A fan-made companion · patch 0.8.100 notes
Manor Lords GuideTHE COUNCIL COMPANION ♥Support
The economy, solved · patch 0.8.097

Production Chains

Pick a good and a quantity. Get every stage, every building and every raw input the chain needs, down to the soil.

Craftsman's CalculatorPRODUCTION CHAIN SOLVER
DATA v0.8.097 BETA

The Order

What do you need?

Totals

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How many of each building? This tool will not guess. Nobody has published per-building output rates and we have not measured them, so the numbers above tell you what each stage must carry, not how many workshops carry it. Watch for the stall. Whichever stage runs dry first is the one to duplicate.

Who Makes What

The chain, in order

Ratios from patch 0.8.097 recipes. Raw resources (grain, ore, clay, wool) assume adequate land and deposits.

How the chains actually work

Every good is a chain of bottlenecks, not a single building

Almost nothing in Manor Lords comes from one building. Bread needs a farmhouse to grow grain, a windmill to mill flour, and a bakery to bake it. Three separate buildings, each staffed by its own families, each capped at its own output rate. Ale needs barley grown, malted, then brewed. Even a single spear traces back through a mining pit, a bloomery and a smithy before it reaches a militiaman's hands. The Craftsman's Calculator above walks that whole tree for you. Pick a good and a target quantity. It resolves every upstream building, the monthly throughput each stage has to carry, and what raw resources (grain, ore, clay, wool) the chain consumes.

The number that matters is chain depth: how many production stages sit between your raw resource and the finished good. A shallow chain (firewood, planks) is forgiving. One bottlenecked building slows that one good and nothing else. A deep chain (mail armor: ore → slabs → tools/parts → armor) means one understaffed link stalls everything above it. Building the top of a chain before the bottom is the most common way new players end up with a bakery that never bakes.

The official flowcharts

Every chain, drawn

Drag to pan, or enlarge for the full-resolution chart.

Manor Lords full resource production flowchart
Manor Lords construction materials flowchart
From the atlas

Every producer

Hover or tab to a building name for its cost, worker slots and inputs. Rows marked no atlas entry yet are buildings the game has and the wiki has never catalogued, so they carry staffing and recipe but no build cost.

BloomeryCost1 Timber6 PlanksSlots2 maxStores50 genericNeedsIron Ore→Iron Slabs
Charcoal KilnCost2 timberSlots3 maxStores50 genericNeedsFirewood→Charcoal
Clay FurnaceCost1 Timber6 Planks8 Rubble StoneSlots5 maxStores250 genericNeedsClay→Rooftiles
FarmhouseCost3 timberSlots8 maxNeedsWheat · Rye→Crops
FieldStoresVariable→Crops
Fishermans HutCost2 TimberSlots3 maxStores50 pantry→CarpsEel
Forager hutCost1 TimberSlots4 maxStores50 pantry→BerriesHerbs (with upgrade)
Hunting campSlots3 max→MeatHides
Logging campSlots3 max→Timber
MalthouseCost2 Timber6 Planks12 Rubble StoneSlots2 maxStores12 generic · 100 pantryNeedsBarley→Malt
Mining pitCost4 PlanksSlots4 maxStores50 generic→Iron oreClaySalt
PastureStoresVariable→Wool
SawpitCost2 TimberSlots1 maxStores50 generic · 5 log storageNeedsTimber→Planks
Sheep farmCost2 Timber6 PlanksSlots3 maxStores50 generic · 5 livestock→Wool
Small tavernCost3 timber4 planksSlots1 max→Entertainment
SmithyCost1 Timber4 PlanksSlots2 maxStores50 generic storageNeedsIron Slab→Tools
Stonecutter CampCost1 Timber4 PlanksSlots4 maxStores50 generic→Stone
TanneryCost2 Timber6 PlanksSlots3 maxStores50 genericNeedsHides→Leather
Trading PostCost4 timberSlots4 maxStores500 generic · 500 pantry→Trade
Weavers WorkshopCost4 TimberSlots3 maxStores50 genericNeedsFlax · Wool→YarnLinen
Woodcutter's lodgeSlots3 maxStores50→Firewood
Wooden churchCost2 timber20 planks10 stoneSlots1 max→Faith
Animal penWikino atlas entry yetPorkraw resource, no inputs→Pork
ArmoryWikino atlas entry yetHelmets2 Iron Slab → 1 HelmetsMail Armor3 Iron Slab → 1 Mail ArmorPlate Armor6 Iron Slab → 1 Plate Armor→HelmetsMail ArmorPlate Armor
Blacksmith's workshopWikino atlas entry yetIron Parts1 Iron Slab → 1 Iron PartsPolearms1 Iron Slab → 1 PolearmsSidearms1 slab → 2 sidearmsSpears1 Iron Slab → 1 Spears→Iron PartsPolearmsSidearmsSpears
BreweryWikino atlas entry yetAle1 malt → 2 ale→Ale
Butcher's workshopWikino atlas entry yetSausages1 pork + 1 salt → 2 sausages→Sausages
CheesemongerWikino atlas entry yetCheese1 milk + 1 salt → 2 cheese→Cheese
Cobbler's workshopWikino atlas entry yetShoes1 Leather → 1 Shoes→Shoes
Communal ovenWikino atlas entry yetRye Bread1 rye flour → 1 rye breadWheat Bread1 flour → 2 bread (4 at an advanced bakery)→Rye BreadWheat Bread
Joiner's workshopWikino atlas entry yetLarge Shields2 Planks → 1 Large ShieldsSmall Shields2 Planks → 1 Small ShieldsWooden Parts2 Planks → 1 Wooden Parts→Large ShieldsSmall ShieldsWooden Parts
Livestock farmWikino atlas entry yetMilkraw resource, no inputsWoolraw resource, no inputs→MilkWool
Stonemason's stationWikino atlas entry yetDressed Stone1 Rough Stone → 1 Dressed Stone→Dressed Stone
Tailor's workshopWikino atlas entry yetCloaks1 Yarn → 1 CloaksClothes (Linen)1 Linen → 1 Clothes (Linen)Clothes (Woolen)1 Yarn → 1 Clothes (Woolen)Gambesons1 linen → 2 gambesons→CloaksClothes (Linen)Clothes (Woolen)Gambesons
WindmillWikino atlas entry yetRye Flour1 Rye Grain → 1 Rye FlourWheat Flour1 Wheat Grain → 1 Wheat Flour→Rye FlourWheat Flour

No producer matches.

Where to go next

A chain is a staffing decision

Every stage above is families you are not spending elsewhere. Before you commit a workshop, check what the building itself costs, whether the good is worth exporting, and what the workers were doing instead.