This page answers one question: what do I actually do with this? Every good in Manor Lords sits somewhere in a chain. Something makes it, and something else consumes it. Most mid-game confusion comes from holding a pile of something without knowing which of those two facts is the useful one.
Each entry below gives you the building that produces it, the families that building costs, what goes in, the conversion ratio where one exists, and which goods downstream consume it. Where the official wiki has prose on a good it is quoted with its revision date, because a good deal of that wiki is from 2024 and the game has moved since.
Want the arithmetic instead of the reference? For how many buildings and families a target quantity needs, the Craftsman's Calculator solves any of these to the soil. If you want the strategy, the field guides on farming, livestock and trade take a system at a time.

Food & Drink
13 goods
Wheat Grain
- Made at
- Farmhouse
- Worker slots
- 8 max
- From
Wheat- Feeds
- Wheat Flour
Wheat Flour
- Made at
- Windmill
- From
Wheat Grain- Feeds
- Wheat Bread
Wheat Bread
- Made at
- Communal oven
- From
Wheat Flour- Ratio
- 1 flour → 2 bread (4 at an advanced bakery)
Rye Grain
- Made at
- Farmhouse
- Worker slots
- 8 max
- From
Rye- Feeds
- Rye Flour
Rye Flour
- Made at
- Windmill
- From
Rye Grain- Feeds
- Rye Bread
Ale
- Made at
- Brewery
- From
Malt- Ratio
- 1 malt → 2 ale
Ale is an essential commodity that villagers who live in a level three burgage plot can drink. Ale is made of malt and is distributed to villagers via a tavern. wiki rev. 2024-07-24
Milk
- Made at
- Livestock farm (cows)
- From
- Raw — gathered, grown or mined
- Feeds
- Cheese
Pork
- Made at
- Animal pen (pigs)
- From
- Raw — gathered, grown or mined
- Feeds
- Sausages
Sausages
- Made at
- Butcher's workshop
- From
Pork +
Salt- Ratio
- 1 pork + 1 salt → 2 sausages
Salt
- Made at
- Mining pit / import
- Worker slots
- 4 max
- From
- Raw — gathered, grown or mined
- Feeds
- Sausages, Cheese

Farm & Pasture
6 goods
Wheat
- Made at
- Farmhouse (fields)
- Worker slots
- 8 max
- From
- Raw — gathered, grown or mined
- Feeds
- Wheat Grain
Rye
- Made at
- Farmhouse (fields)
- Worker slots
- 8 max
- From
- Raw — gathered, grown or mined
- Feeds
- Rye Grain
Barley
- Made at
- Farmhouse (fields)
- Worker slots
- 8 max
- From
- Raw — gathered, grown or mined
- Feeds
- Malt
Flax
- Made at
- Farmhouse (fields)
- Worker slots
- 8 max
- From
- Raw — gathered, grown or mined
- Feeds
- Linen
Hides
- Made at
- Hunting camp
- Worker slots
- 3 max
- From
- Raw — gathered, grown or mined
- Feeds
- Leather
Hides are a crafting resource produced by Burgage Plots raising goats in the Animal Pen extension. wiki rev. 2025-10-15

Wood & Fuel
5 goods
Timber
- Made at
- Logging camp
- Worker slots
- 3 max
- From
- Raw — gathered, grown or mined
- Feeds
- Planks
Timber is used in the construction of all buildings, whether directly with timber or indirectly with planks, which is done at the sawpit. Timber is also used to produce firewood via the woodcutter's lodge. An ox is required to… wiki rev. 2025-03-29
Planks
- Made at
- Sawpit
- Worker slots
- 1 max
- From
Timber- Ratio
- 1 timber → 5 planks
- Feeds
- Wooden Parts, Small Shields, Large Shields
Planks are used primarily for upgrading buildings. Some buildings, such as churches, mines, and manors, require planks for initial construction. Planks are also used for crafting some resources. wiki rev. 2025-10-15
Firewood
- Made at
- Woodcutter's lodge
- Worker slots
- 3 max
- From
- Raw — gathered, grown or mined
- Feeds
- Charcoal
Firewood is one of two fuel resources in Manor Lords, along with charcoal. wiki rev. 2025-11-01
Charcoal
- Made at
- Charcoal kiln
- Worker slots
- 3 max
- From
Firewood- Ratio
- 1 firewood → 2 charcoal
Charcoal is one of two fuel resources in Manor Lords, along with firewood. wiki rev. 2025-10-13

Stone & Clay
4 goods
Rough Stone
- Made at
- Stonecutter camp
- Worker slots
- 4 max
- From
- Raw — gathered, grown or mined
- Feeds
- Dressed Stone
Clay
- Made at
- Mining pit
- Worker slots
- 4 max
- From
- Raw — gathered, grown or mined
- Feeds
- Rooftiles
Rooftiles
- Made at
- Clay furnace
- Worker slots
- 5 max
- From
Clay

Metal
4 goods
Iron Ore
- Made at
- Mining pit
- Worker slots
- 4 max
- From
- Raw — gathered, grown or mined
- Feeds
- Iron Slab
Iron Slab
- Made at
- Bloomery
- Worker slots
- 2 max
- From
Iron Ore- Feeds
- Spears, Polearms, Sidearms, Tools, Iron Parts, Helmets, Mail Armor, Plate Armor

Arms & Armour
9 goods
Polearms
- Made at
- Blacksmith's workshop
- From
Iron Slab
Small Shields
- Made at
- Joiner's workshop
- From
Planks
Gambesons
- Made at
- Tailor's workshop
- From
Linen- Ratio
- 1 linen → 2 gambesons
Plate Armor
- Made at
- Armory
- From
Iron Slab

Textiles & Leather
7 goods
Yarn
- Made at
- Weaver's workshop
- Worker slots
- 3 max
- From
Wool- Feeds
- Clothes (Woolen), Cloaks
Linen
- Made at
- Weaver's workshop
- Worker slots
- 3 max
- From
Flax- Feeds
- Gambesons, Clothes (Linen)
Clothes (Woolen)
- Made at
- Tailor's workshop
- From
Yarn
Clothes (Linen)
- Made at
- Tailor's workshop
- From
Linen
Cloaks
- Made at
- Tailor's workshop
- From
Yarn
Nothing in the ledger matches. Try a shorter word.
Three habits worth borrowing
Follow the "Feeds" line before you build. A good with nothing downstream is a good you are making to sell or to eat; a good with three consumers is a bottleneck waiting to happen. Iron slab feeds seven different things. One understaffed bloomery can stall your armoury, your smithy and your joiner at once, and none of them will look like the problem.
Process before you sell. Raw resources fetch roughly a third of what their finished form does. Ore is barely worth the cart; tools made from that ore are worth exporting. The same applies to wool against clothing, grain against bread, and hides against leather. The "Made at" line is usually one building away from tripling the value.
Treat the ratios as the real numbers. One firewood becomes two charcoal, one timber becomes five planks, one flour becomes two bread, or four at an advanced bakery. Those conversions are where settlements find capacity they thought they had to build for, and every one of them is listed above.
Production Chains
Pick a good and a monthly target; get every building, family and raw input behind it.
Building Atlas
What each of these producers costs to place, and how many families it wants.
Trade Calculator
What a shipment of any of these is worth, and why route cost decides the profit.
The Field Book
All 243 tips, searchable. Every entry above links into the ones that mention it.