Items
Overview
Everything you can pick up, store, wear, wield or trade in the world — raw materials, food, tools, weapons, armour, clothing, and more — is an item. The same handful of rules govern all of them: what kind of thing it is, how much of it a colonist can carry, whether it stacks, and where on the body it goes if it’s wearable.
How it works
- Type tells you broadly what an item is for — Resource, Food, Tool, Weapon, Armor, Clothing, Consumable, Container, Furniture, Currency, Document, or a crafting Component. This is what determines which jobs and recipes can use it.
- Weight determines how much space it takes up in a colonist’s carrying capacity — a loaded-up hauler moves slower, and the character panel shows exactly how close to full they are.
- Stacking — most raw materials and simple goods stack together up to a limit, so a hauler doesn’t need a separate trip for every single log. Equipped gear, and some special items, don’t stack.
- Equipment slots — wearable items go on a specific body slot: Head, Chest, Legs, Feet, Hands, Main Hand, Off Hand, Back, Belt, Shoulders, and a few more specialised ones. A colonist’s paperdoll shows every slot at once, so it’s easy to see what’s still empty.
Playing with it
- Check an item’s weight before loading up a hauler with everything at once — carrying too much slows a colonist down.
- Stackable materials are worth stockpiling in bulk; equipment and unique items are worth storing somewhere deliberate rather than left scattered.
- The paperdoll view is the fastest way to spot a colonist who’s under-equipped — an empty Chest or Feet slot is easy to miss just by looking at them in the world.
Good to know
- Not every item type occupies an equipment slot — raw resources, food and crafting components exist purely to be stored, carried, consumed or used in a recipe.
- An item dropped in the world doesn’t vanish immediately, but it won’t last forever either — get it into storage if you want to keep it. See resources and storage.
- Quality and physical wear are a separate layer on top of an item’s base type — see quality, durability and defiled gear for how a well-made or run-down copy of the same item differs.
Related
- Jobs & Work — the work that moves and stores items