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 ==