Explosive

Overview
Explosive is an ingredient-type good used in advanced production chains in Timberborn. It functions as a manufactured component rather than food or a basic material: explosives are consumed by specialized buildings to produce late-game goods and to unlock further manufacturing options. 
Explosive appears near the end of a multi-step production chain that begins with farmed plants and basic crops, moves through chopping and processing stages, and finishes in power‑dependent factories that combine processed inputs into complex products. Several buildings in this chain require power to operate and consume significant quantities of intermediary goods; one of the final stages processes metals and gears alongside other inputs to create explosives or to use explosives as a required input for downstream production. Explosive is not edible, has no special wellbeing effects, and does not function as a research resource.
Practical notes and interactions:
- Explosive is classified as an Ingredient/Material and is stored in Warehouses like other manufactured goods. Plan warehouse capacity accordingly when scaling production.
- The production chain that yields explosives contains multiple power‑requiring buildings; ensure stable power generation (e.g., generators and accumulators) before scaling explosive production.
- Upstream supply must include both agricultural inputs and processed metal components (gears, metal blocks) depending on the exact production building; balance chopping, milling/processing, and metalworking lines to avoid bottlenecks.
- Because explosives are used in late-game manufacturing, prioritize unlocking the required research nodes in the
Science tree to gain access to the buildings that create or consume explosives.
- Transport routes and workforce allocation are important: explosives production consumes large input quantities at each stage, so place production buildings near both raw input stockpiles and warehouses to minimize hauler travel time.