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.
Production type
Refining
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
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
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.
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.
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.

