Consumables come in 3 varieties. Resources are gathered which can then be made into products. Plants produce utilities which many other structures require to run.
All consumables are broken into two tiers. Tier I is the bare minimum that should make it into the game. However, since much of this game's fun will be rooted in creating a complex, diverse economy it may be beneficial to include more consumables. These are listed in the Tier II category and may be added to the game later.
Harvester units can gather resources by traveling from their home structure to a resource tile in the city, harvesting it, and then returning to its home.
Vegetables (this could be considered a product if it requires nitrates)
Factories and refineries take in resources or other products to make new products. These products are shipped out to other structures through a delivery or transport unit.
Superconductors (from FutureMetal1 and/or Ceramics)
Diamond (from Carbon)
Meat (requires vegetables)
Nitrates (from Nitrogen)
Atomic Clay (broken down molecules that can be reassembled into almost anything)
Each utility is made by a specific plant. For that list, go to the Structures page. Utilities are transported through lines.
FutureGas1 (possibly called Hydrocarbonic Gas)