Summary
Five resources: trash, currency, scrap, food, valuables (plus legendaries as rare drops). Trash, currency, and scrap are global counters; food lives in the Pantry or Online Sales queue; valuables live in Online Sales storage.
Details
The canonical high-level framing is in GDD: Economy, but the resource names and storage model have been tightened here:
- “Crafting materials” has been renamed to “scrap” — it’s both the resource name and the verb, so the Scrapper → Scrapping Station → scrap loop is self-consistent.
- Trash, currency, and scrap are global counters. Click-to-claim at the Loot Sorting Station. No station-local storage.
- Valuables live in Online Sales storage with a capped queue that scales via the Upgrade Desk. Food can also route here when “Sell” is chosen at intake.
- Food is the load-bearing constraint — balance crew size, upgrades, and mission frequency to avoid starving the crew.
- MVP simplification: valuables auto-convert to currency at a flat base rate at the Online Sales station. The full listing/waiting mechanic and the two-part appraisal gamble (Sorter read + Fence execution) are post-MVP.
- Online Sales capacity caps create real pressure (post-MVP). When the queue fills, Keep/Sell routing is blocked until the Fence clears space — forcing the player to scrap borderline items.
See Loot Intake for how resources flow in, and Station Operation Model for the universal storage-cap rule.