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  3. Songs of Syx>
  4. Production Chains

All 24 Production Chains and Recipes in Songs of Syx

Updated on November 1, 2026 (3 days ago)

In Songs of Syx, a production chain is a line of buildings that turns raw materials, like ore, grain and wood, into the goods your city runs on, from metal and tools to bread and furniture. Each building feeds the next, so the chains you set up early shape how fast the rest of your city can grow.

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Production type

Refining

6 items

Coal (Charcoaler)

The Charcoaler turns wood into coal, a fuel used by several production rooms.

Room
Charcoaler
Recipe
Wood 2 → Coal 6
Raw Goods Needed
Wood

Bread (Bakery)

The Bakery turns grain into bread and can burn wood or coal for fuel.

Room
Bakery
Recipe
Grain 6 + Wood 1 → Bread 6; Grain 7 + Coal 0.5 → Bread 7
Raw Goods Needed
Grain, Wood, Coal

Piva (Brewery)

A Brewery makes Piva from grain, using pottery and coal in the recipe.

Room
Brewery
Recipe
Grain 2 + Pottery 0.25 + Coal 0.5 → Piva 2.5
Raw Goods Needed
Grain, Clay, Coal, Wood

Shedeh (Brewery)

A Brewery makes Shedeh from fruit, using pottery and coal in the recipe.

Room
Brewery
Recipe
Fruit 2 + Pottery 0.25 + Coal 0.5 → Shedeh 2.25
Raw Goods Needed
Fruit, Clay, Coal, Wood

Metal (Metal Smelter)

The Metal Smelter combines ore and coal into metal for tools, weapons, and machinery.

Room
Metal Smelter
Recipe
Coal 1.25 + Ore 1.25 → Metal 0.5
Raw Goods Needed
Ore, Coal, Wood

Fabric (Weaver)

A Weaver turns fibre into fabric for tailoring and other buildings.

Room
Weaver
Recipe
Fibre 2 → Fabric 2
Raw Goods Needed
Fibre

Production type

Crafting

18 items

Bow (Bowyer)

A Bowyer makes bows from wood and leather.

Room
Bowyer
Recipe
Wood 4 + Leather 1 → Bow 0.4
Raw Goods Needed
Wood, Leather

Furniture (Carpenter)

A Carpenter turns wood into furniture, a material used in construction and machinery.

Room
Carpenter
Recipe
Wood 2 → Furniture 0.5
Raw Goods Needed
Wood

Spear (Carpenter)

A Carpenter can make spears from wood and stone or from wood and metal.

Room
Carpenter
Recipe
Wood 2 + Stone 2.5 → Spear 0.5 (Makeshift Spears); Wood 1 + Metal 0.4 → Spear 1
Raw Goods Needed
Wood, Stone, Ore, Coal

Warhammer (Carpenter)

A Carpenter can make a warhammer from wood and stone.

Room
Carpenter
Recipe
Wood 2 + Stone 2.5 → Warhammer 0.25 (Makeshift Battle-Hammers)
Raw Goods Needed
Wood, Stone

Shield (Carpenter)

A Carpenter makes shields from wood and leather.

Room
Carpenter
Recipe
Wood 6 + Leather 2 → Shield 1
Raw Goods Needed
Wood, Leather

Jewelry (Jeweller)

A Jeweller combines metal and gems to make jewelry.

Room
Jeweller
Recipe
Metal 0.04 + Gem 0.1 → Jewelry 0.1
Raw Goods Needed
Ore, Coal, Wood, Gem

Cut Stone (Masonry)

Masonry cuts stone into a building material.

Room
Masonry
Recipe
Stone 2 → Cut Stone 0.5
Raw Goods Needed
Stone

Machinery (Mechanic)

A Mechanic combines furniture and metal to make machinery.

Room
Mechanic
Recipe
Furniture 1 + Metal 0.4 → Machinery 0.25
Raw Goods Needed
Wood, Ore, Coal

Paper (Papermaker)

A Papermaker turns wood into paper.

Room
Papermaker
Recipe
Wood 2 → Paper 0.75
Raw Goods Needed
Wood

Pottery (Pottery Room)

The Pottery workshop makes pottery from clay.

Room
Pottery
Recipe
Clay 1 → Pottery 1
Raw Goods Needed
Clay

Ration (Rationmaker)

A Rationmaker preserves food as rations through several ingredient recipes.

Room
Rationmaker
Recipe
Bread 6 → Ration 2; Bread 3 + Herb 0.03 → Ration 2.5; Meat 3 + Herb 0.13 → Ration 3; Fish 3 + Herb 0.13 → Ration 3; Fruit 3 + Shedeh 1 → Ration 3; Vegetable 3 + Shedeh 1 → Ration 3
Raw Goods Needed
Grain, Wood, Coal, Herb, Meat, Fish, Fruit, Vegetable, Clay

Tool (Smithy)

A Smithy turns metal and coal into tools.

Room
Smithy
Recipe
Coal 2 + Metal 0.4 → Tool 2
Raw Goods Needed
Ore, Coal, Wood

Plate Armour (Smithy)

A Smithy crafts plate armour from metal and coal.

Room
Smithy
Recipe
Coal 2 + Metal 0.4 → Plate Armour 0.15
Raw Goods Needed
Ore, Coal, Wood

Falcata (Smithy)

A Smithy makes falcatas from metal and coal.

Room
Smithy
Recipe
Coal 2 + Metal 0.4 → Falcata 0.5
Raw Goods Needed
Ore, Coal, Wood

Flanx (Smithy)

A Smithy makes flanx from metal and coal.

Room
Smithy
Recipe
Coal 2 + Metal 0.4 → Flanx 0.25
Raw Goods Needed
Ore, Coal, Wood

Warhammer (Smithy)

A Smithy can make a warhammer using wood, metal, and coal.

Room
Smithy
Recipe
Coal 1 + Metal 0.4 + Wood 2 → Warhammer 0.5
Raw Goods Needed
Wood, Ore, Coal

Clothes (Tailor)

A Tailor can make clothes from either fabric or leather.

Room
Tailor
Recipe
Fabric 4 → Clothes 3; Leather 4 → Clothes 3
Raw Goods Needed
Fibre, Leather

Leather Armour (Tailor)

A Tailor turns leather into leather armour.

Room
Tailor
Recipe
Leather 2 → Leather Armour 0.25
Raw Goods Needed
Leather

How Goods Move Through a Production Chain

A production chain works like a relay. Something you gather or grow goes into a building as an input, that building makes a new good, and the new good becomes the input for the next building down the line. A Metal Smelter, for example, needs coal and ore, and the metal it makes then feeds the crafting buildings that come after it. The catch is that a building only runs when it has everything its recipe calls for, so one missing input can hold up the whole line.

Refining and Crafting: What Each Group Does

Refining buildings take raw materials and turn them into basic goods that other buildings need. The Metal Smelter is the clearest example, since it turns coal and ore into metal. The Brewery, which makes drinks from grain or fruit, sits in the same group.

Crafting buildings take those basics and make finished goods. The Carpenter makes furniture, the Smithy makes tools and weapons, and the Mechanic turns furniture and metal into machinery. The Tailor, Jeweller and Bowyer follow the same pattern, using materials like fabric, leather, gems and wood.

Where Raw Materials Come From

Raw materials come from a few main sources. Mines, woodcutters, clay pits and fisheries gather what the land offers, such as ore, coal, stone, wood, clay and fish. Farms and pastures grow or raise food and cotton, while hunters bring in meat and leather.

Trade is the other route. When your own supply falls short, you can buy goods such as metal and machinery from other settlements. Farms work differently from mines, though. Each farm produces once a year, during the harvest season for its crop, so food arrives in waves rather than a steady trickle.

Keeping Goods Moving With Storage and Workers

Goods need somewhere to wait between buildings, and that's what warehouses and stockpiles are for. Workers haul items into storage and out to the buildings that need them, and you set how much of each item to keep on hand. If storage is too small or too far from the work, goods pile up in the wrong place and the next building in line sits idle.

Harvests need the most care. Farmers leave what they pick on the ground, and if logistics workers don't collect it, it decays before anyone can use it. Keep storage close to the buildings that use it, so haul trips stay short.

Every building has a set number of workers, and running short hurts its output. Farms get their workers automatically once they're built, and it's best to leave those numbers alone.

Which Production Chains Matter Most in Songs of Syx

Food comes first. A typical citizen eats about one unit every two days, and without enough of it, colonists starve quickly, which drops their happiness and can lead to riots. That's why farms and the bakery, which turns grain into bread, are the chains to set up before anything else.

Wood and coal come next, because many other chains depend on them. Woodcutters supply wood for furniture and for the Charcoaler, which burns wood into coal. Coal is then needed by the Metal Smelter, the Smithy and the Brewery, and metal is needed in a long list of recipes and room upgrades.

Furniture and machinery follow. Homes and many buildings need furniture, and the Mechanic turns furniture and metal into machinery, which many advanced upgrades require. Tool smithies make sense once metal and coal are steady, since tools let workers finish many jobs faster.

FAQ

Q.

Why is my Metal Smelter not making metal?

The smelter uses coal and ore in equal amounts, so a shortage of either one stops metal production, even when the other is sitting in storage. Check both item levels in your storage, and make sure the mines feeding them are staffed.

Q.

Why do my farms produce so little?

Usually it comes down to the land and water. Rich soil gives the best yields, while sandy and infertile soil is very inefficient. Farms reach full efficiency only when moisture is 90 percent or higher, which often takes pumps and canals. Climate matters too: cotton does best in hot areas, while herbs and mushrooms prefer cold ones.

Q.

How long do orchards take to produce?

A fruit orchard needs four years of tending before it reaches full output, far longer than a fruit farm of the same size. Events and understaffing can kill the trees and restart that growth period, so staff them well from the start.

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