Gap
Crafting's material demand side is deep (MaterialCategory, CraftingMaterialRequirement, the #2878/#2881 expressiveness arc, value-denominated requirements) — but there is no player loop that produces crafting materials. world/agriculture yields food only (CropType/FieldDetails/Granary/FoodStockpile) and never touches ItemInstance or MaterialCategory. No foraging, mining, logging, skinning, or salvage-into-materials action exists.
Why
Roadmap pillar 1 names harvesting as a living-grid activity ("go harvesting"), and without a production loop, materials can only enter via seeds/GM grant — the crafting economy has a mouth but no hands. A gathering loop also gives non-combat characters a grid reason to travel (feeding the ambient-texture and travel systems).
Scope note: domain-level material production is #2540's territory — this issue is the personal gathering loop (skill-gated, location-dependent, perform_check-driven yields).
Gap
Crafting's material demand side is deep (MaterialCategory, CraftingMaterialRequirement, the #2878/#2881 expressiveness arc, value-denominated requirements) — but there is no player loop that produces crafting materials.
world/agricultureyields food only (CropType/FieldDetails/Granary/FoodStockpile) and never touches ItemInstance or MaterialCategory. No foraging, mining, logging, skinning, or salvage-into-materials action exists.Why
Roadmap pillar 1 names harvesting as a living-grid activity ("go harvesting"), and without a production loop, materials can only enter via seeds/GM grant — the crafting economy has a mouth but no hands. A gathering loop also gives non-combat characters a grid reason to travel (feeding the ambient-texture and travel systems).
Scope note: domain-level material production is #2540's territory — this issue is the personal gathering loop (skill-gated, location-dependent, perform_check-driven yields).