If a workshop in your city is idle, the cause is almost always one missing input two steps upstream. This page is the lookup table for that: every refining and crafting room, what it eats, what it makes, and which raw resource the whole branch ultimately rests on.
Baseline is V71 “Reign of Terror”, current on Steam since 16 June 2026. The chains below are the published input and output lists; production rates per worker are not published on these pages and are not guessed at here.
The chain matrix
| Room | Inputs | Output | Ultimately depends on |
|---|---|---|---|
| Charcoaler | Wood | Coal | Forest |
| Bakery | Grain + (Wood or Coal) | Bread | Grain farm, forest |
| Brewery | Grain (Piva) or Fruit (Shedeh), + Pottery + Coal | Piva or Shedeh | Farm, clay, forest |
| Metal Smelter | Coal + Ore | Metal | Ore mine, forest |
| Weaver | Fibre | Fabric | Cotton farm |
| Masonry | Stone | Cut Stone | Stone mine |
| Pottery | Clay | Pottery | Claypit |
| Papermaker | Wood | Paper | Forest |
| Carpenter | Wood | Furniture | Forest |
| Carpenter | Wood + (Stone or Metal) | Spears | Forest, mine |
| Carpenter | Wood + Stone | Warhammers | Forest, stone mine |
| Carpenter | Wood + Leather | Shields | Forest, livestock |
| Bowyer | Wood + Leather | Bows | Forest, livestock |
| Smithy | Coal + Metal | Tools, Plate Armour, Falcata, Flanx | Ore mine, forest |
| Smithy | Coal + Metal + Wood | Warhammers | Ore mine, forest |
| Jeweller | Metal + Gems | Jewelry | Ore mine, gem mine |
| Tailor | Leather or Fabric | Clothes | Livestock or cotton |
| Tailor | Leather | Leather Armour | Livestock |
| Mechanic | Furniture + Metal | Machinery | Forest, ore mine |
| Rationmaker | Bread; or Bread + Herb; or Meat + Herb; or Fish + Herb; or Fruit + Shedeh; or Vegetables + Shedeh | Rations | Farms, herbs, hunting or fishing |
What the grid tells you at a glance
Wood is the load-bearing resource. Count the rows: Charcoaler, Bakery, Papermaker, Carpenter in all four of its recipes, Bowyer, one Smithy recipe, and the Bakery’s fuel option. And because the Charcoaler turns wood into coal, wood is also standing behind every coal row. If your city has one bottleneck, it is statistically this one.
Coal has two parents and many children. You either burn wood into it or mine it. Everything metal runs through it: Metal Smelter, the whole Smithy line, and the Brewery.
Furniture is not a luxury item. It is a Mechanic input, a housing upgrade cost, and the maintenance cost of every mine. You need it flowing before you scale extraction, not after.
Two chains are three rooms deep. Machinery is forest and ore, through Carpenter and Metal Smelter, into Mechanic. Piva is grain and clay and coal, through Pottery and Charcoaler, into Brewery. When one of those goes idle, walk the chain from the far end, not from the room that stopped.
Using it to diagnose an idle workshop
Work backwards, one row at a time:
- Find the idle room’s row and read its inputs.
- For each input, check whether it exists in stock at all, or exists but is not arriving. Those are different failures with different fixes.
- If it exists in stock but is not arriving, the problem is transport, not production. Hauling is a queue with a computable capacity, and the hauler throughput calculator tells you whether your route is above or below demand.
- If it does not exist in stock, find the row that produces it and repeat from step 1.
- When you reach a raw resource — wood, ore, stone, clay, gems, a crop, leather, fish — the question stops being logistical and becomes an extraction or import decision.
That last step is where most players over-build. Raising domestic output is not automatically correct; the comparison is between a market price and the worker-days you would spend making the thing yourself, and the import-or-produce calculator does that conversion. Coins are not your scarce resource. People are.
Sizing the room, once you know which one
Knowing which workshop to expand does not tell you how large to make it. Room size and worker count pull against each other: too small and the floor bottlenecks, too large and you have paid tiles and walking time for empty space. The workshop sizing calculator turns a worker count and industry type into a starting floor area to test in your own city.
Two placement notes that apply to every row in the grid:
- Noise. Industry noise spreads from the room’s zone, weakens every 5 tiles and stops at 15. Walls cut it roughly in half; proper insulation blocks at least 66%. Amevias and Humans lose fulfilment to it, while Dondorians gain fulfilment from it — so the right answer depends on who lives nearby.
- Maintenance. Mines need Furniture both to build and to keep running, and the wiki recommends small mines early precisely because an undermanned large one still pays its upkeep.
What is not verified here
The wiki’s Refining page describes itself as a summary and publishes no per-room production rates, worker-to-output ratios, input-to-output conversion quantities, or cycle times. None of those appear above, and none should be inferred from the row order. The one production figure this research turned up anywhere in the extraction chain is the Woodcutter’s base output of +4 wood per cycle with an accident rate of 1.25% — which is a Woodcutter fact, not a workshop fact, and does not generalise.
Sources
- Songs of Syx Wiki, Refining — Bakery, Brewery, Charcoaler, Metal Smelter and Weaver inputs and outputs
- Songs of Syx Wiki, Crafting — Bowyer, Carpenter, Jeweller, Masonry, Mechanic, Papermaker, Pottery, Rationmaker, Smithy and Tailor recipes
- Songs of Syx Wiki, Mines — stone, ore, gem, sithilon and clay sources, Furniture upkeep, small-mine advice
- Songs of Syx Wiki, Woodcutter — +4 wood per cycle, 1.25% accident rate, soil-dependent area per productivity step
- Songs of Syx Wiki, Noise — 5-tile falloff, 15-tile cap, wall and insulation figures, species reactions
- Songs of Syx Wiki, Food — Rations as slow-decaying army food