Buildings

Beyond These Stars Building Index

Find the Beyond These Stars building group that solves housing, food, production, power, transport, terraforming, cleanup, or research problems.

Use this Beyond These Stars Building Index by task rather than alphabetically. It is a current field guide for AppID 2295060 at version 1.0, not a promise that every cost or unlock remains unchanged. Select a Building in the current client for its exact recipe, footprint, workers, Power, and adjacency effects.

Survival and settlement Buildings

Accommodation

Hut, House, Homestead, Apartment

Role: home slots, break location, and workforce anchor.

Use for: staffing a nearby district and improving resident recovery.

Check: food, drink, services, job range, and current adjacency.

Status: names and roles officially documented for AppID 2295060, 1.0.

Food and water

Water Pump, Potato Patch, Farmhouse, Kitchen

Role: basic drink, agriculture, and later meal supply.

Use for: keeping the home break restorative as population grows.

Check: terrain, workers, route to homes, and processor inputs.

Status: representative current roster; not a complete recipe list.

Wellbeing

Decorations, School, and recovery services

Role: support Happiness, population development, sickness, or mourning.

Use for: a specific visible need after basics are staffed.

Check: resident access and the new jobs or supplies the service requires.

Status: role verified; individual effects are Building-specific.

Industry and construction Buildings

Mines extract deposits; Ore Smelters refine early metals and create Soot; Toolsmiths, Sawmills, Metal Smelters, and later plants extend the chain into construction and advanced goods. These Buildings commonly need Power, workers, several inputs, and room for a secondary output.

Inspect the final producer first when construction stalls. If it lacks an input, continue backward one stage. If inputs are present, check the grid, staff, output storage, and by-product storage. Do not add a second expensive processor until the first completes a clean cycle.

Building group
Typical purpose
First diagnostic
Mine and gatherers
Bring natural material into the economy.
Deposit or terrain access, worker range, and output pickup.
Ore Smelter and Toolsmith
Create early ingots and Tools needed for expansion.
Power, ore or metal input, and Soot or Slag destination.
Sawmill and Metal Smelter
Create Planks, Glass, Steel, and related construction goods.
Upstream throughput and all by-product outputs.
Advanced plants and laboratories
Produce specialist goods and support late technology.
Special inputs, high Power demand, pollution, and actual downstream use.

Power, storage, and transport Buildings

The Burner Generator provides early Power but also consumes material and creates a by-product. Later generators trade different inputs and dependencies for higher output. Solar Panels avoid a carried fuel input but depend on the current system conditions described by the official Power documentation. Compare reliability, pollution, and the input chain rather than only the maximum output.

Power Lines extend connections and can sit on roads. Storage Sheds and Warehouses move selected resources out of producer slots and closer to consumers. Space Ports and ship-related Buildings connect planetary logistics. Each transport layer should have a named cargo and destination; otherwise it adds workers and hauling without solving a shortage.

Terraforming and environmental Buildings

Landscapers change terrain and create or use Debris. Compost Heaps turn suitable by-products into Compost. Tree Nurseries provide Saplings for forests. Cleaners and later tools address pollution or toxic ground. These are production chains with labor and storage requirements, even when their visible result is a healthier landscape.

Plan the material destination before starting a large terrain job. Keep the cleanup workforce housed within range and protect the route into polluted areas. Use the Pollution guide when the environment is already worsening faster than forests or Cleaners can respond.

Verify an unlock without guessing

Open the technology tree, select the locked Building, and follow the highlighted prerequisite. Many unlocks require constructing and successfully using an earlier Building, not spending abstract research points. If a prerequisite looks complete, confirm that its task actually produced the required output and that the output was not blocked.

Exact costs, required quantities, and balance values can change after a hotfix. Record the version and date if you build a personal production sheet. This page will keep roles and diagnostic paths stable while treating numerical optimization as current-client data.

Reference pages

Continue with another focused Beyond These Stars guide.

Buildings

Beyond These Stars Adjacency Bonuses

Use Beyond These Stars adjacency bonuses without blocking roads, power, pollution control, storage, or future expansion.

Buildings

Beyond These Stars Housing and Services

Plan Beyond These Stars homes and services around work radius, food delivery, recovery, pollution, roads, and sustainable population growth.

Buildings

Beyond These Stars Power Grid and Power Lines

Build and repair a Beyond These Stars power grid with touching generators, road-based Power Lines, output storage, and safe restart capacity.