Crafting & Cooking
Database-driven crafting, counted ingredients, physical tools, Workbench jobs, salvage and exact-item repair.

Recipes & counted ingredients
Crafting/cooking consumes exact physical ingredients. Bulk pantry goods can provide counted portions from the same bag, jar, box or bottle rather than destroying the entire package for one spoonful. Multi-item recipes can use exact quantities and authored substitution groups.
Knowledge gates
Recipes can require survivor-mortal Knowledge. The UI may explain what is missing, but authoritative execution rechecks Knowledge, materials, tools, AP and location context server-side.
Tool capabilities
Tools now expose reusable capabilities such as hammering, cutting, sawing, gripping and other workshop functions. A recipe can require a capability rather than one exact definition, allowing several appropriate physical tools to satisfy the job.
Workbench crafting
Some jobs are field-capable while others require a usable physical Workbench in a Safe House Workshop. Installed tools remain exact physical items and can satisfy capability requirements while you are working there.
Dismantling & salvage
Exact carried items can be dismantled into bounded physical outputs. Condition affects recovery, and nested contents, liquids, attachments or equipped state must be cleared first. The latest content audit checks that authored salvage does not create implausible physical mass.
Exact-item repair
General equipment repair restores the same item instance using authored physical materials, tool capabilities and sometimes specialist Knowledge. Repairs have condition ceilings rather than converting damaged gear into a fresh replacement.
Cooking & preservation
The current cooking catalogue includes practical staples, soups, stews, curries, pasta/rice combinations, camp bread, hot drinks and game/wild-food meals. Preservation adds drying, smoking, curing/salting and pickling with physical containers and ingredients.