Bank: Difference between revisions
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An action only needs a free slot for its '''guaranteed''' drops. If it can't fit them, the action stops and a banner (with an "Open Bank" button) and a toast tell you why — so a full bank never silently stalls your progress. | An action only needs a free slot for its '''guaranteed''' drops. If it can't fit them, the action stops and a banner (with an "Open Bank" button) and a toast tell you why — so a full bank never silently stalls your progress. | ||
'''Rare''' drops are never lost to a full bank: if a lucky rare rolls while you have no room for it, it is automatically sold for [[Amber]] at its full sell value instead of being dropped. | '''Rare''' drops are never lost to a full bank: if a lucky rare (or any loot needing a brand-new stack) rolls while you have no room for it, it is automatically sold for [[Amber]] at its full sell value instead of being dropped. This applies to every loot source alike — hunts, expeditions, [[Rivals|raids]], [[Dispatch]] squads, [[Villagers|villager]] gifts, and camp collections. | ||
=== Special items are protected === | |||
A few '''progression items''' are too important to quietly turn into Amber, so they '''ignore the full-bank rule''' and squeeze into the bank one slot over capacity instead of converting: | |||
* '''[[Tribe#Material Ages|Age Catalysts]]''' — the spoils that gate advancing your camp's Material Age. | |||
* '''Un-learned masterwork [[Blueprints|blueprint sheets]]''' — a sheet for a recipe you haven't studied yet. | |||
* '''Worker gear returned by an Age advance''' — the plain pieces handed back when a new Age retires your camp. | |||
The catch that this protects against: a blueprint sheet for a recipe you have '''already learned''' is dead weight, so it still converts to Amber like an ordinary bank-full drop. | |||
== See also == | == See also == | ||