can conveyor belts transport corpses in GK2?

No. Conveyors are strictly designed to transport resources, ores, and crafted goods. Corpse handling runs exclusively through the morgue, autopsy tables, and embalming slabs.

Why did my farm zombie drop wheat near the well?

If crop chests are completely full or lack a dedicated wheat filter slot, farm zombies path toward the nearest open space. Build an adjacent farm storage chest and place 1 wheat bundle in slot 1 to fix deposit routing.

What did Update 1.005, 1.006, and 1.007 change for automation?

Update 1.005 increased lumber yield per log and rebalanced kiln and furnace fuel costs. Update 1.006 fixed kitchen zombies consuming ingredients without producing dishes. Update 1.007 fixed the potter's wheel getting stuck on Craft, fixed being unable to obtain polished stone, fixed conveyor supplier station draw layers, and fixed getting wedged between workstations when pushed by moving zombies.

Why does mandatory zombie automation feel punishing in mid-game, and how do you optimize it?

Zombie automation can feel punishing if players unlock assembly tables before establishing storage buffers and sorting chests. Stationed zombies produce items continuously; without designated output chests, workstations fill up and stop. To optimize, prioritize filter hoppers, limit active worker squads, and deploy excess zombies to defensive barricades (which earn red tech points per fight as of Update 1.007).

How does the zombie porter deliver items to the warehouse?

Zombie porters fetch finished goods from assigned workshop output crates and transport them along designated logistics corridors into the Town Warehouse or cellar hoppers. Ensure warehouse chests have matching item slots filtered; if bins are full or missing an assigned slot, porters stall at the entrance. In Update 1.007, zombie caretaker crashes and workstation push-clipping were fully patched.

Can I dismantle and move conveyor belts after placing them?

Yes. Open the building interaction menu to deconstruct unwanted conveyors, signs, and fixtures, refunding materials back into your inventory. In Update 1.011, you can also move placed workstations and objects directly in build mode without deconstructing them.

Why did my factory automation stop running even though I followed the tutorial exactly?

Factory stalls are usually caused by: 1) Downstream storage chests becoming completely full with no overflow chute, deadlocking the belt; 2) Workstation collision bounding boxes blocking zombie pathing; or 3) Zombie haulers freezing with carried items. In Update 1.008 and 1.009, developer Lazy Bear Games cleaned up collisions on conveyor storage, crematoriums, and assistant stations, unblocked overhead carried boxes, and fixed haulers at the sawmill, mine, clay pit, and sand pit getting stuck.

What did Update 1.008 and 1.009 fix for factory automation?

Update 1.008 resolved an infinite loading screen crash caused by conveyor exceptions and cleaned up workyard clipping. Update 1.009 fixed collisions on conveyor storage, crematoriums, and resurrection tables, prevented overhead boxes from blocking movement, and fixed zombies freezing when reassigned to stations.

What automation upgrades arrived in Update 1.010 and 1.011?

Official Update 1.010 enabled zombies to yield more conveyor gears with the Belt Master perk and fixed porter wall-clipping. Official Update 1.011 added moveable workstations in build mode, enabled zombie assistants to start/finish autocrafts at kilns/furnaces/ovens, made quarry workers carry stone/marble without assistants, made conveyor belts face up by default, and allowed zombies to be cremated.

Why do zombie porters keep freezing while carrying items in Graveyard Keeper 2?

Zombie porters in Graveyard Keeper 2 freeze when their designated destination chest, cellar hopper, or warehouse bin is completely full, or when the chest lacks an available matching filter slot. While Official Update 1.010 resolved porters walking through factory walls, a full destination container still halts delivery AI. To fix a frozen porter, clear space in the receiving chest, then pick up the zombie and place it back onto its workstation to reset its held item buffer.

Why aren't items on the factory floor being moved to chests or stockpiles?

Ground-level hoppers and floor stockpiles in Graveyard Keeper 2 are designed as directional feeder chutes for the underground basement factory rather than standard passive chests. Items dropped into these hoppers flow along subterranean conveyor belts to automated assembly benches. If items stop moving, check if downstream basement storage trunks are full or if the conveyor belt direction is misaligned.

Why won't my fabric bundle or trade crate go into a storage chest in Graveyard Keeper 2?

In Graveyard Keeper 2, fabric bundles, crop crates, and trade merchandise belong to the 'bulk supply / trade crate' class. Standard wooden storage trunks and personal chests only accept loose materials (like ingots, flitch, and raw crops). Bulk trade items must be stored on dedicated Workyard Crate Racks or routed directly through a Supply Station to the Town Warehouse using a zombie porter.

How do Supply Stations work with workyard conveyors and zombie porters?

A Supply Station acts as a buffer depot specifically designed for bulk packaged goods. When fabric looms or packing tables produce bundles, connect a conveyor or assign a zombie porter to carry crates directly into the Supply Station. The porter will then transfer cargo to the Town Warehouse during delivery cycles.

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