Data basis: the Corsair Cove Wiki Resources page (wiki.hoodedhorse.com), last edited
2026-08-22, read 2026-08-22, against game version 1.1.4.242868 (Patch #4, 18 August 2026). Every
ingredient, building and rate below is quoted from that table’s 77 rows. The depth and input-count
columns are computed by us — see the method below.
Corsair Cove has 77 tracked resources, and the wiki lists what each one eats and what building makes it. What it does not tell you is how deep the well goes: whether a resource you want is one building away from raw wood and stone, or sits behind four layers of intermediate goods you also have to keep supplied. A production planner covering the game before this one stopped at 25 resources and said the rest weren’t worth chasing down. They’re all here, and the depth number is the reason to bother.
What “chain depth” means and how it’s computed
Depth is not a wiki field — we derived it. Starting from the ingredient list for each resource, we
recursively walk backward: a raw resource (no ingredients, or None listed) is depth 0. Anything
whose ingredients are all depth 0 is depth 1. Anything that needs a depth-1 ingredient is depth 2,
and so on, taking the maximum depth among its ingredients plus one. This is a standard
topological measure, and Corsair Cove’s chain is shallow enough that it terminates at depth 4 —
nothing in the game needs a fifth layer of processing.
“Total inputs (all tiers)” is the size of the full transitive closure: every distinct resource name that appears anywhere upstream, at any depth, not just the resources fed directly into the final recipe. Spyglass lists four direct ingredients (Lens, Leather, Tools, Lime) in its recipe, but Tools alone unpacks into Cast Iron, Charcoal, Hardwood and Stone, which is why Spyglass’s real supply-chain footprint is 11 resources, not 4.
Depth distribution across all 77 resources: 30 are depth 0 (mined, gathered, farmed, or raid loot with no production recipe at all), 16 are depth 1, 13 are depth 2, 12 are depth 3, and 6 sit at the maximum, depth 4 — Spyglass, Pistols, Ammunition, Naval Gun, Silver Lining and Jewellery.
Why depth matters more than the recipe you’re looking at
The recipe panel in-game shows you one layer: what a building consumes right now. It does not show you that Ammunition, at depth 4, ultimately depends on Hardwood, Stone, Iron Ore and Lead Ore mines running continuously, because Black Powder (depth 2) and Cannonball (depth 3) both draw from that same base-material pool through separate chains. Two “different” production lines can be competing for the same depth-0 resource without either building’s recipe panel ever mentioning the other.
Practically: before committing dock space to a depth-3 or depth-4 good, check whether any of its upstream resources are already being drawn down by something else you’re running. The transitive input count is the fastest way to see that — a resource with 7-8 total inputs needs a wide base of depth-0 production supporting it, not just the two or three ingredients its own recipe shows.
The full matrix
| Resource | Category | Building | Chain depth | Direct inputs | Total inputs (all tiers) |
|---|---|---|---|---|---|
| Spyglass | Equipment | Spyglass Maker | 4 | 4 | 11 |
| Pistols | Weapons | Pistol Maker | 4 | 2 | 10 |
| Ammunition | Ammunition | Small Gun Tower | 4 | 5 | 8 |
| Naval Gun | Weapons | Cannon Foundry | 4 | 2 | 8 |
| Silver Lining | Ships | Silver Smith | 4 | 4 | 8 |
| Jewellery | Equipment | Jeweller | 4 | 2 | 7 |
| Copper Lamp | Ships | Lamp Maker | 3 | 4 | 7 |
| Jolly Roger | Ships | Flag Maker | 3 | 2 | 7 |
| Shot | Weapons | Shot Tower | 3 | 2 | 7 |
| Slops | Equipment | Slop Shop | 3 | 2 | 7 |
| Cannonball | Weapons | Lead Workshop | 3 | 1 | 5 |
| Fancy Clothing | Equipment | Master Tailor | 3 | 2 | 5 |
| Fittings | Ships | Hammermill | 3 | 1 | 5 |
| Pitch | Ships | Tar Boiler | 3 | 2 | 5 |
| Prosthesis | Equipment | Limb Maker | 3 | 2 | 5 |
| Sabres | Equipment | Weaponsmith | 3 | 2 | 5 |
| Tools | Ships | Tool Maker | 3 | 2 | 5 |
| Sails | Ships | Sail Maker | 3 | 1 | 4 |
| Hardtack | Food | Tack Oven | 2 | 4 | 6 |
| Boots | Equipment | Cobbler | 2 | 2 | 5 |
| Black Powder | Weapons | Powdermill | 2 | 2 | 4 |
| Cast Iron | Materials | Iron Caster | 2 | 2 | 4 |
| Copper | Materials | Bloomery | 2 | 2 | 4 |
| Eyepatch | Equipment | Eyepatch Maker | 2 | 2 | 4 |
| Figurehead | Ships | Master Carver | 2 | 2 | 4 |
| Lead | Weapons | Lead Smelter | 2 | 2 | 4 |
| Steel | Materials | Steel Foundry | 2 | 2 | 4 |
| Tattoo Ink | Equipment | Ink Maker | 2 | 2 | 4 |
| Fabric | Materials | Weaver | 2 | 2 | 3 |
| Rum | Drink | Distillery | 2 | 2 | 3 |
| Tar | Materials | Tar Kiln | 2 | 2 | 3 |
| Booze | Food | Moonshine Still | 1 | 3 | 3 |
| Stew | Food | Campfire | 1 | 3 | 3 |
| Cassava Bread | Food | Cassava Oven | 1 | 2 | 2 |
| Charcoal | Materials | Charburner | 1 | 2 | 2 |
| Colour Pigment | Equipment | Pigment Maker | 1 | 2 | 2 |
| Leather | Equipment | Tanner | 1 | 2 | 2 |
| Medicine | Equipment | Apothecary | 1 | 2 | 2 |
| Roast Bird | Food | Rotisserie | 1 | 2 | 2 |
| Tabby | Construction | Tabby Cradle | 1 | 2 | 2 |
| Turtle Soup | Food | Soup Kitchen | 1 | 2 | 2 |
| Barrel | Drink | Cooper | 1 | 1 | 1 |
| Planks | Construction | Sawmill | 1 | 1 | 1 |
| Rope | Ships | Rope Maker | 1 | 1 | 1 |
| Stone Blocks | Construction | Stonecutter | 1 | 1 | 1 |
| Whale Oil | Ships | Blubber Pot | 1 | 1 | 1 |
| Wooden Awl | Equipment | Hardwood Workshop | 1 | 1 | 1 |
| Birds | Food | Bird Catcher | 0 | 0 | 0 |
| Cassava Roots | Food | Casssava Picker | 0 | 0 | 0 |
| Cochineal | Equipment | Cochineal Harvester | 0 | 0 | 0 |
| Coins | Resource | — | 0 | 0 | 0 |
| Copper Ore | Materials | Copper Mine | 0 | 0 | 0 |
| Eggs | Food | Egg Thief | 0 | 0 | 0 |
| Fibre | Materials | Leafcutter | 0 | 0 | 0 |
| Fish | Food | Fishing Hut | 0 | 0 | 0 |
| Fresh Water | Drink | Cistern | 0 | 0 | 0 |
| Grain | Raid | — | 0 | 0 | 0 |
| Guano | Weapons | Guano Gatherer | 0 | 0 | 0 |
| Hardwood | Materials | Woodcutter | 0 | 0 | 0 |
| Herbs | Food | Herbalist | 0 | 0 | 0 |
| Iron Ore | Materials | Iron Mine | 0 | 0 | 0 |
| Lead Ore | Weapons | Lead Mine | 0 | 0 | 0 |
| Lens | Raid | — | 0 | 0 | 0 |
| Lime | Materials | Lime Kiln | 0 | 0 | 0 |
| Pearl | Equipment | Pearl Diver | 0 | 0 | 0 |
| Pig | Food | Pig Herder | 0 | 0 | 0 |
| Pineapple | Drink | Pineapple Grove | 0 | 0 | 0 |
| Salt | Food | Saltern | 0 | 0 | 0 |
| Seashells | Materials | Shell Farm | 0 | 0 | 0 |
| Silver | Raid | — | 0 | 0 | 0 |
| Steel Chain | Ships | Chain Smith | 0 | 0 | 0 |
| Stone | Materials | Quarry | 0 | 0 | 0 |
| Sugar Cane | Drink | Sugar Cane Farm | 0 | 0 | 0 |
| Tobacco | Raid | — | 0 | 0 | 0 |
| Turtles | Drink | Turtle Catcher | 0 | 0 | 0 |
| Whale Blubber | Raid | — | 0 | 0 | 0 |
| Wine | Raid | — | 0 | 0 | 0 |
Rows marked “Raid” with no building (Lens, Grain, Silver, Tobacco, Whale Blubber, Wine) are not producible on your own island at all — the wiki lists them with a Stack Size and Cohesion Value but blank ingredients and blank Production Building, meaning they only enter your economy through raiding, not through a production chain. Coins behave the same way: no recipe, no building.
The two chains worth planning around
Ammunition (depth 4, 8 total inputs) is the one every player eventually hits, because it is consumed by every gun tower type and the wiki lists three separate recipes for it — Small, Medium and Large Gun Tower each convert Black Powder into Ammunition at their own ratio, with the Large tower additionally wanting Cannonball. That means Ammunition supply depends on Guano (depth 0) → Black Powder (depth 2) and, if you’re running Large towers, on Lead Ore (depth 0) → Lead (depth 2) → Cannonball (depth 3) simultaneously. Two unrelated-looking mining operations feed one munitions line.
Spyglass (depth 4, 11 total inputs) is the deepest single item in the game and needs Lens (a raid-only resource with no production chain), Leather, Tools and Lime. The Leather and Tools legs alone route through five different depth-0 materials (Pig, Salt, Iron Ore, Charcoal, Hardwood, Stone). If you’re chasing Spyglass for a quest or a ship’s Codex requirement, budget for a genuine five-building supply chain, not the four-ingredient recipe the crafting panel shows you.
What we could not confirm
- Whether the wiki’s “Ingredients per min.” ratios for multi-recipe resources (Ammunition, Booze, Stew, Silver Lining, Copper Lamp, Hardtack, Spyglass) are additive across buildings or independent per building. We used the first listed recipe for depth calculation in every case; if a second recipe for the same output pulls from a deeper resource we haven’t traced, that item’s true maximum depth could be one tier higher than shown here.
- Whether depth-0 “Raid Resource” items (Lens, Grain, Silver, Tobacco, Whale Blubber, Wine) can ever be produced through a building unlocked later in the tech tree. The wiki’s Resources table shows blank Production Building for all six as of 2026-08-22; if a later update adds a producer, their depth would need recalculating.
- In-game measured production rates. This entire matrix is built from the wiki’s published per-minute figures, which the wiki itself sources from game files rather than live playtesting.
Related reading
For what these resources are actually worth once produced, see our minute-by-minute profit and cohesion breakdown. For how crew investment scales the ships that consume these resources, see the crew-scaling matrix for all 29 hulls. For what’s changed since launch, see the patch timeline. More Corsair Cove coverage lives on the game hub.
Sources
- Corsair Cove Wiki, List of resources page —
wiki.hoodedhorse.com, last edited 2026-08-22, read 2026-08-22. All 77 rows (name, category, production building, ingredient ratios, output rates, stack size, cohesion value, sale value) are transcribed from this page’s data table; depth and total-input columns are our own computation over that data, described above.