Stamina#
Ground tools charge only on successful contact: hoe 2, watering can 2, axe 2, pickaxe 2. Scything is free, even at zero energy. An exhausted player can still walk, plant, harvest, collect drops, talk and go home. There is no passive drain or penalty while lingering in the shelter. Invalid/repeated/cancelled ground-tool work is free.
Refilling the watering can at a water source is free and works at zero energy.
Fishing charges at water landing: 8 stamina once when the bobber finishes its flight into valid water. Land misses, invalid/blocked/out-of-range/indoor casts and cancellation/travel before landing are free. At least 8 energy is required to start a valid cast; the landing rechecks water and energy. Hooking, reeling and counters are free; a paid attempt can finish at zero energy and is not refunded by later cancellation. A full bar supports 33 paid landings with 6 remaining.
Food and rest#
Select edible food in the hotbar and press Space (or left-click clear world space) to eat one from that selected stack. Turnips restore 25; beans restore 18, regardless of quality. All 25 fish are also edible: their species base recovery is 15–40, multiplied by 1 / 1.4 / 1.8 / 2.6 for Standard / Fine / Choice / Exceptional and rounded down. For example, perch restores 25 / 35 / 45 / 65. Inventory details and catch results show the quality-adjusted food value. Junk is inedible.
At full stamina, eating consumes nothing. Recovery clamps at 270. Bed sleep restores full energy; merely crossing dawn does not.
Repairing home#
The starting shack has missing shingles, damaged timber and porch boards, boarded windows, a faded condemned notice and interior wear. The bed, dry floor and hearth remain safe. A repair board is just right of the inside doorway; stand near it and right-click it.
| Stage | Cost to reach it | Visible result |
|---|---|---|
| Abandoned shack | Starting state | Battered shell, boarded windows, floor wear |
| Mended shelter | 20 wood + 6 stone | Roof/windows/exterior repaired; some floor wear remains |
| A place to call home | 35 wood + 12 stone + 10 fiber | Cleaned interior wear, restored warm exterior, stronger evening light |
Missing materials change nothing. A completed stage cannot be bought twice.
This progression does not yet expand rooms, add storage/crafting furniture or grant NPC work assignments.
Mara remembers meeting the player, shares a repair plan, and responds when the home is restored. Her possible workbench is future-facing dialogue, not an implemented crafting station.
Fireplace fuel and player-operated ignition are not implemented.