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Items & Equipment

What the player is carrying or wearing, and what that does to them.

  • A cursed item — Wearing it applies a status effect; taking it off removes that one and leaves the potion's alone
    Inventory, Status Effects · Subtle
  • Facing works, and your sprite never rotates — Face-to-pick-up works for a sprite that never rotates — without a provider the fallback points permanently up, so in 2D this seam is required rather than optional
    Pickups · Focused
  • A pouch that arrives whole or not at all — A loot pouch that arrives whole or not at all — because a partial delivery reported as a refusal is not a refusal, it is duplication
    Inventory · Subtle
  • A search box that knows what you can make — The search seam is handed a raw string, so the box can be a query language — @craftable lights up exactly the ingredients for something you could finish right now
    Inventory, Crafting · Composite
  • A tidy that leaves your favourites alone — Hit Sort and the potion you always keep in slot two stays in slot two — on the seam whose last line of comparison is the whole of a documented stable sort
    Inventory · Composite
  • Turning the fireworks off without touching the content — Silence chosen decorator types on every effect chain built while it is installed — on the one seam whose default is public, so it can be wrapped instead of transcribed
    Pickups · Composite

Filed elsewhere, but they answer this too

These live under another heading — the sidebar puts each recipe in one place so you can find it again — and they are here because they genuinely answer this question as well.

  • Crafts that fall on the floor instead of vanishing — A job that finishes into a full bag drops its output on the ground rather than evaporating
    Crafting, Loot, Pickups · Composite · filed under Crafting & Progression
  • Death drops — On death, scatter some of what the actor was actually carrying — a drop table built from the corpse, not authored in advance
    Health, Inventory, Loot · Composite · filed under Loot & Rewards
  • Salvage, without authoring a single salvage table — Break an item back down into some of what it was made of, by reading the recipes you already wrote backwards
    Crafting, Loot, Inventory · Composite · filed under Crafting & Progression
  • A shop that hands over the goods when the bag is full — The purchase lands on the floor instead of the sale failing: the same shop, with a different store
    Economy, Pickups, Inventory · Subtle · filed under Shops & Economy
  • The whole Cookbook — all 36 recipes, the full table, and what the systems and shape columns mean.
  • Generated from Cookbook/recipes.json. Edit that rather than this page.