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Guide:Inventory and Crafting

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Revision as of 13:48, 2 November 2026 by TheCarriedOne (talk | contribs) (Restructure: feature articles with definitions, navbox and updated links)

Items are everything you find, craft and trade. The Items page is both your inventory and a reference for every item's sources, uses and recipe.

Inspect before spending

Item details crafting and reserves
Item details crafting and reserves. An item detail view separates base worth, Market price, selling, crafting, Autosell and Reserve. Recursive crafting can make missing intermediate ingredients from your materials; inspect the spending preview.

The Items page is both your inventory and an item reference. Search for an item even when you have none, then open it to see where it comes from, what it does, its recipe, and what uses it. This is the quickest way to answer questions such as where to find logs or why you need to keep eels.

Base value and market price serve different purposes. Base value is used in game calculations and direct inventory selling. Market prices reflect what players are listing and buying. A Rare Item, crafting bottleneck, or collectible can have a very different market value from its displayed base value.

Crafting and recursive recipes

Crafting consumes ingredients to create another item. With Recursive enabled, the game can also craft missing intermediate ingredients from materials you own. The confirmation previews the actual materials to be consumed. Review it before a large batch: a recipe you can afford may still use ingredients you intended for a stable or another goal.

Use View as Tree on multi-level recipes to see the ingredient chain and owned versus needed amounts. Automatic crafting is also available in supported purchase and upgrade dialogs. Its saved recursive preference is shared across those controls.

Buy missing items when appropriate

Supported ingredient lists offer help buying missing materials from the Market. Read the quote, price limit, amount, and confirmation before committing. Convenience does not guarantee the cheapest overall route. Compare purchasing the final item with purchasing its ingredients, accounting for the market spread and your existing inventory.

Restricted profiles use their Supply Depot instead of the player Market. Supported Buy Missing controls can quote that source too, subject to its catalog, stock, and progression requirements.

Reserves and Autosell

Set item reserves where supported to protect materials from routine use. Check the preview of each bulk operation; do not assume a reserve protects an item from every possible command.

Autosell converts newly gained items above a configured limit into BC at base value. Start with it off for important crafting materials, food you need, and Rare Items. Set limits only after understanding your consumption. Once an item is sold, it is gone.

Before a major purchase, check three things: what it consumes, what ongoing fuel or food it needs, and which next upgrade it postpones.

The equipment section after this chapter's screenshot explains Equip, shared slot capacity and consumable protection items.

Adapted from Shadybliss's illustrated new-user guide, 24 October 2026. Game mechanics may change; check the current in-game Manual and previews.