Headless data + logic layer for recipe-based crafting. Manages a
recipe registry, performs match-checks against a container's
inventory contents, and atomically consumes inputs + creates outputs.
Surface:
define_recipe{id, inputs, output, name?, description?, is_known?}
list_recipes(), get_recipe(id)
is_known(recipe_id, ctx) -- per-recipe discovery gate
can_craft(recipe_id, container, ctx) -- non-mutating availability
craft(recipe_id, container, ctx) -- mutating action
Recipe-Schema: count-form inputs (array of {template, count}) +
single output {template, count} + optional is_known(ctx) hook
(default returns true). Match-result schema:
{ ok=true, crafted_items, consumed }
{ ok=false, error='unknown_recipe' }
{ ok=false, error='missing_inputs', missing={{template, needed, have}} }
Container is both inputs-source and output-destination (single-container
v0.1; multi-container deferred). craft re-runs can_craft internally
and returns the structured error if state changed since the last frame.
Depends on lib-core.composition 0.3.0 (template_of, create, destroy)
and lib-core.inventory-list 0.1.0 (contents, add, remove).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
217 lines
7.8 KiB
Markdown
217 lines
7.8 KiB
Markdown
# lib-core.crafting
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Recipe Registry + Match-Check + Craft Action. Headless data + logic layer.
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Recipes reference item-template-ids; inputs are consumed from a container,
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outputs are placed back into the same container.
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**Version:** 0.1.0
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**Lib-ID:** lib-core.crafting
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**Requires:** `lib-core.composition` 0.3.0, `lib-core.inventory-list` 0.1.0
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**Tags:** crafting, recipe, registry
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## Topology
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```mermaid
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graph LR
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this["lib-core.crafting"]
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composition["lib-core.composition"]
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inventory["lib-core.inventory-list"]
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this --> composition
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this --> inventory
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```
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## Scope (v0.1.0)
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Solid-Cut: recipe registry + match-check + craft-action + per-recipe
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discovery hook. Single-container parameter (inputs source AND output
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destination). Count-form recipe-inputs.
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**Supported:**
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- `define_recipe{id, inputs, output, name?, description?, is_known?}`
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- `list_recipes()`, `get_recipe(id)`
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- `is_known(recipe_id, ctx)` — per-recipe discovery gating
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- `can_craft(recipe_id, container, ctx)` — non-mutating availability check
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- `craft(recipe_id, container, ctx)` — mutating action
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**Deferred (Phase D+ / E):**
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- Workpiece-Model / multi-step crafting / Batch / Time-coupled craft
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- Tool-Requirements (Hammer-required, Workbench-required)
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- Skill-Checks (skill-property-min for recipe)
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- Property-driven recipes (`composition.iron ≥ 0.8`) — Phase E
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- Multi-Container-UI (input from A, output to B)
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- Action-Property-Tags (`crafting.cutting`, `crafting.hammering`) — Domain-Lib substrate
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## API
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### `crafting.define_recipe(def)`
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**Syntax:** `crafting.define_recipe({id, inputs, output, name?, description?, is_known?}) -> void`
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**Example:**
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```lua
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crafting.define_recipe{
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id = "rock_pick",
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inputs = {
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{ template = "rock", count = 1 },
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{ template = "stick", count = 1 },
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},
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output = { template = "rock_pick", count = 1 },
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name = "Stone Pick",
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description = "A pick for mining stone.",
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is_known = function(ctx) return true end,
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}
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```
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**Description:** Registers a recipe under `id`. `inputs` is a non-empty
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array of `{template, count}` entries; `output` is a single
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`{template, count}`. `name` / `description` are optional player-facing
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display strings. `is_known(ctx) -> bool` is an optional discovery hook;
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default is `function() return true end`. The hook receives the same `ctx`
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table the caller passes to `is_known` / `can_craft` / `craft`.
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Loud `error(...)` on: non-table `def`; missing / non-string / empty `id`;
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duplicate `id`; non-table / empty `inputs`; any input or output entry
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that isn't a `{template: string, count: positive int}` table; non-table
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`output`; non-function `is_known` if provided.
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Error messages follow the pattern `"crafting.define_recipe '<id>': <reason>"`
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so test-suites can pattern-match.
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### `crafting.list_recipes()`
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**Syntax:** `crafting.list_recipes() -> {recipe_def, ...}`
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**Description:** Returns a shallow-copied list of all currently-registered
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recipes. Mutating the returned list (or the entries themselves) does not
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affect the registry. Order is unspecified.
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### `crafting.get_recipe(id)`
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**Syntax:** `crafting.get_recipe(id: string) -> recipe_def or nil`
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**Description:** Returns a shallow-copy of the registered recipe with the
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given `id`, or `nil` if no recipe is registered under that id.
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### `crafting.is_known(recipe_id, ctx)`
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**Syntax:** `crafting.is_known(recipe_id: string, ctx: table) -> bool`
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**Description:** Returns the result of `recipe.is_known(ctx)` for the
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named recipe, or `false` if the `recipe_id` is unregistered. `ctx`
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must be a table (loud-error otherwise); empty `{}` is allowed. Used by
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display libs to filter the recipe list to known recipes only.
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### `crafting.can_craft(recipe_id, container, ctx)`
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**Syntax:** `crafting.can_craft(recipe_id, container, ctx) -> result`
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**Result-Shape:**
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```lua
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-- success
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{ ok = true }
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-- recipe missing / not known
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{ ok = false, error = "unknown_recipe" }
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-- inputs insufficient
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{
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ok = false, error = "missing_inputs",
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missing = {
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{ template = "stick", needed = 1, have = 0 },
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...
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},
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}
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```
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**Description:** Non-mutating check whether `recipe_id` can be crafted
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right now from items in `container`. Returns `ok=true` if the recipe is
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registered, `is_known(ctx)` returns `true`, AND `inventory.contents(container)`
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contains at least `input.count` items per `input.template` for every
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input. Otherwise returns `ok=false` with an `error` discriminator. For
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`missing_inputs`, the `missing` array lists each input that's under-
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supplied with its `needed` and `have` count.
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Loud-Error: `ctx` must be a table (empty `{}` OK).
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### `crafting.craft(recipe_id, container, ctx)`
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**Syntax:** `crafting.craft(recipe_id, container, ctx) -> result`
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**Result-Shape:**
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```lua
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-- success
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{
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ok = true,
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crafted_items = { entity_handle, ... }, -- new output entities
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consumed = { entity_handle, ... }, -- input entities (already destroyed)
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}
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-- failure (same shape as can_craft)
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{ ok = false, error = "unknown_recipe" }
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{ ok = false, error = "missing_inputs", missing = {...} }
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```
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**Description:** Performs an internal `can_craft` check first; on failure
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returns the same result early (container untouched). On success:
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1. Removes `input.count` matching-template items from the container via
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`inventory.remove`, then `composition.destroy`s each consumed item.
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2. Creates `output.count` new items via `composition.create{template=output.template}`.
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3. Adds each new output to the container via `inventory.add`.
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The returned `consumed` array references the input entity handles AFTER
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they were destroyed; they're useful for debug logging but must not be
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operated on (their composition meta-record is gone).
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Loud-Error: `ctx` must be a table (empty `{}` OK).
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## Recipe-Schema
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```lua
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{
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id = "rock_pick", -- string, unique, non-empty
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inputs = { -- non-empty array
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{ template = "rock", count = 1 }, -- count > 0, integer
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{ template = "stick", count = 1 },
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},
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output = { template = "rock_pick", count = 1 },
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name = "Stone Pick", -- optional, display
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description = "A pick for mining stone.", -- optional, used by Inspect
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is_known = function(ctx) return true end,
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-- optional discovery hook
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-- ctx is the caller-supplied table
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-- default: returns true unconditionally
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}
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```
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## Test Backdoors
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```lua
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crafting._test_clear_all() -- wipe the recipe registry; for test isolation
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crafting._test_get_recipes() -- raw internal recipes-by-id table
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```
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These are not part of the stable surface; they exist so test-libs can
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re-initialize state between assertions.
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## Conventions
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- **Container-Parameter:** v0.1 uses a single container for both inputs
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and output. Modules pass the appropriate container (e.g. the player's
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backpack). Workbench-Entity / multi-container splits are deferred to
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Phase D.
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- **Discovery-Hook:** Per-recipe `is_known(ctx)` lets modders gate
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recipes on schematic-store-lookups, skill-property-checks, etc.
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without expanding the v0.1 surface.
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- **No silent fail:** `craft` always re-checks `can_craft` and returns
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a structured error if conditions changed since the UI's last frame.
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## Future Phases
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| Phase | Surface addition | Spec |
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| D (Workbench) | Workbench-Entity-Container parameter; post-craft-relocate callback | crafting-model.md |
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| D+ (Workpiece) | Multi-step crafting with intermediate workpiece-entities | crafting-model.md |
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| D+ (Batch / Time) | Batch parameter, time-system coupling, abort-decon | crafting-model.md |
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| E (Property-driven) | `composition.iron ≥ 0.8` as input matcher | composition-model.md, crafting-model.md |
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| Domain-Libs | `lib-core.metalwork` / `textile` / `woodwork` consume crafting substrate | libraries.md §8 Catalog |
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