Production Chains

Production Chains

Tiered goods, power and storage laid out end to end — research unlocks, composting loops, bottleneck diagnosis and multi-planet supply chains that never stall.

4 + by-product
Tiers
2
Waste Routes
Home plate + outposts
Chain Reach

Introduction

Beyond These Stars structures its economy as tiers, and the structure matters more than any individual building. Raw materials feed intermediate goods, intermediates feed advanced products, and advanced products arrive only once research has unlocked them. That means your production network is a chain in the literal sense: a shortage at the bottom does not announce itself at the top, it simply starves everything downstream until buildings sit idle with full workforces and no inputs. Power runs alongside the chain rather than inside it, supplied by generators with a visible coverage range. Waste closes a loop of its own, with wood waste from plank production historically the main composting headache and food waste added as an alternative by-product in the full release. Once Kewa’s plate can no longer supply what your factories demand, mining infrastructure and off-world outposts take over, and the chain extends across the galaxy — which is where shipping time becomes a production constraint in its own right.

Production Tier Overview

TierGoodsFeeds Into
RawLogs from the Woodcutter, ore from the Mine, crops and water from the settlementThe first processing step, and the input every later tier ultimately depends on
ProcessedPlanks from the Sawmill, metal from the Smelter, wood waste as a by-productConstruction and the tools that unlock higher-tier production
RefinedMetal goods from the Toolsmith and similar specialised workshopsAdvanced goods, and the equipment your settlement needs to keep expanding
AdvancedElectronics and other research-gated products from the Electronics PlantLate-game Peep needs, and the research tiers that arrive with them
By-productWood waste and food waste routed into compostingReturned to the chain as usable inputs rather than discarded
Off-worldResources mined at outposts and shipped back by Trade ShipWhatever Kewa’s plate cannot supply at the volume your factories want

Production Tiers Explained

S

Raw Materials

Chain foundation

What Belongs HereLogs from the Woodcutter, ore from the Mine, plus the food and water that keep your Peeps working. Nothing advanced happens until this layer is producing steadily.
Why It Comes FirstEvery tier above it consumes its output, so a shortfall here does not announce itself as a raw-material problem — it appears as idle factories three steps later with full staff and no inputs.
Watch ForExtraction nodes deplete and forests regrow, so raw supply drifts over a campaign. A chain that balanced at hour ten can be quietly starving by hour twenty without a single building changing.
Scaling PathWhen the plate can no longer give you the volume you need, mining infrastructure and off-world outposts take over. That is the point where shipping time enters the production maths.
A

Processed Goods

Conversion step

What Belongs HerePlanks from the Sawmill, metal from the Smelter, and the waste streams those processes throw off along the way. This tier is the first place where by-products matter.
The Waste QuestionWood waste from plank production was historically the main composting headache, and the full release adds food waste as an alternative by-product, so you now have two routes into the composting loop.
Bottleneck ShapeConversion buildings are the classic place for throughput to cap out, because their input rate and output rate rarely match the tiers on either side without a buffer between them.
Practical ReadIf a chain feels slow rather than stalled, suspect this tier first. Conversion capacity is usually the number that quietly decides your colony’s growth rate.
A

Advanced Goods

Research-gated top

What Belongs HereProducts that only exist after research unlocks them, including electronics and other specialised goods produced in dedicated plants.
The Double CostEach unlock raises what your Peeps expect at the same moment it demands inputs you may not be extracting yet. The technology and the new obligation arrive together.
Sequencing RiskChasing an advanced product before its input chain is stable leaves an expensive building idle while you scramble for raw materials, which is a wasteful way to discover a supply problem.
Planning RuleTake a research unlock when it removes your current bottleneck, not when it looks strongest on the tree. That single habit prevents most mid-game stalls.
B

Power & Coverage

Runs alongside the chain

The MechanismProduction buildings need power, supplied by generators that show a coverage range when selected. There is no global grid to fall back on, so power is a layout concern.
Common FailureCoverage is radial and finite, so a generator sited by eye can leave a building dark while the rest of the block runs fine. Clustering consumers is what makes one generator go far.
InteractionBecause power is spatial, a perfectly balanced production chain can still idle if a generator’s edge falls just short of one building. Check coverage before blaming inputs.
ScalingAs districts multiply this becomes a topology problem: you end up deciding how many powered blocks the settlement has, and where the bridges and elevators sit between them.
B

Composting Loop

Waste recovery

What It DoesBy-products from processing, chiefly wood waste and food waste, can be routed into composting instead of being written off as dead weight.
Why It ChangedWood waste alone used to be the main composting constraint, and adding food waste as an alternative gives you flexibility in how you balance the loop as your diet and industry broaden.
Where It HelpsA functioning loop reduces how much raw extraction you need to sustain a given output, which matters directly on a plate whose surface area is finite.
Practical ReadTreat the loop as capacity rather than as a cleanup task. A colony that composts is effectively squeezing more production out of the same land it already occupies.
B

Logistics & Shipping

Distance as a cost

What Belongs HereTrade Ships ferrying supplies between Kewa and off-world outposts, and the Space Port and Space Ship Builder infrastructure that makes those routes possible.
The New ConstraintOnce a chain spans worlds, delivery takes real time, so buffers stop being housekeeping and start being load-bearing. A single warehouse cannot absorb a multi-minute voyage.
Bottleneck ShapeShipping problems present as intermittent starvation rather than a hard stop, which makes them harder to diagnose than a missing input at home.
Planning RuleKeep one buffer on each side of a shipping route so the voyage time is absorbed at both ends, and finish infrastructure before committing an outpost to a long supply role.

Core Mechanics

Every good in the game has a fixed position in a chain, and every chain has the same shape: extract, convert, refine, then feed a research-gated tier above it. Because each stage only consumes the stage below, a shortage propagates upward silently — the visible symptom is a high-tier building sitting idle, while the actual cause is a depleted extraction node or a conversion building whose throughput quietly capped out. Buffers are the diagnostic tool: one storage shed per stage means the first empty buffer points at the real shortage instead of forcing you to inspect six inputs. Power sits outside the chain but gates it, because generators cover a finite radius and no building runs without coverage. Waste closes a loop back into the chain through composting, which effectively increases how much output a fixed amount of land can sustain. Then, at the point where Kewa’s plate cannot supply the volume your factories want, mining infrastructure and outposts extend the chain off-world — and shipping time becomes the newest constraint, turning buffers from convenience into necessity.

Advantages

The tiered structure produces a real advantage over looser crafting systems: cause and effect stay traceable. When something stalls, the chain tells you exactly which layer to inspect, because each good has one job and one set of inputs. Buffers make that even sharper, since the first empty buffer localises the failure in a single glance. Waste recovery is a second quiet win — composting turns by-products into inputs, which on a plate with a finite surface area is equivalent to free production capacity. Research gating also gives the economy a shape over time rather than a single optimal build order, so the middle hours of a campaign stay interesting as each unlock reorganises what your supply lines should look like. And because power coverage is drawn rather than hidden in a menu, the spatial side of production stays legible instead of becoming guesswork.

Challenges

Tiered chains are unforgiving about sequencing, and the game does not shield you from your own ordering mistakes. Take an advanced unlock before its inputs exist and you own an idle building plus a fresh set of Peep expectations; the cost shows up as unhappiness rather than as an error message. Diagnosis is also manual. There is no built-in flow report, so finding a mid-chain bottleneck means reading buffers and watching buildings, and reviewers in the launch window specifically asked for resource menus to be streamlined. Waste management adds another layer to learn on an already dense screen, and the developers have not published throughput or cost figures, so you cannot compute an optimum offline. Finally, once outposts enter the picture, shipping latency turns a tidy local chain into an intermittent one, which raises the difficulty of troubleshooting without adding much player control.

Frequently Asked Questions

Why is my production chain stalled even though nothing is broken?+
The most common cause is an upstream input that ran short, because shortages travel upward silently. A high-tier building with a full crew and no inputs looks like a bug but is almost always a depleted extraction node, an exhausted forest or a conversion building whose throughput capped out several steps below. The fast way to find it is to place a storage buffer at each stage; whichever one empties first sits next to the real problem. If every buffer is full, stop looking at materials and check power coverage instead, since a building just outside a generator’s range line will also sit idle with no visible explanation.
How do I get advanced goods?+
Advanced goods are gated behind research, so the first requirement is the technology that unlocks them, usually delivered through a specialised production building. The second requirement is infrastructure: an advanced product needs its intermediate and raw inputs flowing steadily, and the unlock itself raises what your Peeps expect at the same moment it demands new materials. The practical rule is to take the unlock that clears your current bottleneck rather than the one that looks strongest, and to have the input chain built before the building goes down. A colony that unlocks advanced goods it cannot feed ends up with an idle plant and a fresh batch of unhappy colonists.
What do I do with wood waste and food waste?+
Both are by-products that can be routed into composting rather than treated as dead weight. Wood waste from plank production was historically the main composting constraint, and the full release adds food waste as an alternative by-product, which gives you two routes into the same loop. Functionally, composting turns outputs you would otherwise dump back into usable inputs, so a working loop lets a fixed amount of land support more production than it could without one. Because the plate on Kewa’s back is finite, that efficiency is not a nicety — it is one of the few ways to raise output without taking more ground from the whale.
Do I need outposts to finish a production chain?+
Not for the early and middle tiers, but the mid game is designed to push you off-world. Mining infrastructure and off-world supply arrive when Kewa’s plate can no longer meet the volume your factories want, so the chain eventually has to extend beyond the whale. Outposts come with their own planning burden, though: Trade Ships take real time to cross between worlds, so shortages present as intermittent starvation rather than a clean stop. The workable pattern is to keep a storage buffer at both ends of a shipping route and to finish an outpost’s infrastructure before you make it load-bearing for your home production.

Quick Tips

💡

Put one storage buffer between every production stage instead of a single warehouse at the end of the line. When a chain stalls, the buffer that empties first is adjacent to the real shortage, which turns bottleneck hunting from an afternoon of inspecting six buildings into a single glance at the layout.

💡

Take a research unlock when it removes your current bottleneck, not when it looks strongest on the tree. Every unlock also raises what your Peeps expect, so adopting a technology before its input chain exists buys you an idle building and a batch of unhappy colonists at the same time.

💡

Check power coverage before you start blaming your inputs. Generators cover a finite radius and draw that range on selection, so a building sitting just outside the line will idle with a full crew and no visible explanation, which means the fix is a placement change rather than a supply one and the two are easy to confuse when a factory goes quiet.

💡

Never cut a standing forest for one emergency build. Trees are a renewable raw-material supply and a maintained forest also helps spread the atmosphere that lets your city expand into new ground, so trading both benefits for a single quick build almost always costs more than sourcing the same shortfall from somewhere else on the plate.

💡

Route wood waste and food waste into composting rather than treating them as dead weight to be dumped. The loop returns by-products to your chain as usable inputs, which on a plate of finite surface area is effectively free production capacity that the industry generating them has already paid for in materials and labour.

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