====== Crafting in EXODE ====== Crafting is a part of Colonization Gameplay where players can use their game assets to design and produce new assets for their own objectives. These assets will become new NFTS generated by players. All ingredients in your planet are unique and generated procedurally, giving vast options in crafting to trigger positive game effects. //General interest has been discussed in [[colonization-crafting|an article]] by @digital-wisdom.// //Crafting is being added to the game loop with the food update of March 2025, with mechanics to use in most or all next crafting processes in EXODE, and the following articles will cover these mechanics in depth.// ====== Generic Rules ====== Your Away Teams will [[collectible-resources|collect resources]] of different categories. Once these resources are brought back to [[your-colony|your colony]], they will be added to your [[permanent-storage|permanent storage]]. [[Production-Teams|Production Teams]] in a colony can then use this storage to **craft new assets**. //In EXODE manager, this action is done by using the Production menu and then selecting the right kind of asset to craft: ie Production then 'Create new Food'.// {{ :exode_capture_produce_food_00a.jpg?400 |}} {{ :exode_capture_produce_food_00.jpg?800 |}} You can explore more information about crafting: * By checking how to generate and use your [[crafting-general-rules|Design Points]], your main resource for crafting. * By consulting specific information about [[food-items|food items]], the first assets to receive crafting in EXODE. * By viewing details about the first step: [[crafting-prepare-resources|Preparing resources for crafting]] * Or reading [[crafting-making-your-design|How to make and use your own design]] Once done with crafting, you may be interested about the [[colonization-day|colonization daily activity]] or [[trading-player-assets|how to trade player-made assets]]. //Please note that all rules and values may change for reasons of gameplay, technicities or game balance.//