Coheronia Wiki

Coheronia Wiki

HTML wiki page generated from the current repo-backed markdown source. This keeps browsing in HTML while preserving markdown as the maintainable source format.

Generated HTML Page

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 in scripts/world/block_registry.gd, scripts/settlement/town_hall.gd, scripts/player/player.gd, and scripts/ui/hud.gd.
  • Manual notes are used only for proposed or future behavior such as recommended new sinks.

Publication Metadata

FieldValue
Generated2026-07-16
Source statePublic documentation refresh after native HUD-kit, authored gear-overlay, and opening-cel integration.
Base repo commit250a677 before this publication refresh.
Publication branchagent/update-public-docs-hud
ValidatorPASS on 2026-07-16; see publication handoff for the final command set.
Wiki link checkPASS 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

SectionWhat it answersPlanning use
Runtime image and placeholder rulesWhat image surfaces exist and how fallback behavesPrevents false "missing art" reports and keeps placeholder surfaces explicit
Core resources, processed materials, farming, enemy dropsWhat items exist, where they live, and whether they matter todayTracks sink coverage and dead ends
EquipmentWhat gear exists, how it is acquired, and which authored overlays currently shipTracks equip-path clarity, current visual coverage, and remaining gaps
Source-only, dead, and internal tokensWhat should not be mistaken for real backpack itemsPrevents maintenance drift and data confusion
Enemy chance tablesWhat enemies currently dropKeeps balance and source-planning visible
Recipe routing referenceWhat crafting routes exist and where results goPrevents recipe/data/code drift
First-class recipe pagesStation, inputs, raw outputs, result route, and actual result in playMakes crafting continuity reviewable without digging through station pages
Status browser pagesCurrent-live, planned-data, dead, source-only, and internal slicesKeeps current reference separate from future planning
Visual surface indexWhat art families are covered versus deferredTracks image coverage at the system level
Rendered item graphWhat the current source-to-craft-to-equipment flow looks likeGives reviewers a real graph instead of raw graph source in static viewers
SkillsWhat perk lanes are live, planned, or groundwork onlyMakes the skill-system work queue visible without implying planned lanes are shipped
Planned-only data hooksWhat is referenced but not implementedMakes future work visible without pretending it is live
Current maintenance prioritiesWhat still needs attentionTurns the page into a live planning surface

Image Coverage Dashboard

Surface familyLive coverage nowPlaceholder or fallback used nowMissing or deferred imagesMaintenance note
Item iconsFully covered for all 43 current item ids via art/generated/items/<id>.pngGenerated 16x16 swatch fallback still exists in BlockRegistry.item_icon()none for current live item idsItem icons are canonical-only by design; this is stable, not incomplete.
Block/world artCovered for current live blocksGenerated block-texture fallback existsno live blockersVariant pools are already live for many blocks.
Enemy spritesCovered for all 6 live enemiesCode-drawn hostile fallback existsonly planned enemy familiesNo live enemy image gap right now.
Equipment iconsNo dedicated live backpack-style equipment icon family in useText-only equipment panels and procedural equipped visualsstill deferred by designThis is intentionally not the same thing as item-icon coverage.
Player gear overlays120 authored body-specific PNGs: crude helmet/torso/feet plus three-phase basic-pick, forged-pick, and crude-axe swings across ten bodiesGeneric/rig-aware procedural presentation remains for uncovered or unresolved equipmentswords, iron armor, rings, amulet, accessory, plus alignment/refresh hardeningCurrent coverage is substantial but an intermittent load/refresh presentation defect remains.
UI artPrimary 19-asset native HUD kit is live under art/generated/ui_painted/; legacy reserved hooks also remainFQ-21 sliced band, FQ-19 modular construction, and code styles are fallback pathsfinal polish for primary chrome and framed panelsRuntime values/states remain separate from PNGs by contract.
Opening scenesEight authored scene pools / ten PNGs are liveDeterministic plotted prologue remains the resilience fallbackoptional approved animation/variant expansionScene 1 has three frames; the other seven currently use one authored cel each.
Backgrounds and back wallsCovered for current live surfacesCode-drawn sky / silhouette and darkened wall fallback existscave/deep-cave families still futureNo current maintenance blocker.

Status Legend

FieldMeaning
StorageWhere 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 statuscomplete = 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 refThe authored runtime image convention or file family currently used.
Placeholder / fallbackWhat the engine shows when authored art is absent.

Wiki Map

  • Generated category pages now live under docs/wiki/:
  • items.md
  • equipment.md
  • weapons.md
  • blocks.md
  • bestiary.md
  • character_types.md
  • stations.md
  • recipes.md
  • status_browser.md
  • current_live.md
  • planned_data.md
  • internal_tokens.md
  • item_graph.md
  • skills.md
  • image_continuation.md
  • hud_asset_replacement_studio.md
  • known_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

SurfaceCurrent authored pathCurrent statePlaceholder / fallback behaviorWhy it matters
Inventory and drop iconsart/generated/items/<id>.pngAll 43 current item ids have canonical 16x16 PNGsBlockRegistry.item_icon() falls back to a generated 16x16 swatch from data/items.json color, or a stable hash-derived hue for unknown idsMissing item art is not a runtime break, but the fallback should be treated as temporary unless the surface is intentionally abstract.
Block/world artart/generated/blocks/<id>.png plus optional _01.._03 variantsLive and coveredFalls back to generated block textureHelps separate world blocks from inventory items.
Enemy spritesart/generated/enemies/<id>.png plus optional _01.._03 variantsLive and coveredFalls back to code-drawn hostile shapesLive enemies are visually safe even if art regresses.
Equipment item iconsno live 16x16 dedicated equipment icon family in useDeferredEquipment panels stay text-basedImportant because equipment ids should not be assumed to have backpack-style icons.
Player gear overlaysart/generated/player_gear/<item_id>_<body_id>.png and <tool_id>_<body_id>_swing_<phase>.png120 body-specific crude-armor/tool PNGs liveBody-specific -> generic -> rig-aware procedural fallbackCurrent unresolved ids and intermittent refresh/alignment are tracked on Known Issues.
Primary HUD kitauthored 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 liveFQ-21 sliced band -> FQ-19 modular dock -> code stylesUse 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 hooksart/generated/ui/<id>.png10 live, 5 deliberate placeholdersCode styles or text where supportedRetained for fallback/reserved consumers rather than primary dock authoring.
Opening scenesart/generated/opening/<scene_id>_01.png...Eight pools / ten PNGs liveFalls back to plotted prologue scenesAuthored cels are preferred without removing deterministic fallback.

Core Resource And Progression Items

ItemStoragePlayer-facing?Current sourceCurrent gameplay useSystem roleSink statusRecommended next sinkImage refPlaceholder / fallbackNotes
dirtinventory; stockpile input; world blockYesHomesteader start; drops from dirt, grass, farm_soilPlaceable terrain and Town Hall stockpile materialbuildingcompletenone required nowitems/dirt.pnggenerated swatch if icon missingAlso resolves two world-state items into a real inventory item.
woodinventory; stockpile input; world blockYesHomesteader start; drops from wood, tree_trunkTorch craft, Town Hall crafting, station buildbuilding; fuel; progressioncompletenone required nowitems/wood.pnggenerated swatch if icon missingPreferred gather tool on source blocks is axe.
stoneinventory; stockpile input; world blockYesProspector start; drop from stoneTorch craft, Town Hall crafting, station buildbuilding; progressioncompletenone required nowitems/stone.pnggenerated swatch if icon missingRequires pick tier 1.
coalinventory; stockpile inputYesDrop from coalFurnace fuel, torch bundle, station buildmetallurgy; fuelcompletenone required nowitems/coal.pnggenerated swatch if icon missingRequires pick tier 1.
oreinventory; stockpile inputYesDrop from oreLantern craftprogression; lightcompleteproposed: civic metalwork or advanced lantern branchitems/ore.pnggenerated swatch if icon missingRequires pick tier 2.
copper_oreinventory; stockpile inputYesDrop from copper_oresmelt_coppermetallurgycompletenone required nowitems/copper_ore.pnggenerated swatch if icon missingRequires pick tier 1.
tin_oreinventory; stockpile inputYesDrop from tin_oresmelt_tinmetallurgycompletenone required nowitems/tin_ore.pnggenerated swatch if icon missingRequires pick tier 1.
iron_oreinventory; stockpile inputYesDrop from iron_oresmelt_ironmetallurgy; combat progressioncompletenone required nowitems/iron_ore.pnggenerated swatch if icon missingRequires pick tier 2.
silver_oreinventory; stockpile inputYesDrop from silver_oresmelt_silvermetallurgy; future attunement/economy hookcompleteproposed: silver-only civic or attunement branchitems/silver_ore.pnggenerated swatch if icon missingRequires pick tier 2.
crystalinventory; stockpile inputYesDrop from crystalnone nowattunement; future magic hooksource-onlyproposed: amulet, beacon, pulse catalystitems/crystal.pnggenerated swatch if icon missingLive source with no real sink yet.

Processed Materials

ItemStoragePlayer-facing?Current sourceCurrent gameplay useSystem roleSink statusRecommended next sinkImage refPlaceholder / fallbackNotes
copper_ingotstockpileYessmelt_copperalloy_bronzemetallurgycompletenone required nowitems/copper_ingot.pnggenerated swatch if icon missingDoes not currently route through backpack inventory.
tin_ingotstockpileYessmelt_tinalloy_bronzemetallurgycompletenone required nowitems/tin_ingot.pnggenerated swatch if icon missingDoes not currently route through backpack inventory.
iron_ingotstockpileYessmelt_ironanvil build, iron sword, iron armormetallurgy; combatcompletenone required nowitems/iron_ingot.pnggenerated swatch if icon missingCurrent top-tier live metal sink.
silver_ingotstockpileYessmelt_silvernone nowmetallurgy; future economy/attunement hooksource-onlyproposed: amulet, coinage, ritual civic itemitems/silver_ingot.pnggenerated swatch if icon missingLive output with no downstream recipe.
bronze_ingotstockpileYesalloy_bronzenone nowmetallurgy; future tools/economy hooksource-onlyproposed: ring, tools, civic itemitems/bronze_ingot.pnggenerated swatch if icon missingLive alloy output with no downstream recipe.

Farming, Food, And Light

ItemStoragePlayer-facing?Current sourceCurrent gameplay useSystem roleSink statusRecommended next sinkImage refPlaceholder / fallbackNotes
crop_seedsinventoryYesDrops from crop_seedling, crop_ripe; craft_seedsPlantingfarmingcompletenone required nowitems/crop_seeds.pnggenerated swatch if icon missingThe real carried seed item.
foodinventory; stockpile inputYesDrops from crop_ripe, berry_bushEat for healing; convert to seedsfood; farmingcompleteproposed: cooked food branch or feast sinkitems/food.pnggenerated swatch if icon missingImportant live sustain loop.
torchinventory; world blockYesProspector start; drop from torch block; craft_torch; workbench_torch_bundlePlaceable lightlight; explorationcompletenone required nowitems/torch.pnggenerated swatch if icon missingWorld block emits radius 96.
lanterninventory; world blockYesDrop from lantern block; craft_lanternPlaceable strong lightlight; settlement safetycompleteproposed: upgraded lantern branchitems/lantern.pnggenerated swatch if icon missingWorld block emits radius 160.

Live Enemy Drop Materials

ItemStoragePlayer-facing?Current sourceCurrent gameplay useSystem roleSink statusRecommended next sinkImage refPlaceholder / fallbackNotes
slime_gelinventoryYesSurface Slime 70%none nowcombat drop; future craftingsource-onlyproposed: adhesive, torch gel, weak healingitems/slime_gel.pnggenerated swatch if icon missingGood early candidate for a first low-tier alchemy sink.
wet_fiberinventoryYesSurface Slime 25%none nowcombat drop; future craftingsource-onlyproposed: rope, bandage, thatch mixitems/wet_fiber.pnggenerated swatch if icon missingCould bridge surface enemies into utility craft.
tiny_coreinventoryYesSurface Slime 5%none nowrare drop; future attunementsource-onlyproposed: Focus Amulet or attunement reagentitems/tiny_core.pnggenerated swatch if icon missingRare enough to support a meaningful future magic sink.
meatinventoryYesThornrat 65%none nowfood; combat dropsource-onlyproposed: prepare into fooditems/meat.pnggenerated swatch if icon missingCurrently not edible through a dedicated meat system.
thorn_quillinventoryYesThornrat 30%none nowcombat drop; future ranged/trap hooksource-onlyproposed: darts, spikes, trap ammoitems/thorn_quill.pnggenerated swatch if icon missingNatural fit for light combat crafting.
hide_scrapinventoryYesThornrat 5%none nowcombat drop; future armor hooksource-onlyproposed: leather strips, light armoritems/hide_scrap.pnggenerated swatch if icon missingRare enough to stay valuable if armor sinks arrive.
chitininventoryYesCave Crawler 65%none nowcombat drop; future armor hooksource-onlyproposed: chitin armor, shield platesitems/chitin.pnggenerated swatch if icon missingGood underground gear-material candidate.
silkinventoryYesCave Crawler 30%none nowcombat drop; future cloth/attunement hooksource-onlyproposed: bandage, cloth, attunement wrapitems/silk.pnggenerated swatch if icon missingCould bridge caves to support and magic systems.
eyesinventoryYesCave Crawler 5%none nowrare drop; future attunement hooksource-onlyproposed: tracking charm, pulse reagentitems/eyes.pnggenerated swatch if icon missingRare monster-organ sink candidate.
ore_flecksinventoryYesOre Tick 70%none nowmetallurgy salvage hooksource-onlyproposed: salvage into trace metalsitems/ore_flecks.pnggenerated swatch if icon missingHelps ore enemies feed progression if given a refinery sink.
shellinventoryYesOre Tick 30%none nowcombat drop; future armor/decor hooksource-onlyproposed: shield trim, civic decoritems/shell.pnggenerated swatch if icon missingVisually strong but currently inert.
coinsinventoryYesRaider Basic 75%none noweconomy hooksource-onlyproposed: trader, tax, settlement economyitems/coins.pnggenerated swatch if icon missingA natural future economy sink.
scrap_weaponsinventoryYesRaider Basic 40%none nowcombat salvage hooksource-onlyproposed: salvage into ironitems/scrap_weapons.pnggenerated swatch if icon missingStrong candidate for metallurgy loop closure.
oil_ragsinventoryYesRaider Torchbearer 60%none nowfire/light hooksource-onlyproposed: lantern fuel, torch gel, fire trapitems/oil_rags.pnggenerated swatch if icon missingStrong overlap with light and combat systems.
torch_headsinventoryYesRaider Torchbearer 40%none nowfire/light hooksource-onlyproposed: upgraded torch craft, fire trapitems/torch_heads.pnggenerated swatch if icon missingNatural paired sink with oil rags.

Equipment

ItemStoragePlayer-facing?Current sourceCurrent gameplay useSystem roleSink statusRecommended next sinkImage refPlaceholder / fallbackNotes
pick_basicequipment slotYesDefault character gearEntry mining toolmining progressioncompleterefine swing continuity30 body/phase swing overlays; no dedicated equipment iconprocedural fallback if a matching overlay cannot resolveThree phases across all ten current bodies; intermittent refresh/alignment remains under review.
pick_forgedequipment slotYesbasic_pick_upgradeTier-2 miningmining progressioncompleterefine swing continuity30 body/phase swing overlays; no dedicated equipment iconprocedural fallback if a matching overlay cannot resolvePlayer-facing Town Hall upgrade; three phases across all ten bodies.
axe_crudeequipment slotYescraft_axeWood and plant harvestinggathering progressioncompleterefine swing continuity30 body/phase swing overlays; no dedicated equipment iconprocedural fallback if a matching overlay cannot resolveThree phases across all ten bodies.
sword_crudeequipment slotYescraft_swordEarly combat weaponcombat progressioncompletenone required nowno dedicated equipment icon; no player_gear overlay yetprocedural equipped presentationDirect-equip Town Hall weapon.
helmet_crudeequipment slotYescraft_armor_setEarly armorcombat progressioncompleteharden load/refresh alignment10 body-specific static overlays; no dedicated equipment iconprocedural fallback if a matching overlay cannot resolveOne authored overlay for each current body id.
torso_crudeequipment slotYescraft_armor_setEarly armorcombat progressioncompleteharden load/refresh alignment10 body-specific static overlays; no dedicated equipment iconprocedural fallback if a matching overlay cannot resolveOne authored overlay for each current body id.
feet_crudeequipment slotYescraft_armor_setEarly armorcombat progressioncompleteharden load/refresh alignment10 body-specific static overlays; no dedicated equipment iconprocedural fallback if a matching overlay cannot resolveOne authored overlay for each current body id.
sword_ironequipment slotYesanvil_iron_swordBetter combat weaponcombat progressioncompletenone required nowno dedicated equipment icon; no player_gear overlay yetprocedural equipped presentationCurrent best live weapon.
helmet_ironequipment slotYesanvil_iron_armorBetter armorcombat progressioncompletenone required nowno dedicated equipment icon; no player_gear overlay yetprocedural equipped presentationCurrent best live helm.
torso_ironequipment slotYesanvil_iron_armorBetter armorcombat progressioncompletenone required nowno dedicated equipment icon; no player_gear overlay yetprocedural equipped presentationCurrent best live torso armor.
feet_ironequipment slotYesanvil_iron_armorBetter armorcombat progressioncompletenone required nowno dedicated equipment icon; no player_gear overlay yetprocedural equipped presentationCurrent best live boots.
ring_bandequipment definition onlyNononenone nowfuture economy/accessory hookdeadproposed: bronze/silver ring base itemno live consumer; no art required yetno acquisition pathDefined but not obtainable.
amulet_focusequipment definition onlyNononenone nowfuture attunement hookdeadproposed: silver + crystal + tiny core sinkno live consumer; no art required yetno acquisition pathDefined but not obtainable.

Source-Only, Dead, And Internal Tokens

IdStoragePlayer-facing?Current sourceCurrent gameplay useSystem roleSink statusRecommended next sinkImage refPlaceholder / fallbackNotes
grassworld block metadata; item metadataWorld-onlygrass world blocknone as carried itemworld-state surfacesource-onlynone; keep as world-only unless block pickup becomes a featureitems/grass.png; blocks/grass.pngitem icon fallback swatch if art missingHarvest resolves to dirt, not grass.
farm_soilworld block metadata; item metadataWorld-onlytilled soil world blocknone as carried itemfarming world-statesource-onlynone; keep as world-only unless shovel/soil pickup landsitems/farm_soil.png; blocks/farm_soil.pngitem icon fallback swatch if art missingHarvest resolves to dirt.
crop_seedlingworld block metadata; item metadataWorld-onlygrowing crop blocknone as carried itemfarming world-statesource-onlynone; keep as world-only unless transplanting is addeditems/crop_seedling.png; blocks/crop_seedling.pngitem icon fallback swatch if art missingHarvest resolves to crop_seeds.
crop_ripeworld block metadata; item metadataWorld-onlyripe crop blocknone as carried itemfarming world-statesource-onlynone; keep as world-only unless produce pickup is addeditems/crop_ripe.png; blocks/crop_ripe.pngitem icon fallback swatch if art missingHarvest resolves to food and crop_seeds.
berry_bushworld block metadata; item metadataWorld-onlyberry bush blocknone as carried itemworld-state food sourcesource-onlynone; keep as world-only unless bush pickup is addeditems/berry_bush.png; blocks/berry_bush.pngitem icon fallback swatch if art missingHarvest resolves to food.
pickUI surrogate iconUI-onlyitems.json metadata and art/generated/items/pick.pngTown Hall forge button iconUI surrogate for equipmentsource-onlynone; this should remain a surrogate, not a real gear itemitems/pick.pnggenerated swatch if icon missingNot the same thing as pick_basic or pick_forged.
axeUI surrogate iconUI-onlyitems.json metadata and art/generated/items/axe.pngTown Hall forge button iconUI surrogate for equipmentsource-onlynone; this should remain a surrogate, not a real gear itemitems/axe.pnggenerated swatch if icon missingNot the same thing as axe_crude.
swordUI surrogate iconUI-onlyitems.json metadata and art/generated/items/sword.pngTown Hall forge button iconUI surrogate for equipmentsource-onlynone; this should remain a surrogate, not a real gear itemitems/sword.pnggenerated swatch if icon missingNot the same thing as sword_crude or sword_iron.
armorUI surrogate iconUI-onlyitems.json metadata and art/generated/items/armor.pngTown Hall forge button iconUI surrogate for equipmentsource-onlynone; this should remain a surrogate, not a real gear itemitems/armor.pnggenerated swatch if icon missingNot the same thing as actual armor-piece ids.
tool_tier_2_pickinternal recipe tokenNoRaw output token in basic_pick_upgradenone directlyinternal bridge tokeninternalnone; ideally stay invisible or be normalized away in future cleanupno image neededno player-facing surfaceThe real gameplay result is pick_forged.

Live Enemy Chance Tables

EnemyDrop chances nowWhy it matters nowImage refPlaceholder / fallback
Surface Slimeslime_gel 70%, wet_fiber 25%, tiny_core 5%Earliest source of future utility and attunement materialsenemies/surface_slime.png plus variantscode-drawn hostile shape if art missing
Thornratmeat 65%, thorn_quill 30%, hide_scrap 5%Earliest farm-pressure enemy; obvious future food/leather sink sourceenemies/thornrat.png plus variantscode-drawn hostile shape if art missing
Cave Crawlerchitin 65%, silk 30%, eyes 5%Earliest underground material loopenemies/cave_crawler.png plus variantscode-drawn hostile shape if art missing
Ore Tickore_flecks 70%, shell 30%Bridges combat into metallurgy if given salvage sinksenemies/ore_tick.png plus variantscode-drawn hostile shape if art missing
Raider Basiccoins 75%, scrap_weapons 40%Natural seed for economy and salvage systemsenemies/raider_basic.png plus variantscode-drawn hostile shape if art missing
Raider Torchbeareroil_rags 60%, torch_heads 40%Natural seed for fire, fuel, and advanced light systemsenemies/raider_torchbearer.png plus variantscode-drawn hostile shape if art missing

Recipe Routing Reference

Recipe idStationInputsRaw outputsResult routeResult in playWhy it matters
craft_torchhandwood x1, stone x1torch x3inventoryAdds torches to player inventoryCore early survival sink.
craft_wood_blockhandwood x1wood x1inventoryIdentity craftMostly a UI/contract surface, not real transformation.
craft_stone_blockhandstone x1stone x1inventoryIdentity craftMostly a UI/contract surface, not real transformation.
craft_seedshandfood x1crop_seeds x2inventoryAdds seeds to player inventoryCurrent farming loop closer.
craft_lanterntown_hallore x2, wood x1lantern x1inventoryAdds lantern to player inventoryMain deep-ore light sink.
basic_pick_upgradetown_hallwood x3, stone x5tool_tier_2_pick x1code-routed pick upgradeUpgrades equipped pick to pick_forgedImportant special case: JSON token is not the real player-facing item.
craft_axetown_hallwood x4, stone x2none in raw JSONcode-routed equipEquips axe_crudeImportant special case: no raw outputs, real result comes from code.
craft_swordtown_hallwood x2, stone x3none in raw JSONcode-routed equipEquips sword_crudeImportant special case: no raw outputs, real result comes from code.
craft_armor_settown_hallwood x6, stone x4none in raw JSONcode-routed equipEquips crude armor setImportant special case: no raw outputs, real result comes from code.
workbench_torch_bundleworkbenchwood x2, coal x1torch x6inventoryAdds torches to player inventoryLight/fuel station sink.
smelt_copperfurnacecopper_ore x2, coal x1copper_ingot x1stockpileAdds ingot to stockpileStarts metallurgy.
smelt_tinfurnacetin_ore x2, coal x1tin_ingot x1stockpileAdds ingot to stockpileStarts metallurgy.
smelt_ironfurnaceiron_ore x2, coal x1iron_ingot x1stockpileAdds ingot to stockpileFeeds current top-tier live combat gear.
smelt_silverfurnacesilver_ore x2, coal x1silver_ingot x1stockpileAdds ingot to stockpileCurrently ends in a stockpile dead-end.
alloy_bronzefurnacecopper_ingot x1, tin_ingot x1, coal x1bronze_ingot x2stockpileAdds alloy to stockpileCurrently ends in a stockpile dead-end.
anvil_iron_swordanviliron_ingot x3none in raw JSONequip_slotsEquips sword_ironFirst explicit gear-upgrade anvil sink.
anvil_iron_armoranviliron_ingot x5none in raw JSONequip_slotsEquips iron armor setFirst explicit gear-upgrade armor sink.

Visual Surface Index

Surface familyCurrent stateMissing or deferredPlanning note
Item iconsFully covered for all 43 current item idsnone required for current live item idsStable and canonical-only by design.
Enemy spritesCovered for all 6 live enemy idsplanned enemy families onlyNo immediate live-image blocker.
Player bodiesCovered for all 10 live body ids plus look variantsplanned ancestry bodies onlySafe for current shell and gameplay.
Equipment overlays120 body-specific PNGs live for crude armor and basic/forged pick + crude axe swingsuncovered equipment families and refresh/alignment hardeningContinue from current coverage; do not regenerate already-authored families without an approved style pass.
Equipment item iconsNo live consumerstill deferredDo not mistake this for a bug; the game currently does not use backpack-style equipment icons.
UIPrimary native 19-asset HUD kit live; legacy/reserved UI hooks retainedprimary chrome polish and framed-panel defect cleanupRuntime content remains separate; use the HUD Asset Replacement Studio.
Opening artEight authored scene pools / ten PNGs liveoptional approved animation/variant expansionPlotted fallback remains safe and deterministic.
Backdrops and back wallslive and covered for current surfacesfuture cave/deep-cave/background familiesNot a current blocker.

Planned-Only Data Hooks

These are intentionally separated from live content. They are not implemented current mechanics.

Item idStatusReferenced byChanceWhy it mattersRecommended first implementation sink
antlersplanned, not implementedHollow Stag5%rare prestige material hooktrophy, ritual focus, high-tier trade
clayplanned, not implementedMudling60%construction/material branch hookbricks, pottery, furnace upgrade
forged_sealplanned, not implementedFalse Taxman30%economy/politics hookcivic quest or treasury sink
fungal_threadplanned, not implementedSporekin35%cave cloth/alchemy hookwraps, filters, attunement cloth
fuse_cordplanned, not implementedRaider Sapper35%trap/explosive hookdemolition or trap recipes
glow_glandplanned, not implementedLantern Leech45%advanced light hookcave lamp or alchemy light
hideplanned, not implementedBurrow Maw; Hollow Stag50%; 25%stronger leather branch hookmedium armor or packs
mudplanned, not implementedMudling30%low-tier construction hookclay prep or farming amendment
oilplanned, not implementedLantern Leech55%light/fuel hooklantern fuel or fire weapons
picksplanned, not implementedRaider Sapper50%salvage/tool hooktool repair or iron salvage
reed_fiberplanned, not implementedMudling10%weaving/rope hookrope, nets, matting
sporesplanned, not implementedSporekin65%fungal/alchemy hookmedicine, poison, farming catalyst
stone_platesplanned, not implementedStoneback Beetle80%heavy armor/fortification hookarmor, barricade plating
teethplanned, not implementedBurrow Maw50%combat trophy hookdagger, charm, trophy
venisonplanned, not implementedHollow Stag70%premium food hookfeast or trade good
venomplanned, not implementedAsh Wasp5%poison/alchemy hooktoxin, trap, advanced craft
waxplanned, not implementedAsh Wasp60%candle/light hookcandles, seals, polish
wingsplanned, not implementedAsh Wasp35%light craft/alchemy hookfletching or charm craft

Current Maintenance Priorities

PriorityWhy it matters
Add first real sinks for live enemy dropsThe largest cluster of current source-only items is combat loot.
Add first downstream sinks for silver_ingot, bronze_ingot, and crystalMetallurgy and attunement progression currently stop early.
Decide whether ring_band and amulet_focus should stay dead or become near-term goalsThey are already defined and create obvious planning pressure.
Decide whether any world-only metadata items should remain non-inventory forevergrass, 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 familiesCrude 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 contractGeometry 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.