Jump to content

Crafting: Difference between revisions

From Bconomy Wiki
m Add the Items and trading section tree
Use Changelog section headings and Update history navigation
 
(One intermediate revision by one other user not shown)
Line 29: Line 29:
* Many [[Boosts]], weapons and upgrades are crafted, and some need [[Rare Items]] as ingredients.
* Many [[Boosts]], weapons and upgrades are crafted, and some need [[Rare Items]] as ingredients.
* [[Items#Reserves|Reserves]] and [[Items#Autosell|Autosell]] protect or trim the materials you hold; see [[Items]].
* [[Items#Reserves|Reserves]] and [[Items#Autosell|Autosell]] protect or trim the materials you hold; see [[Items]].
== Changelog ==
{{Update history/crafting}}


{{Guide link|Inventory and Crafting|Inventory and Crafting}}
{{Guide link|Inventory and Crafting|Inventory and Crafting}}

Latest revision as of 00:00, 4 November 2026

Crafting turns basic materials into more advanced Items. Crafting an Item uses up every ingredient in its recipe, and each Item card shows the recipe, how many of each ingredient you own, and whether you could craft that ingredient yourself.

Items you are ready to craft are shown prominently in a section of your inventory (see Items). Advanced recipes can need several levels of crafting, where an ingredient is itself crafted from other Items.

Recipe help

[edit | edit source]

For each ingredient the interface shows how many you own, whether it is craftable, and gives quick-craft buttons where they apply, so you can build a chain one step at a time.

Recursive crafting

[edit | edit source]

Recursive crafting is on by default. When you craft an Item, any missing intermediate ingredients are crafted for you from your raw materials in one operation. For example, crafting Bricks can first craft the Chisels it needs.

A confirmation dialog lists the raw materials that will be used and the intermediates that will be crafted. Read it before a large batch: raw materials used for an intermediate are no longer available for something else you planned.

The Recursive toggle can be turned off. Your choice is saved and also applies to auto-crafting in purchase and upgrade dialogs.

Auto-crafting in purchases and upgrades

[edit | edit source]

Dialogs that ask for crafted Items, such as upgrades, can craft the missing Items for you using the same recursive setting. Some ingredient lists also offer to buy missing materials from the Market (or from the Supply Depot on a restricted profile). Check the quote and compare it with the cost of crafting before you confirm.

View as Tree

[edit | edit source]

Items with multi-level recipes have a View as: Tree option in the craft section. It shows the full ingredient hierarchy with owned and needed amounts at every level, which makes long chains easy to plan.

Connections

[edit | edit source]

Changelog

[edit | edit source]
Release date Update Changes
October 27, 2026 v2026.10.27 – Update 2
  • Eligible profiles (with Market / Supply Depot access) can now fully automatically buy missing materials when purchasing or upgrading Farm Plots, Tools, Stables, Relay Bays, Modules, Bay upgrades, and Research.
  • Automatic missing material requests will intelligently fetch Market prices and seek out the cheapest way to obtain all materials required, considering every crafting ingredient in the recipe chain.
  • Choosing a target level for Farm and Tool upgrades or new Plot auto-upgrades is now enabled.
  • Required Items for all recipe displays are now are listed from highest base cost to lowest to prevent confusion in preparing Items for crafting, like when you craft a higher-order Item and consume its constituents.
August 7, 2026 v2026.08.07.3
  • Crafting items whose recipe reuses the same sub-material on multiple branches now works when you own some (but not all) of that sub-material.
  • Previously using “max” or any recursive craft could fail with “You don’t have enough <material> for this” even though the item modal said it was craftable.
July 29, 2026 v2026.07.29.3
  • Item cards will now show a Craft button and let you craft when the Recursive setting makes an item craftable.
  • Craftable item lists, item modal labels, and upgrade readiness markers now follow the Recursive setting so what’s shown matches what you can actually make.
July 11, 2026 v2026.07.11
  • Typing an amount into an item modal’s Craft input updates the recipe to show the total resources needed for that amount.
July 8, 2026 v2026.07.08
  • Crafting preview no longer suggests you can craft amounts you don’t actually have materials for.
  • If a craft can’t be paid for you now get a clear “not enough materials” message instead of a server error.
June 22, 2026 v2026.06.22
  • The Craft button in upgrade/craft UIs will no longer lie. If multiple needed items share the same raw material (for example, diamonds used by two parts), the button will be disabled correctly instead of server telling you “you’re missing materials”.
  • “Craft automatically on purchase” now actually works when buying a relay bay.
April 1, 2026 v2026.04.01

New Features

  • Flip Recursive to make crafting use recipe trees (craft intermediates automatically). Turn it off to craft only the exact item you click.

Improvements

  • Recipe tree nodes now show a small “Craft N×” button at any depth. You can craft a required intermediate right from the tree.
  • When you only have some of what’s needed, the craft button shows a yellow partial-coverage style so it’s clearer what will be partially vs fully auto-crafted.
March 30, 2026 v2026.03.30
  • The craft command can now automatically craft required sub-components for an item. Craft a complex item (looking at you, Little Brother) and game will automatically craft the pieces it needs instead of failing because one ingredient is missing.
  • Stable / Farm / Generator purchase or upgrade dialogs automatically fallback to crafting recursively.
August 19, 2024 The Fearsome Factions Update
  • Crafting recipes for some items were slightly modified for balance reasons
May 14, 2022 v6.0.6
  • Huge usability upgrades for some command buttons (market, crafting, betting, etc)
May 14, 2022 v6.0.5
  • New buttons that allow batch market buying, crafting, and feeding to buddy
July 11, 2021 v5.9.4
  • Boots can now be converted to Leather with bforge
  • Increase metal gained from melting down some items
June 25, 2021 v5.7.9
  • Some metals can now be melted down in the Forge
June 25, 2021 v5.7.8 – The Long Awaited Generators Update Phase 1
  • Forge now uses Coal instead of Gunpowder
May 28, 2021 v5.5.9
  • Raise crafting cap to 200 items
May 11, 2021 v5.3.5
  • Forge has been buffed – Circuit now yields 20 metal, Knife now yields 5 metal
  • Forge can now be used multiple times in one command (bulk)
April 11, 2021 v5.0.0
  • Updates to crafting and info menus
April 8, 2021 v4.9.9
  • Increase crafting limit at one time to 50
April 6, 2021 v4.9.7
  • Tiered XP system – Food XP is now calculated using an algorithm, where more complex foods yield greater XP
March 13, 2021 v4.6.6
  • Fix glitch where attempting to craft more of the same item wouldn't work properly
March 13, 2021 v4.6.5
  • Unlock crafting more than 1 item at a time
  • Crafting when you don't have all necessary ingredients now will tell you what you're missing
March 12, 2021 v4.6.2
  • Crafting menu improvements
March 6, 2021 v4.5.1
  • Slight forge cost decrease
March 6, 2021 v4.5.0
  • New command – “bforge”!
  • Crafting a Forge allows you to melt down items like knives into scrap metal
  • Each use of the forge costs gunpowder
March 5, 2021 v4.3.5
  • Add 4 new crafting recipes
February 4, 2021 v3.1.2
  • New crafting recipes (no use for these yet!)