Crafting Reference (TwoTech)

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Reading the crafting reference (aka twotech or 2tech) for Two Hours One Life can be crucial for self learning and deep diving into the game recipes. Especially if you want to understand how to craft more complex items, the crafting reference is a very good tool to teach yourself.

Follow this link to check it out!

## Updates

Although the crafting reference is generated from the game code, this mechanism is manually triggered and therefore the website might be outdated for some days after a new update happened. Don't worry, it will get updated soon and catch up with the updates provided in the game. The ingame crafting guide (minitech) is always up to date.

## Sorting and Filtering

You can sort and filter all the content in the crafting reference by category. This is especially useful to compare different items from the same category or to explore a specific type of item. Let's say you look for easy foods, because you want to learn about different yum options in early game towns: Filter by "food", sort by "difficulty" "asc" and you will see the easy food with less steps first in the list.

The picture shows another example: You want to compare all the clothing items in the game and learn which of them have the best insulation value, so that you use up the least possible food per minute? Filter by "clothing" and sort by "difficulty", "desc" (most difficult first). The more complex the higher is usually the benefit you get from the clothing.

If you click on the "natural" filter, a list of biome symbols will appear. Click on a biome to filter for all objects that naturally appear in this biome.

## TechTree and Recipe View

The "How to get" section of each object page shows two buttons: "Tech Tree" and "Crafting Recipe". Click on these buttons to see either a tree view for the item, you've selected or a recipe view. Both can be very helpful, especially if you start out so try all perspectives and see what gives you the information you are looking for.

Note: Both views show **one** possibility to craft the item. It might not be the "best", "fastest" or "most common" path to get to this item. So it might be worth to check out all transitions listed under "How to get" (click "show more ways") to find other ways to come to the same result.

For example, if you want to learn how to craft a sheet of paper the recipe view will show you how to craft a single sheet using flat stones and sugar cane. But if you explore the other options in "show more ways", you will see there is a way to get a sheet of paper from a paper table. Checking on the crafting recipe for that item, might reveal that there is a completely different way to craft paper that uses a crock, straight branches and a table.

## Deadly

Objects that are marked as "deadly" will cause you a wound and kill you when you are not healed in time. Avoid getting on the same tile with deadly objects. To learn how you can be healed, click on the wound object (eg. hog cut) and check for transitions that will cause it to disappear.

## Uncraftable objects

Sometimes objects are removed from the game for balance or they are replaced by newer versions with different game mechanics. Or objects are added but not fully enabled, meaning, there are no transitions implemented to craft this object from any ressources "naturally" available in the game world.

In both of these cases these objects will not be removed from the crafting reference but marked as UNCRAFTABLE. Also all objects that need an uncraftable item to be made, will be marked as uncraftable in some sort of "chain reaction". Usually there is no way to obtain these objects in game.

Uncraftable objects can still appear in the game though, usually when they are spawned in by a moderator with unlimited powers (aka. "god"). If you encounter such an object, you will find that you will be able to interact with it and even craft recipes as long as the transitions are still enabled in the game.

Eg. the ostrich was removed from the game and therefore its feathers are uncraftable now. If you encounter an ostrich that was spawned in as a special gift, you will still be able to get feathers from it and you can make a fancy hat, that is usually not available for crafting anymore.

## Tools

The section marked in green describes how long you can use a tool before it breaks (or turns dull in the case of the knife). For each time you use the tool, there is a chance that you might use up one of its "uses". In this example, each time the knife is used, there is a 4% chance that it might get "older", therefore looses one "use". Special rules apply for the last use: Items on their last use are guaranteed to break (or move on to the next transition, depending on what the item is).

To get a rough impression on the durability of an item, check the "estimated uses". The number noted there is the number of times you should be able to use a tool statistically. However, if you are really lucky, you could use a tool endlessly. If you are really unlucky, your tool will break after the minimum number of uses (here: 10 for the knife).

## Food

On all food items, you will also find a "number of uses". In the case of the tomato soup, each bowl has 2 sips, so you can share with your friend! Some food items will even have more uses/bites, like pies for example. The other interesting part is the "food" information. It tells you how much pips you will fill from eating one "use" of this food. The bold number is the number that will get added to your food bar, the "+ x bonus" will be added in your bonus food. Check out this section here for more details on bonus food.

## Animal Moves

### State Changes

The changing behavior of animals is implemented in form of moves. Whenever the moves have been used up, the animal changes to another state. Here you can see how the mouflon produces offspring using this mechanism:

It starts with 20 moves. Every 3 seconds the mouflon moves 4 tiles and looses 1 move (see green boxes). Now, when the mouflon has used up all moves and is on its last one (see orange box), it switches to the next state, which is "Mouflon with lamb". This object then will again "run around" like this until all the moves are used up and it changes back to its initial form (the lamb disappears).

But not always is each actual move of an animal using up the amount of "moves" of the object. Sometimes it works as described in the tools section of this article: The moves are only used up with a certain likelihood.

For example the aging of a cat is implemented like this. A cat starts with 8 moves. Each time the cat actually moves, there is only a chance of 2.5% that one of these moves is used up (see green boxes). The "estimated moves" number gives you an impression how many moves a cat should usually have before it turns old (see orange box). That means in this case, there is no way to determine how long a cat will actually live, as the time heavily depends a certain amount of randomness.

### Move Behavior

There are three different move behaviors possible. An animal will not change its move behavior unless it changes its "state" (eg. if you shoot at a bison, it will turn to an "angry bison" and attack you).

 Flee
 Chase

## Pickup at Age

Some items might be restricted to a specific age and cannot be picked up before you have reached this age in the the game. For example the knife cannot be used before the age of 8. It's dangerous to give a sharp knife to a baby, so that is just sensible!

The age restriction is noted under each item. Most items can be picked up with the age of 3.

## Item Size and Containability

Items come in different sizes which influences, in which container they can be placed. Each container will list how many items of which size it can hold. In the following table you see the storage options for the different sizes of objects. The number in brackets is the number of items that can be stored. All smaller items can also be stored in a place where a larger item can be stored (eg. an apple fits in a wagon), but not the other way around (no hard rocks on your shelf).

* shelf (12)
* wooden slot box (10)
* backpack (4)
* poipack (5)
 Large
* wall shelves (2 per board)
* large wooden slot box (6)
* old hand cart (3)
* hand cart (4)
* hand cart with tires (6)
* horse-drawn cart (4)
* horse-drawn cart with tires (6)
 Extra Large
* hand wagon (4)
* hand wagon with tires (4)
* large wooden box (4)

## Speed Buffs and Debuffs

For vehicles you will find that there is a "walking speed" attribute listed in twotech. For example the bicycle has a "walking speed" of 250%, meaning you will move 2.5 times faster than by foot sitting on a bicycle.

Some objects may also slow you down. For example the hand cart (walking speed = 90%) reduces your speed by 10% and if you carry a dug big rock, your walking speed is heavily reduced to only 25% of your normal speed.

## Changes over Time/Despawn/Respawn

Some objects might have a section called "changes over time". These transitions will be triggered after a specific time is over. This time is depicted as a clock icon with the amount of time written inside (sec = seconds, m = minutes, h = hours). It's always advised to carefully check this section when you don't know the object yet. Here you will find the information if a resource is regenerated automatically or if an object will vanish over time (despawn).

Over time transitions are also applied to an object if this object is contained in a shelf or box or basket. The only exception for this is a bowl, which will preserve seeds and berries from despawning.

Some examples: