A working resource pipeline is the difference between a thriving colony on Kewa's back and a Peep population that starves before winter. This beyond these stars resources guide breaks down every material confirmed for the 1.0 launch on October 16, 2026, the buildings that produce or process each one, and the shipping pad network that carries them between planets. Because the developer has not published a complete in-game wiki yet, the resource list below is rebuilt from official channels rather than player datamining.
Every Confirmed Resource in Beyond These Stars 1.0
The launch build ships with a focused economy built around raw gatherables, processed goods, animals, clothing, and a research-gated advanced tier. The table below lists the full beyond these stars resource list as it appears across the Steam store description, the official beginner's guide, and Dev Blogs #22 through #29, grouped by the kind of pipeline they feed.
| Resource | Category | Where It Comes From | Primary Building |
|---|---|---|---|
| Wood | Raw gatherable | Trees and forests on Kewa | Woodcutter (mentioned in community discussion, not in official building list) |
| Wood Waste | Raw by-product | Sawmill residue | Sawmill (mentioned in community discussion, not in official building list) |
| Food Waste | Raw by-product | Kitchens, Peep meals | Composting |
| Water | Raw gatherable | Rivers, rainfall, terraforming canals | Pump-style extraction (no specific building named) |
| Chemicals | Raw gatherable | Refined output | Cleaner (mixes Water and Chemicals) |
| Wool | Animal product | Sheep on a planet with a Pasture | Pasture |
| Cotton seeds | Seed resource | Found on planets, planted in fields | Pasture (seeds can be found) |
| Shell | Sea resource | Oceans and rivers on Kewa | Trawler |
| Top Soil | Terraforming material | Produced by composting or purchased | Composting, terraforming tools |
| Potatoes | Food crop | Farmed fields | Farm plot (no building named) |
| Soup | Processed food | Kitchen output | Kitchen |
| Sheep | Livestock | Pasture | Pasture |
| Cows | Livestock | Pasture | Pasture |
| Cold Weather Clothing | Apparel | Tailor output | Tailor |
| Warm Weather Clothing | Apparel | Tailor output | Tailor |
| Advanced Goods | Research-gated | Late-game production | Research-gated advanced production building |
The total list above is shorter than what most city-builders expose, and that is intentional. Balancing Monkey Games designed the early-game loop around a tight set of inputs so that new players can read every icon without consulting a fan wiki. The developer has not published exact production rates for any of these resources, so the values in the table are type-level descriptions rather than per-shift numbers.
Raw Gatherables vs Processed Goods
Raw materials are what your Peeps pull from the ground, the water, or living animals. Wood, Water, Shell, Wool, and Cows all fall into this layer. Processed goods are what your buildings create when raw inputs are combined, and they include Soup, Wood Waste, Food Waste, Top Soil, Cold Weather Clothing, Warm Weather Clothing, and Advanced Goods. Knowing which tier a resource belongs to is the first step in designing a logistics network, because processed goods almost always feed a downstream building while raw gatherables often get shipped off Kewa entirely.
Where Each Material Spawns in the Galaxy
The planets you visit determine which resources are available. Kewa's back is rich in organic and aquatic outputs, while barren worlds on the Galaxy Map tend to hold the minerals and seeds you cannot grow at home. The following section explains the spawn rules the developer has confirmed so far.
On Kewa (the Starting Planet)
Your home biome covers forests, rivers, and oceans, and it can be terraformed with canals and top soil. Wood comes from forests and tree nurseries, Shell comes from the Trawler working any river or sea tile, and Water flows naturally through rivers created during terraforming. Cotton seeds and pasture animals are introduced once the Settlement Ship reaches a planet that supports them, rather than spawning on Kewa itself.
On Barren and Trade Planets
The Scout Ship, crewed by José, reveals nodes on the Galaxy Map as you explore. Barren planets typically hold mineable resources and space junk that can be salvaged, while trade stations open up a barter economy that is most useful for materials your home biome cannot produce. Settlement Ships are the only way to claim a new world, and the player does not build the Settlement Ship — the game delivers it once certain story milestones are met.
On Neutral Sector Worlds
Dev Blog #28 names a specific region called the Neutral Sector, which holds a moderate-climate planet with chickens and cows. This is the most reliable source of animal products in the launch build, and it gives players a reason to invest in a logistics network that can haul Wool and other livestock outputs back to Kewa before they spoil.
| Planet Type | Confirmed Resources | Access Method |
|---|---|---|
| Kewa | Wood, Shell, Water, Top Soil, Soup, Food Waste | Always available |
| Neutral Sector planet | Chickens, Cows, Wool | Settlement Ship, then regular shipping |
| Barren planet | Mineable resources, space junk | Scout Ship, then Settlement Ship |
| Trade station | Barter goods, advanced materials | Space Port shuttle |
The shipping pad system is what ties these distant worlds back to your home economy, and the next section covers how it works. The beyond these stars logistics network is centered on Space Ports and Landing Pads, and it is the only way to move resources between planets. Each Space Port can hold up to four Landing Pads, and each Landing Pad accepts one ship at a time. Because the developer has not published a full throughput table, the descriptions below focus on layout rather than per-minute numbers.
How Shipping Pads and the Logistics Network Move Resources
Space Port Capacity and Ship Slots
A Space Port acts as the hub where ships load and unload. The four-pad limit means a single Space Port can move four cargo streams in parallel, which is usually enough for a small colony. Larger economies need multiple Space Ports spaced across Kewa to keep walking distance low and avoid Peeps queuing at a single hub. Adjacency bonuses apply, so a Space Port placed near a Kitchen or Tailor will shorten the trip that workers and haulers have to make.
Routing Ships Between Space Ports
The Spaceship Builder is where you assign ships to specific routes. You can dedicate one ship to a Shell run between Kewa and a Neutral Sector world, and another to a Wool delivery, because each Landing Pad is essentially a single-slot queue. Once routes are stable, the automation part of the logistics network takes over and your role shifts to capacity planning rather than manual loading. For a deeper breakdown of how routes translate into worker shifts and hauling output, the throughput guide is the natural next read.
Building an Automation Pipeline from Scratch
The beyond these stars automation guide experience starts with the Home Spaceship, which slowly produces what your first Peeps need while you lay foundations. From there, every addition should serve a single pipeline: a resource in, a building on, a product out, a shipping pad moving the product somewhere useful. The developer has not published a turnkey automation blueprint, so the steps below are a clean starting skeleton you can adapt to the planet you settle on.
Stage 1: Stabilize Food and Water
Food is the first bottleneck in any colony sim, and Beyond These Stars is no exception. Potatoes and Soup both flow through the Kitchen, and Water needs a steady source from rivers or canals. Plant enough Cotton seeds and Potatoes to keep the Kitchen busy, then build a Composting facility to recycle Food Waste into Top Soil, which closes the loop without spending extra raw inputs.
Stage 2: Add Clothing and Shelter
Cold Weather Clothing and Warm Weather Clothing are produced by the Tailor once the Weaver has turned raw Wool or Cotton seeds into fabric. The Apothecary handles sickness, and the Fairground triggers Celebrations when enough Peeps in one area pass a high happiness threshold, granting production, movement, and sickness bonuses. Adding the Cleaner and Tree Nursery is the standard way to address Pollution, with trees acting as the indirect method and the Cleaner mixing Water and Chemicals as the direct method.
Stage 3: Connect Outposts via Space Ports
The moment you send the first Settlement Ship, you need a Space Port on Kewa and a matching Space Port on the new planet. Without Landing Pads, ships cannot land at all, which is one of the most common beginner mistakes and the first thing the official beginner's guide warns against. Once both ports are online, the same Spaceship Builder you used in Stage 1 can be repurposed to shuttle resources home. The production chains overview covers the longer chains that depend on this stage being stable.
| Stage | Goal | Buildings Added | Resource Outcomes |
|---|---|---|---|
| 1 | Stabilize food and water | Kitchen, Composting, farms | Soup, Top Soil, Water |
| 2 | Add clothing and shelter | Weaver, Tailor, Apothecary, Fairground | Cold Weather Clothing, Warm Weather Clothing, happiness |
| 3 | Connect outposts | Space Port, Landing Pad, Spaceship Builder | Cross-planet shipping, exploration unlocks |
| 4 | Unlock advanced goods | Research-gated advanced production building | Advanced Goods for late-game goals |
Stage 4: Research-Gated Advanced Goods
Advanced Goods are unlocked through the research and perks tree, and the developer has not published the specific node that gates them. Treat the unlock as a mid-to-late game milestone, and use the time before it to build surplus capacity in Wool, Cotton seeds, and Shell so that the moment Advanced Goods are online, the new building has inputs ready. The advanced goods guide explains what the tier looks like once research completes.
Managing the Logistics Network Once It's Running
A logistics network is a living system, and the one you build in week one will not be the one you rely on in month three. The patterns below are the ones the official dev blogs and the launch trailer have hinted at most strongly, plus the safe defaults the community has already started sharing in the weeks following release.
Balancing Capacity and Walking Distance
Adjacency bonuses in Beyond These Stars affect both efficiency and travel time, which means a cluster of three Space Ports on Kewa often outperforms a single mega-port. Splitting shipping traffic by resource type — one port for Shell, one for Wool, one for trade goods — keeps each Landing Pad queue short and prevents one slow ship from clogging an entire hub. The Burner building, when set to consume Wood, is a useful way to clear Wood Waste and avoid pileups, but it is a fire-risk trade-off that the developer has not fully documented.
Adapting to Strikes, Sickness, and Temperature
Dev Blog #23 confirmed that the first strike lasts three shifts and that you receive a goal tied to the root cause, which you can solve to end the strike early. Sickness risk rises at the start of a shift as energy falls, according to Dev Blog #25, so the Apothecary and a steady food supply matter more than the building count suggests. Temperature, per Dev Blog #29, drags Kewa's happiness down in a hot galaxy and can trigger emergency travel toward a cold destination. None of these mechanics have published numerical thresholds, so treat the descriptions as type-level and plan slack capacity into every pipeline.
Composting and Waste Reuse
Food Waste and Wood Waste both flow through the Composting building and become Top Soil, which then feeds your terraforming tools. The food waste and composting guide covers the full recycling chain, including which inputs the Kitchen and Sawmill produce and how to route the resulting Top Soil back into farms. Keeping the composting loop tight is one of the simplest ways to reduce imports, because Top Soil is otherwise expensive to bring in from trade stations.
Common Beginner Mistakes with the Resource List
Players new to the beyond these stars how to get resources question tend to focus on the icons they can see and miss the inputs that sit behind them. The mistakes below are the most common ones the launch build has surfaced, and each one is fixable with a small layout change.
| Mistake | Why It Happens | Fix |
|---|---|---|
| No Landing Pads at the Space Port | Players forget ships cannot land without pads | Build at least one Landing Pad per Space Port before scheduling routes |
| Tailor built before the Weaver | Tailor needs fabric first | Place the Weaver upstream and route Wool or Cotton seeds through it |
| Single mega Space Port hub | Adjacency bonuses are wasted | Split into multiple Space Ports by resource type |
| No Composting for Top Soil | Top Soil drains quickly when terraforming | Always run Food Waste and Wood Waste through Composting |
| Ignoring Cleaner pollution | Pollution accumulates silently | Pair the Cleaner with a Tree Nursery for a balanced approach |
When to Stop Expanding
A common failure mode in city-builders is overbuilding before the workforce can support it. Beyond These Stars exposes Shifts, Strikes, and Sickness, all of which punish overextension. If your Peeps are spending more time walking than working, the right move is to consolidate, not to add another Space Port. The workers and job assignment guide is the clearest way to read those warning signs.
Sandbox Mode and Custom Resources
Dev Blog #27 introduced Sandbox Mode, where you can choose which resources exist, whether there is a river, the terrain, the number of planets, and more. Sheep and Cows on Kewa, plus every mineable resource, are switchable in Sandbox, and the developer presents the mode as a way to turn the game "bonkers" on request. Story Mode remains the recommended first playthrough, and the studio has not published an itemized list of every Sandbox switch.
Sandbox Mode is the easiest way to test a logistics network before committing to it in Story Mode, because the custom resource selector lets you strip the economy down to a single input and a single output. If a four-pad Space Port works for a Shell-only run, it will likely work in a fuller economy too, and the Sandbox test gives you the data without the campaign risk.
Frequently Asked Questions
What is the full resource list in Beyond These Stars 1.0?
The launch build includes Wood, Wood Waste, Food Waste, Water, Chemicals, Wool, Cotton seeds, Shell, Top Soil, Potatoes, Soup, Sheep, Cows, Cold Weather Clothing, Warm Weather Clothing, and Advanced Goods. The developer has not published a separate sandbox-exclusive list, so this is the full beyond these stars all resources roster for the Story and Sandbox modes as of October 17, 2026.
How do I move resources between planets?
Build a Space Port on Kewa and another on the destination planet, attach at least one Landing Pad to each, and assign a ship to the route in the Spaceship Builder. Ships cannot land without Landing Pads, so the pad is the first thing to add whenever you expand to a new world.
How do I automate my production chains?
Start with the Home Spaceship's slow output, then chain buildings so each one feeds the next without manual hauling. Once a Space Port network is stable, the same chain pattern repeats on every planet, and the Spaceship Builder handles inter-planet shipping automatically.
Where do I get Cotton seeds and Wool?
Cotton seeds can be found on planets that support them, and Wool is produced by Sheep raised in a Pasture. The Neutral Sector world described in Dev Blog #28 is the most reliable source of both, and you reach it with a Settlement Ship.
What are Advanced Goods used for?
Advanced Goods are unlocked by research and feed the late-game production chains. The developer has not published a specific recipe, so treat them as the research-gated output of an advanced production building that becomes available once the relevant perk is unlocked.
This beyond these stars resources guide is a snapshot of what the developer has confirmed through Dev Blogs #22 through #29, the official beginner's guide, and the Steam store description as of October 17, 2026. Because the launch was only one day earlier, treat every number in the tables above as a type-level description and lean on the official channels — the Balancing Monkey Games on Discord, the official developer site, and the launch trailer — for any updates the studio publishes next.