
Energy and Insanity Management
Plan work blocks, recovery and travel without losing productive time.
- Guide
- Release 1.0
- Needs review
- Checked 2026-09-23
Facts
- Source page reviewed
- Energy and Insanity
- Editorial status
- Original synthesis; gameplay details need in-game confirmation
Budget the day
Start each day with one primary job and one nearby fallback. Expensive crafting and resource runs should happen while the energy bar is healthy; conversations, sorting and route planning fit the low-energy tail. Switching repeatedly between distant jobs costs more useful time than the individual actions suggest.
Recover deliberately
Food, sleep and other recovery options have different opportunity costs. Use small recovery for finishing a nearby batch and a full reset when the next objective requires travel or several stations. Do not consume valuable food merely to avoid stopping when the remaining task can wait until the next morning.
Watch reduced capacity
A reduced maximum changes the plan even if the current bar looks full. Treat the missing capacity as a condition to solve before committing to a long production chain. If the cause is uncertain, choose short reversible tasks and avoid entering a distant route that assumes a full work budget.
Automate the expensive repeats
The strongest energy upgrade is often removing manual repetition. Once workers can cover hauling, gathering or routine production, keep their input containers supplied and use your own energy for unlocking, quests and construction. An idle worker is stored energy being wasted.
Related entries
- Graveyard Keeper 2related to
Sources
Original editorial synthesis from the named community guide page and the site's verified entity records. No source wording is reproduced verbatim. In-game confirmation remains pending.