Why won't this potion sell?
Wrong counter, or it was never placed. Potions do not sell from a crop stand.
Money
Machine, then the matching counter. Written orders are a separate page.
Updated

Crop, machine, counter, order. Workshop level spends that money on more counters, more machines, and new recipes.
Hand-stirring is the slow path. Bone Nail's own line is that the machines are the job, and a fed workshop beats a manual alchemist.
Crops, potions, and curiosities use different counters. Stock on the wrong one does not sell.
Keep alchemy ingredients off the sales counter. Players already lost herbs they needed because the shelf sold them.
Fill whatever the board is paying, even if it is weeds. First-weekend reviews saw a junk order beat a blue potion by a wide margin. Take the money.
Faction favor adds a second kind of order and lets non-humans into the shop. That is the mid-game raise, after ordinary orders are routine.
| Source | What you get |
|---|---|
| Counter sale | Steady cash from the right good |
| Customer order | The faster payout |
| Resident request | Friendship, plus cash |
| Faction order | Better payout, and story |
Each ingredient has an elemental number at the top left. The sum is your alchemy value. Inside the safe range you get a product. Over the range, a failure pays alchemical sediment.
Full steps and the herb set are on the sediment guide. Do not look for sediment in a successful craft.
Reviews name copper as the early stopper, and signboards spend it too. If the upgrade is unaffordable, check copper before you grind another gold order.
No copper costs are published. Skip the sign until a machine is running.
You set shelf counts by hand. There is no 25 / 50 / max button in the build those reviews describe, and no exclude-from-shelf toggle. Leave catalyst herbs in the bag.
FAQ
Wrong counter, or it was never placed. Potions do not sell from a crop stand.
Failed Extreme Alchemy, over the safe range. See the sediment guide.