Coheronia Wiki
Generated: 2026-07-16
Scope
- Audit target: the Coheronia inner repository only.
- Canonical wiki source:
docs/wiki/wiki.md. - Visual wrapper:
docs/wiki/index.html. - Generated from current runtime data where possible:
data/items.json,data/equipment.json,data/recipes.json,data/blocks.json,data/enemies.json,data/character_data.json,data/visual_assets.json, plus the live consumers inscripts/world/block_registry.gd,scripts/settlement/town_hall.gd,scripts/player/player.gd, andscripts/ui/hud.gd. - Manual notes are used only for proposed or future behavior such as recommended new sinks.
Publication Metadata
| Field | Value |
|---|---|
| Generated | 2026-07-16 |
| Source state | Public documentation refresh after native HUD-kit, authored gear-overlay, and opening-cel integration. |
| Base repo commit | 250a677 before this publication refresh. |
| Publication branch | agent/update-public-docs-hud |
| Validator | PASS on 2026-07-16; see publication handoff for the final command set. |
| Wiki link check | PASS on 2026-07-16 local recursive Markdown/HTML target check. |
This wiki is generated from current Coheronia repo data and includes live, internal, and planned-data references. Planned-data pages are not live gameplay unless marked as live.
Purpose
- Track what exists now.
- Track where each thing lives at runtime.
- Track whether it is actually player-facing.
- Track what has a real sink versus what is only a source today.
- Track which surfaces have authored images, placeholder art, or code fallbacks.
- Support planning and maintenance rather than player-facing lore.
Wiki Home Structure
| Section | What it answers | Planning use |
|---|---|---|
| Runtime image and placeholder rules | What image surfaces exist and how fallback behaves | Prevents false "missing art" reports and keeps placeholder surfaces explicit |
| Core resources, processed materials, farming, enemy drops | What items exist, where they live, and whether they matter today | Tracks sink coverage and dead ends |
| Equipment | What gear exists, how it is acquired, and which authored overlays currently ship | Tracks equip-path clarity, current visual coverage, and remaining gaps |
| Source-only, dead, and internal tokens | What should not be mistaken for real backpack items | Prevents maintenance drift and data confusion |
| Enemy chance tables | What enemies currently drop | Keeps balance and source-planning visible |
| Recipe routing reference | What crafting routes exist and where results go | Prevents recipe/data/code drift |
| First-class recipe pages | Station, inputs, raw outputs, result route, and actual result in play | Makes crafting continuity reviewable without digging through station pages |
| Status browser pages | Current-live, planned-data, dead, source-only, and internal slices | Keeps current reference separate from future planning |
| Visual surface index | What art families are covered versus deferred | Tracks image coverage at the system level |
| Rendered item graph | What the current source-to-craft-to-equipment flow looks like | Gives reviewers a real graph instead of raw graph source in static viewers |
| Skills | What perk lanes are live, planned, or groundwork only | Makes the skill-system work queue visible without implying planned lanes are shipped |
| Planned-only data hooks | What is referenced but not implemented | Makes future work visible without pretending it is live |
| Current maintenance priorities | What still needs attention | Turns the page into a live planning surface |
Image Coverage Dashboard
| Surface family | Live coverage now | Placeholder or fallback used now | Missing or deferred images | Maintenance note |
|---|---|---|---|---|
| Item icons | Fully covered for all 43 current item ids via art/generated/items/<id>.png | Generated 16x16 swatch fallback still exists in BlockRegistry.item_icon() | none for current live item ids | Item icons are canonical-only by design; this is stable, not incomplete. |
| Block/world art | Covered for current live blocks | Generated block-texture fallback exists | no live blockers | Variant pools are already live for many blocks. |
| Enemy sprites | Covered for all 6 live enemies | Code-drawn hostile fallback exists | only planned enemy families | No live enemy image gap right now. |
| Equipment icons | No dedicated live backpack-style equipment icon family in use | Text-only equipment panels and procedural equipped visuals | still deferred by design | This is intentionally not the same thing as item-icon coverage. |
| Player gear overlays | 120 authored body-specific PNGs: crude helmet/torso/feet plus three-phase basic-pick, forged-pick, and crude-axe swings across ten bodies | Generic/rig-aware procedural presentation remains for uncovered or unresolved equipment | swords, iron armor, rings, amulet, accessory, plus alignment/refresh hardening | Current coverage is substantial but an intermittent load/refresh presentation defect remains. |
| UI art | Primary 19-asset native HUD kit is live under art/generated/ui_painted/; legacy reserved hooks also remain | FQ-21 sliced band, FQ-19 modular construction, and code styles are fallback paths | final polish for primary chrome and framed panels | Runtime values/states remain separate from PNGs by contract. |
| Opening scenes | Eight authored scene pools / ten PNGs are live | Deterministic plotted prologue remains the resilience fallback | optional approved animation/variant expansion | Scene 1 has three frames; the other seven currently use one authored cel each. |
| Backgrounds and back walls | Covered for current live surfaces | Code-drawn sky / silhouette and darkened wall fallback exists | cave/deep-cave families still future | No current maintenance blocker. |
Status Legend
| Field | Meaning |
|---|---|
| Storage | Where the thing actually lives now: inventory, stockpile, equipment slot, world block, UI surrogate icon, or internal token. |
| Player-facing? | Yes, No, World-only, or UI-only. This prevents world-state metadata from being mistaken for backpack items. |
| Sink status | complete = live source and live downstream use; source-only = live source but no meaningful downstream sink yet; dead = defined but not obtainable now; planned = referenced only by planned systems; internal = runtime token, not a real player item. |
| Image ref | The authored runtime image convention or file family currently used. |
| Placeholder / fallback | What the engine shows when authored art is absent. |
Wiki Map
- Generated category pages now live under
docs/wiki/: items.mdequipment.mdweapons.mdblocks.mdbestiary.mdcharacter_types.mdstations.mdrecipes.mdstatus_browser.mdcurrent_live.mdplanned_data.mdinternal_tokens.mditem_graph.mdskills.mdimage_continuation.mdhud_asset_replacement_studio.mdknown_issues.md- Generated leaf pages now live under:
docs/wiki/items/docs/wiki/equipment/docs/wiki/blocks/docs/wiki/enemies/docs/wiki/characters/docs/wiki/stations/docs/wiki/recipes/- ITEM_AND_RECIPE_MATRIX.md is the strict inventory/recipe audit.
- Item Graph is the rendered wiki-local acquisition and crafting graph.
- Skills is the skill tree status and future-work planning page.
- ITEM_GRAPH.md is the strict acquisition and crafting graph audit.
- IMAGE_INVENTORY_MATRIX.md is the full runtime image inventory.
- Image Continuation is the wiki handoff page for future image work and public/IP-safety checks.
- HUD Asset Replacement Studio is the drop-in HUD template contract with a ready-to-paste ChatGPT instruction for every dock asset.
- Known Issues separates active presentation defects from intentional scope limits.
- This page is the readable maintenance layer above those audits.
Runtime Image And Placeholder Rules
| Surface | Current authored path | Current state | Placeholder / fallback behavior | Why it matters |
|---|---|---|---|---|
| Inventory and drop icons | art/generated/items/<id>.png | All 43 current item ids have canonical 16x16 PNGs | BlockRegistry.item_icon() falls back to a generated 16x16 swatch from data/items.json color, or a stable hash-derived hue for unknown ids | Missing item art is not a runtime break, but the fallback should be treated as temporary unless the surface is intentionally abstract. |
| Block/world art | art/generated/blocks/<id>.png plus optional _01.._03 variants | Live and covered | Falls back to generated block texture | Helps separate world blocks from inventory items. |
| Enemy sprites | art/generated/enemies/<id>.png plus optional _01.._03 variants | Live and covered | Falls back to code-drawn hostile shapes | Live enemies are visually safe even if art regresses. |
| Equipment item icons | no live 16x16 dedicated equipment icon family in use | Deferred | Equipment panels stay text-based | Important because equipment ids should not be assumed to have backpack-style icons. |
| Player gear overlays | art/generated/player_gear/<item_id>_<body_id>.png and <tool_id>_<body_id>_swing_<phase>.png | 120 body-specific crude-armor/tool PNGs live | Body-specific -> generic -> rig-aware procedural fallback | Current unresolved ids and intermittent refresh/alignment are tracked on Known Issues. |
| Primary HUD kit | authored art/source_templates/hud_dock/ -> runtime art/generated/ui_painted/ | 19 required native RGBA layers plus contract-v2 hud_dock_layout.json, composite preview, and runtime geometry guide live | FQ-21 sliced band -> FQ-19 modular dock -> code styles | Use the HUD Asset Replacement Studio; replacement art is drop-in, new decorative layers are manifest-driven, and new interactive behavior remains code-registered. |
| Legacy UI hooks | art/generated/ui/<id>.png | 10 live, 5 deliberate placeholders | Code styles or text where supported | Retained for fallback/reserved consumers rather than primary dock authoring. |
| Opening scenes | art/generated/opening/<scene_id>_01.png... | Eight pools / ten PNGs live | Falls back to plotted prologue scenes | Authored cels are preferred without removing deterministic fallback. |
Core Resource And Progression Items
| Item | Storage | Player-facing? | Current source | Current gameplay use | System role | Sink status | Recommended next sink | Image ref | Placeholder / fallback | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
dirt | inventory; stockpile input; world block | Yes | Homesteader start; drops from dirt, grass, farm_soil | Placeable terrain and Town Hall stockpile material | building | complete | none required now | items/dirt.png | generated swatch if icon missing | Also resolves two world-state items into a real inventory item. |
wood | inventory; stockpile input; world block | Yes | Homesteader start; drops from wood, tree_trunk | Torch craft, Town Hall crafting, station build | building; fuel; progression | complete | none required now | items/wood.png | generated swatch if icon missing | Preferred gather tool on source blocks is axe. |
stone | inventory; stockpile input; world block | Yes | Prospector start; drop from stone | Torch craft, Town Hall crafting, station build | building; progression | complete | none required now | items/stone.png | generated swatch if icon missing | Requires pick tier 1. |
coal | inventory; stockpile input | Yes | Drop from coal | Furnace fuel, torch bundle, station build | metallurgy; fuel | complete | none required now | items/coal.png | generated swatch if icon missing | Requires pick tier 1. |
ore | inventory; stockpile input | Yes | Drop from ore | Lantern craft | progression; light | complete | proposed: civic metalwork or advanced lantern branch | items/ore.png | generated swatch if icon missing | Requires pick tier 2. |
copper_ore | inventory; stockpile input | Yes | Drop from copper_ore | smelt_copper | metallurgy | complete | none required now | items/copper_ore.png | generated swatch if icon missing | Requires pick tier 1. |
tin_ore | inventory; stockpile input | Yes | Drop from tin_ore | smelt_tin | metallurgy | complete | none required now | items/tin_ore.png | generated swatch if icon missing | Requires pick tier 1. |
iron_ore | inventory; stockpile input | Yes | Drop from iron_ore | smelt_iron | metallurgy; combat progression | complete | none required now | items/iron_ore.png | generated swatch if icon missing | Requires pick tier 2. |
silver_ore | inventory; stockpile input | Yes | Drop from silver_ore | smelt_silver | metallurgy; future attunement/economy hook | complete | proposed: silver-only civic or attunement branch | items/silver_ore.png | generated swatch if icon missing | Requires pick tier 2. |
crystal | inventory; stockpile input | Yes | Drop from crystal | none now | attunement; future magic hook | source-only | proposed: amulet, beacon, pulse catalyst | items/crystal.png | generated swatch if icon missing | Live source with no real sink yet. |
Processed Materials
| Item | Storage | Player-facing? | Current source | Current gameplay use | System role | Sink status | Recommended next sink | Image ref | Placeholder / fallback | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
copper_ingot | stockpile | Yes | smelt_copper | alloy_bronze | metallurgy | complete | none required now | items/copper_ingot.png | generated swatch if icon missing | Does not currently route through backpack inventory. |
tin_ingot | stockpile | Yes | smelt_tin | alloy_bronze | metallurgy | complete | none required now | items/tin_ingot.png | generated swatch if icon missing | Does not currently route through backpack inventory. |
iron_ingot | stockpile | Yes | smelt_iron | anvil build, iron sword, iron armor | metallurgy; combat | complete | none required now | items/iron_ingot.png | generated swatch if icon missing | Current top-tier live metal sink. |
silver_ingot | stockpile | Yes | smelt_silver | none now | metallurgy; future economy/attunement hook | source-only | proposed: amulet, coinage, ritual civic item | items/silver_ingot.png | generated swatch if icon missing | Live output with no downstream recipe. |
bronze_ingot | stockpile | Yes | alloy_bronze | none now | metallurgy; future tools/economy hook | source-only | proposed: ring, tools, civic item | items/bronze_ingot.png | generated swatch if icon missing | Live alloy output with no downstream recipe. |
Farming, Food, And Light
| Item | Storage | Player-facing? | Current source | Current gameplay use | System role | Sink status | Recommended next sink | Image ref | Placeholder / fallback | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
crop_seeds | inventory | Yes | Drops from crop_seedling, crop_ripe; craft_seeds | Planting | farming | complete | none required now | items/crop_seeds.png | generated swatch if icon missing | The real carried seed item. |
food | inventory; stockpile input | Yes | Drops from crop_ripe, berry_bush | Eat for healing; convert to seeds | food; farming | complete | proposed: cooked food branch or feast sink | items/food.png | generated swatch if icon missing | Important live sustain loop. |
torch | inventory; world block | Yes | Prospector start; drop from torch block; craft_torch; workbench_torch_bundle | Placeable light | light; exploration | complete | none required now | items/torch.png | generated swatch if icon missing | World block emits radius 96. |
lantern | inventory; world block | Yes | Drop from lantern block; craft_lantern | Placeable strong light | light; settlement safety | complete | proposed: upgraded lantern branch | items/lantern.png | generated swatch if icon missing | World block emits radius 160. |
Live Enemy Drop Materials
| Item | Storage | Player-facing? | Current source | Current gameplay use | System role | Sink status | Recommended next sink | Image ref | Placeholder / fallback | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
slime_gel | inventory | Yes | Surface Slime 70% | none now | combat drop; future crafting | source-only | proposed: adhesive, torch gel, weak healing | items/slime_gel.png | generated swatch if icon missing | Good early candidate for a first low-tier alchemy sink. |
wet_fiber | inventory | Yes | Surface Slime 25% | none now | combat drop; future crafting | source-only | proposed: rope, bandage, thatch mix | items/wet_fiber.png | generated swatch if icon missing | Could bridge surface enemies into utility craft. |
tiny_core | inventory | Yes | Surface Slime 5% | none now | rare drop; future attunement | source-only | proposed: Focus Amulet or attunement reagent | items/tiny_core.png | generated swatch if icon missing | Rare enough to support a meaningful future magic sink. |
meat | inventory | Yes | Thornrat 65% | none now | food; combat drop | source-only | proposed: prepare into food | items/meat.png | generated swatch if icon missing | Currently not edible through a dedicated meat system. |
thorn_quill | inventory | Yes | Thornrat 30% | none now | combat drop; future ranged/trap hook | source-only | proposed: darts, spikes, trap ammo | items/thorn_quill.png | generated swatch if icon missing | Natural fit for light combat crafting. |
hide_scrap | inventory | Yes | Thornrat 5% | none now | combat drop; future armor hook | source-only | proposed: leather strips, light armor | items/hide_scrap.png | generated swatch if icon missing | Rare enough to stay valuable if armor sinks arrive. |
chitin | inventory | Yes | Cave Crawler 65% | none now | combat drop; future armor hook | source-only | proposed: chitin armor, shield plates | items/chitin.png | generated swatch if icon missing | Good underground gear-material candidate. |
silk | inventory | Yes | Cave Crawler 30% | none now | combat drop; future cloth/attunement hook | source-only | proposed: bandage, cloth, attunement wrap | items/silk.png | generated swatch if icon missing | Could bridge caves to support and magic systems. |
eyes | inventory | Yes | Cave Crawler 5% | none now | rare drop; future attunement hook | source-only | proposed: tracking charm, pulse reagent | items/eyes.png | generated swatch if icon missing | Rare monster-organ sink candidate. |
ore_flecks | inventory | Yes | Ore Tick 70% | none now | metallurgy salvage hook | source-only | proposed: salvage into trace metals | items/ore_flecks.png | generated swatch if icon missing | Helps ore enemies feed progression if given a refinery sink. |
shell | inventory | Yes | Ore Tick 30% | none now | combat drop; future armor/decor hook | source-only | proposed: shield trim, civic decor | items/shell.png | generated swatch if icon missing | Visually strong but currently inert. |
coins | inventory | Yes | Raider Basic 75% | none now | economy hook | source-only | proposed: trader, tax, settlement economy | items/coins.png | generated swatch if icon missing | A natural future economy sink. |
scrap_weapons | inventory | Yes | Raider Basic 40% | none now | combat salvage hook | source-only | proposed: salvage into iron | items/scrap_weapons.png | generated swatch if icon missing | Strong candidate for metallurgy loop closure. |
oil_rags | inventory | Yes | Raider Torchbearer 60% | none now | fire/light hook | source-only | proposed: lantern fuel, torch gel, fire trap | items/oil_rags.png | generated swatch if icon missing | Strong overlap with light and combat systems. |
torch_heads | inventory | Yes | Raider Torchbearer 40% | none now | fire/light hook | source-only | proposed: upgraded torch craft, fire trap | items/torch_heads.png | generated swatch if icon missing | Natural paired sink with oil rags. |
Equipment
| Item | Storage | Player-facing? | Current source | Current gameplay use | System role | Sink status | Recommended next sink | Image ref | Placeholder / fallback | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
pick_basic | equipment slot | Yes | Default character gear | Entry mining tool | mining progression | complete | refine swing continuity | 30 body/phase swing overlays; no dedicated equipment icon | procedural fallback if a matching overlay cannot resolve | Three phases across all ten current bodies; intermittent refresh/alignment remains under review. |
pick_forged | equipment slot | Yes | basic_pick_upgrade | Tier-2 mining | mining progression | complete | refine swing continuity | 30 body/phase swing overlays; no dedicated equipment icon | procedural fallback if a matching overlay cannot resolve | Player-facing Town Hall upgrade; three phases across all ten bodies. |
axe_crude | equipment slot | Yes | craft_axe | Wood and plant harvesting | gathering progression | complete | refine swing continuity | 30 body/phase swing overlays; no dedicated equipment icon | procedural fallback if a matching overlay cannot resolve | Three phases across all ten bodies. |
sword_crude | equipment slot | Yes | craft_sword | Early combat weapon | combat progression | complete | none required now | no dedicated equipment icon; no player_gear overlay yet | procedural equipped presentation | Direct-equip Town Hall weapon. |
helmet_crude | equipment slot | Yes | craft_armor_set | Early armor | combat progression | complete | harden load/refresh alignment | 10 body-specific static overlays; no dedicated equipment icon | procedural fallback if a matching overlay cannot resolve | One authored overlay for each current body id. |
torso_crude | equipment slot | Yes | craft_armor_set | Early armor | combat progression | complete | harden load/refresh alignment | 10 body-specific static overlays; no dedicated equipment icon | procedural fallback if a matching overlay cannot resolve | One authored overlay for each current body id. |
feet_crude | equipment slot | Yes | craft_armor_set | Early armor | combat progression | complete | harden load/refresh alignment | 10 body-specific static overlays; no dedicated equipment icon | procedural fallback if a matching overlay cannot resolve | One authored overlay for each current body id. |
sword_iron | equipment slot | Yes | anvil_iron_sword | Better combat weapon | combat progression | complete | none required now | no dedicated equipment icon; no player_gear overlay yet | procedural equipped presentation | Current best live weapon. |
helmet_iron | equipment slot | Yes | anvil_iron_armor | Better armor | combat progression | complete | none required now | no dedicated equipment icon; no player_gear overlay yet | procedural equipped presentation | Current best live helm. |
torso_iron | equipment slot | Yes | anvil_iron_armor | Better armor | combat progression | complete | none required now | no dedicated equipment icon; no player_gear overlay yet | procedural equipped presentation | Current best live torso armor. |
feet_iron | equipment slot | Yes | anvil_iron_armor | Better armor | combat progression | complete | none required now | no dedicated equipment icon; no player_gear overlay yet | procedural equipped presentation | Current best live boots. |
ring_band | equipment definition only | No | none | none now | future economy/accessory hook | dead | proposed: bronze/silver ring base item | no live consumer; no art required yet | no acquisition path | Defined but not obtainable. |
amulet_focus | equipment definition only | No | none | none now | future attunement hook | dead | proposed: silver + crystal + tiny core sink | no live consumer; no art required yet | no acquisition path | Defined but not obtainable. |
Source-Only, Dead, And Internal Tokens
| Id | Storage | Player-facing? | Current source | Current gameplay use | System role | Sink status | Recommended next sink | Image ref | Placeholder / fallback | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
grass | world block metadata; item metadata | World-only | grass world block | none as carried item | world-state surface | source-only | none; keep as world-only unless block pickup becomes a feature | items/grass.png; blocks/grass.png | item icon fallback swatch if art missing | Harvest resolves to dirt, not grass. |
farm_soil | world block metadata; item metadata | World-only | tilled soil world block | none as carried item | farming world-state | source-only | none; keep as world-only unless shovel/soil pickup lands | items/farm_soil.png; blocks/farm_soil.png | item icon fallback swatch if art missing | Harvest resolves to dirt. |
crop_seedling | world block metadata; item metadata | World-only | growing crop block | none as carried item | farming world-state | source-only | none; keep as world-only unless transplanting is added | items/crop_seedling.png; blocks/crop_seedling.png | item icon fallback swatch if art missing | Harvest resolves to crop_seeds. |
crop_ripe | world block metadata; item metadata | World-only | ripe crop block | none as carried item | farming world-state | source-only | none; keep as world-only unless produce pickup is added | items/crop_ripe.png; blocks/crop_ripe.png | item icon fallback swatch if art missing | Harvest resolves to food and crop_seeds. |
berry_bush | world block metadata; item metadata | World-only | berry bush block | none as carried item | world-state food source | source-only | none; keep as world-only unless bush pickup is added | items/berry_bush.png; blocks/berry_bush.png | item icon fallback swatch if art missing | Harvest resolves to food. |
pick | UI surrogate icon | UI-only | items.json metadata and art/generated/items/pick.png | Town Hall forge button icon | UI surrogate for equipment | source-only | none; this should remain a surrogate, not a real gear item | items/pick.png | generated swatch if icon missing | Not the same thing as pick_basic or pick_forged. |
axe | UI surrogate icon | UI-only | items.json metadata and art/generated/items/axe.png | Town Hall forge button icon | UI surrogate for equipment | source-only | none; this should remain a surrogate, not a real gear item | items/axe.png | generated swatch if icon missing | Not the same thing as axe_crude. |
sword | UI surrogate icon | UI-only | items.json metadata and art/generated/items/sword.png | Town Hall forge button icon | UI surrogate for equipment | source-only | none; this should remain a surrogate, not a real gear item | items/sword.png | generated swatch if icon missing | Not the same thing as sword_crude or sword_iron. |
armor | UI surrogate icon | UI-only | items.json metadata and art/generated/items/armor.png | Town Hall forge button icon | UI surrogate for equipment | source-only | none; this should remain a surrogate, not a real gear item | items/armor.png | generated swatch if icon missing | Not the same thing as actual armor-piece ids. |
tool_tier_2_pick | internal recipe token | No | Raw output token in basic_pick_upgrade | none directly | internal bridge token | internal | none; ideally stay invisible or be normalized away in future cleanup | no image needed | no player-facing surface | The real gameplay result is pick_forged. |
Live Enemy Chance Tables
| Enemy | Drop chances now | Why it matters now | Image ref | Placeholder / fallback |
|---|---|---|---|---|
| Surface Slime | slime_gel 70%, wet_fiber 25%, tiny_core 5% | Earliest source of future utility and attunement materials | enemies/surface_slime.png plus variants | code-drawn hostile shape if art missing |
| Thornrat | meat 65%, thorn_quill 30%, hide_scrap 5% | Earliest farm-pressure enemy; obvious future food/leather sink source | enemies/thornrat.png plus variants | code-drawn hostile shape if art missing |
| Cave Crawler | chitin 65%, silk 30%, eyes 5% | Earliest underground material loop | enemies/cave_crawler.png plus variants | code-drawn hostile shape if art missing |
| Ore Tick | ore_flecks 70%, shell 30% | Bridges combat into metallurgy if given salvage sinks | enemies/ore_tick.png plus variants | code-drawn hostile shape if art missing |
| Raider Basic | coins 75%, scrap_weapons 40% | Natural seed for economy and salvage systems | enemies/raider_basic.png plus variants | code-drawn hostile shape if art missing |
| Raider Torchbearer | oil_rags 60%, torch_heads 40% | Natural seed for fire, fuel, and advanced light systems | enemies/raider_torchbearer.png plus variants | code-drawn hostile shape if art missing |
Recipe Routing Reference
| Recipe id | Station | Inputs | Raw outputs | Result route | Result in play | Why it matters |
|---|---|---|---|---|---|---|
craft_torch | hand | wood x1, stone x1 | torch x3 | inventory | Adds torches to player inventory | Core early survival sink. |
craft_wood_block | hand | wood x1 | wood x1 | inventory | Identity craft | Mostly a UI/contract surface, not real transformation. |
craft_stone_block | hand | stone x1 | stone x1 | inventory | Identity craft | Mostly a UI/contract surface, not real transformation. |
craft_seeds | hand | food x1 | crop_seeds x2 | inventory | Adds seeds to player inventory | Current farming loop closer. |
craft_lantern | town_hall | ore x2, wood x1 | lantern x1 | inventory | Adds lantern to player inventory | Main deep-ore light sink. |
basic_pick_upgrade | town_hall | wood x3, stone x5 | tool_tier_2_pick x1 | code-routed pick upgrade | Upgrades equipped pick to pick_forged | Important special case: JSON token is not the real player-facing item. |
craft_axe | town_hall | wood x4, stone x2 | none in raw JSON | code-routed equip | Equips axe_crude | Important special case: no raw outputs, real result comes from code. |
craft_sword | town_hall | wood x2, stone x3 | none in raw JSON | code-routed equip | Equips sword_crude | Important special case: no raw outputs, real result comes from code. |
craft_armor_set | town_hall | wood x6, stone x4 | none in raw JSON | code-routed equip | Equips crude armor set | Important special case: no raw outputs, real result comes from code. |
workbench_torch_bundle | workbench | wood x2, coal x1 | torch x6 | inventory | Adds torches to player inventory | Light/fuel station sink. |
smelt_copper | furnace | copper_ore x2, coal x1 | copper_ingot x1 | stockpile | Adds ingot to stockpile | Starts metallurgy. |
smelt_tin | furnace | tin_ore x2, coal x1 | tin_ingot x1 | stockpile | Adds ingot to stockpile | Starts metallurgy. |
smelt_iron | furnace | iron_ore x2, coal x1 | iron_ingot x1 | stockpile | Adds ingot to stockpile | Feeds current top-tier live combat gear. |
smelt_silver | furnace | silver_ore x2, coal x1 | silver_ingot x1 | stockpile | Adds ingot to stockpile | Currently ends in a stockpile dead-end. |
alloy_bronze | furnace | copper_ingot x1, tin_ingot x1, coal x1 | bronze_ingot x2 | stockpile | Adds alloy to stockpile | Currently ends in a stockpile dead-end. |
anvil_iron_sword | anvil | iron_ingot x3 | none in raw JSON | equip_slots | Equips sword_iron | First explicit gear-upgrade anvil sink. |
anvil_iron_armor | anvil | iron_ingot x5 | none in raw JSON | equip_slots | Equips iron armor set | First explicit gear-upgrade armor sink. |
Visual Surface Index
| Surface family | Current state | Missing or deferred | Planning note |
|---|---|---|---|
| Item icons | Fully covered for all 43 current item ids | none required for current live item ids | Stable and canonical-only by design. |
| Enemy sprites | Covered for all 6 live enemy ids | planned enemy families only | No immediate live-image blocker. |
| Player bodies | Covered for all 10 live body ids plus look variants | planned ancestry bodies only | Safe for current shell and gameplay. |
| Equipment overlays | 120 body-specific PNGs live for crude armor and basic/forged pick + crude axe swings | uncovered equipment families and refresh/alignment hardening | Continue from current coverage; do not regenerate already-authored families without an approved style pass. |
| Equipment item icons | No live consumer | still deferred | Do not mistake this for a bug; the game currently does not use backpack-style equipment icons. |
| UI | Primary native 19-asset HUD kit live; legacy/reserved UI hooks retained | primary chrome polish and framed-panel defect cleanup | Runtime content remains separate; use the HUD Asset Replacement Studio. |
| Opening art | Eight authored scene pools / ten PNGs live | optional approved animation/variant expansion | Plotted fallback remains safe and deterministic. |
| Backdrops and back walls | live and covered for current surfaces | future cave/deep-cave/background families | Not a current blocker. |
Planned-Only Data Hooks
These are intentionally separated from live content. They are not implemented current mechanics.
| Item id | Status | Referenced by | Chance | Why it matters | Recommended first implementation sink |
|---|---|---|---|---|---|
antlers | planned, not implemented | Hollow Stag | 5% | rare prestige material hook | trophy, ritual focus, high-tier trade |
clay | planned, not implemented | Mudling | 60% | construction/material branch hook | bricks, pottery, furnace upgrade |
forged_seal | planned, not implemented | False Taxman | 30% | economy/politics hook | civic quest or treasury sink |
fungal_thread | planned, not implemented | Sporekin | 35% | cave cloth/alchemy hook | wraps, filters, attunement cloth |
fuse_cord | planned, not implemented | Raider Sapper | 35% | trap/explosive hook | demolition or trap recipes |
glow_gland | planned, not implemented | Lantern Leech | 45% | advanced light hook | cave lamp or alchemy light |
hide | planned, not implemented | Burrow Maw; Hollow Stag | 50%; 25% | stronger leather branch hook | medium armor or packs |
mud | planned, not implemented | Mudling | 30% | low-tier construction hook | clay prep or farming amendment |
oil | planned, not implemented | Lantern Leech | 55% | light/fuel hook | lantern fuel or fire weapons |
picks | planned, not implemented | Raider Sapper | 50% | salvage/tool hook | tool repair or iron salvage |
reed_fiber | planned, not implemented | Mudling | 10% | weaving/rope hook | rope, nets, matting |
spores | planned, not implemented | Sporekin | 65% | fungal/alchemy hook | medicine, poison, farming catalyst |
stone_plates | planned, not implemented | Stoneback Beetle | 80% | heavy armor/fortification hook | armor, barricade plating |
teeth | planned, not implemented | Burrow Maw | 50% | combat trophy hook | dagger, charm, trophy |
venison | planned, not implemented | Hollow Stag | 70% | premium food hook | feast or trade good |
venom | planned, not implemented | Ash Wasp | 5% | poison/alchemy hook | toxin, trap, advanced craft |
wax | planned, not implemented | Ash Wasp | 60% | candle/light hook | candles, seals, polish |
wings | planned, not implemented | Ash Wasp | 35% | light craft/alchemy hook | fletching or charm craft |
Current Maintenance Priorities
| Priority | Why it matters |
|---|---|
| Add first real sinks for live enemy drops | The largest cluster of current source-only items is combat loot. |
Add first downstream sinks for silver_ingot, bronze_ingot, and crystal | Metallurgy and attunement progression currently stop early. |
Decide whether ring_band and amulet_focus should stay dead or become near-term goals | They are already defined and create obvious planning pressure. |
| Decide whether any world-only metadata items should remain non-inventory forever | grass, farm_soil, crop_seedling, crop_ripe, and berry_bush are easy to misunderstand without a deliberate policy. |
Harden authored player_gear refresh/alignment and extend only uncovered equipment families | Crude armor and three tool families already have 120 PNGs; the active problem is reliable presentation and polished motion, not an empty asset directory. |
| Replace provisional HUD chrome through the native kit contract | Geometry and runtime separation are stabilized; the remaining work is asset and framed-panel polish with screenshot review. |
Notes
- No mechanics were changed to produce this wiki.
- Current sink recommendations are proposals only and are not live gameplay behavior.
- Future-sink ideas are centralized in
planned_data.md; strict current item pages should describe current sources, current uses, and current limitations without embedding planning bullets.