This is every production building you can put in a Food, Industrial or Extraction district: five Hothouses, four Goods Factories, three Coal Mines, three Sawmills and two Foundries. Click a column header to sort, type in the search box to find one by name, or use the selects to show only one district or one side effect.
| Building | District | Makes | Output | Workforce | Materials upkeep | Heatstamps | Prefabs | Cores | Side effect |
|---|---|---|---|---|---|---|---|---|---|
| Food | 50 | 300 | 0 | 80 | 40 | 0 | Squalor | ||
| Food | 60 | 400 | 0 | 80 | 40 | 0 | None | ||
| Food | 70 | 400 | 0 | 80 | 40 | 0 | Disease | ||
| Food | 80 | 300 | 0 | 120 | 60 | 1 | Squalor | ||
| Food | 100 | 400 | 0 | 120 | 60 | 1 | Disease | ||
| Industrial | 40 | 300 | 60 | 180 | 90 | 0 | Squalor | ||
| Industrial | 40 | 400 | 40 | 180 | 90 | 0 | Disease | ||
| Industrial | 60 | 400 | 30 | 350 | 180 | 1 | Disease | ||
| Industrial | 60 | 300 | 70 | 350 | 180 | 1 | Squalor | ||
| Extraction (Coal) | 150 | 400 | 20 | 80 | 40 | 0 | Disease | ||
| Extraction (Coal) | 180 | 300 | 60 | 80 | 40 | 0 | Squalor | ||
| Extraction (Coal) | 300 | 400 | 60 | 120 | 60 | 1 | None | ||
| Extraction (Materials) | 150 | 400 | 0 | 80 | 40 | 0 | None | ||
| Extraction (Materials) | 170 | 400 | 0 | 80 | 40 | 0 | Disease | ||
| Extraction (Materials) | 200 | 400 | 0 | 180 | 90 | 0 | Disease | ||
| Extraction (Materials) | 250 | 300 | 0 | 180 | 90 | 0 | Squalor | ||
| Extraction (Materials) | 350 | 600 | 0 | 180 | 90 | 1 | Disease |
How to read the table
Output is what the building adds on top of its district. A base Food District makes 60 Food on its own. Put a Drum Hothouse in it and the district makes 60 + 60 = 120. Workforce and Materials upkeep work the same way: the building reserves them on top of the 600 Workforce and 50 Materials the district already takes. So a Food District with a Drum Hothouse needs 1,000 Workforce in total.
Heatstamps and Prefabs are the one-off build cost. Six buildings also take 1
Core each: the two Advanced Hothouses, the Refurbishing and Calibrated Goods Factories, the Advanced Shaft Coal Mine and the Advanced Untreated Sawmill. Cores are scarce: the wiki says they cannot be reliably manufactured, so most come from the Frostland or from a Cores deposit under an Extraction District. Spend them on the building that saves you the most Workforce or Materials.
Side effect is the Problem the building pushes up. The wiki notes that Disease buildings are mostly the Adaptation-leaning variants. Disease puts workers on sick leave, so a Disease building can quietly cost you more Workforce than the table shows. Squalor wears districts down until they need repairs.

Picking a building per slot
A base district has one building slot and an expanded district has two. Expanding costs 50 Heatstamps and 50 Prefabs, so the second slot is cheap compared with a whole new district at 40 Heatstamps and 100 to 200 Prefabs plus 600 more Workforce. When you compare buildings, divide output by the Workforce it adds:
Drum Hothouse: 60 Food for 400 Workforce, no Materials, no side effect. The safe early pick.
Advanced Biowaste Hothouse: 100 Food for 400 Workforce and 1 Core, but it raises Disease.
Mechanical and Salvaging Factories: 40 Goods each, plus 10 Prefabs a week, which makes them the only buildings here that feed construction.
Calibrated Goods Factory: 60 Goods for only 300 Workforce, but 70 Materials. Refurbishing makes the same 60 for 400 Workforce and 30 Materials.
Dust Coal Mine: 150 Coal for 20 Materials. The Blasting Coal Mine adds 30 more Coal but triples the Materials bill.
Blast Foundry: 250 Materials for 300 Workforce, the best Materials per worker in the table, and no Core needed. It raises Squalor.
Gotchas
These values were recorded at launch (game versions 1.0 to 1.1) and come from Neoseeker's building lists. We checked the Salvaging Factory against the official Steam screenshot above and it matches. The Game Vault wiki's own building boxes were written from a pre-release build in spring 2024 and disagree on several rows, so we did not use them. Heat costs from that era are left out because patch 1.3 replaced flat heat demand with district temperature. Plan with the heat planner instead. Difficulty, laws and area traits move the real numbers, so check the building card in your own game before you spend a Core.
To see what a building does to your whole economy, pick it in the district calculator. It adds the Materials districts you need to keep it running and draws the chain for your setup.