There are 10 item categories. They have exotic names but they're handcrafted.
Obtaining
Each material is assigned:
A time -- the base amount of time it takes to harvest the material from the world.
A chance -- The baseline likelihood of picking it up.
A value range for selling / work purposes.
A locale -- some kind of terrain chosen from a list that determines where it spawns.
A choice -- this can either be a list with some number of choices, a numeric range within some set, or blank.
A tool -- with the exception of one resource, all mats require a tool to harvest them.
These values are probably handcrafted since the categories themselves are. The base starting material should have a value range of 1-10. The others vary a lot.
This is the main system of the game -- a means of turning materials into other materials.
The actual new resource type is in its own category (supercat: refined). They're all procgen, allowing for tons of possibilities (and then even more once you work with the mechanic).
The way it works is, you go to a Xel (material)er shop. These will have the appropriate fixtures for sale -- it's a random spread and they're single buys. They're pricy, with the price multing as the level of refinement does (it goes up to 4).
This will then give you a fixture which you can place wherever you like in your magic backpack -- there's a cost for adding new rooms (which have a fixed number of fixtures) for organizational purposes.
Each fixture has the following properties:
What it comes from -- this is one of the 10 materials.
Level -- A level 1 transformation works on the base material and makes a level 1 refined product. A level 2 works on level 1 materials, etc. This goes up to 4 and the price of the fixture mults accordingly.
Lang -- a langer{} that dictates both the name of the cat and the name of everything inside it.
Type -- A boolean that determines if it's multing the value or multing the fuel strength.
Mult weights -- dictates the mult that'll be applied to the input item's value in a weight table. Ranges from risky ones that are lots of negmults and one good one to those where a value increase is likely but not very much, and anything in between.
Processes -- a list of processes, which like the mechanic for a base material can be a class or stat. Each unique combination of processes produces a new material though based on the constraints of the lang there can be overlaps.
Template cost -- you can buy templates at the appropriate Xel store. More on this in the Factories section. This value determines how much it costs to buy one.
Fuel cost -- how much fuel it actually takes to do the refinement.
Crafting
Crafting works similarly, the difference being that it takes a couple products of some level of refinement (and some amount of both) and runs the mult on the combined value of both materials. As such these fixtures are rarer and a bit pricier. You can't craft crafted products, that seems too complicated.
Pawn shop -- lets you sell anything whatsoever for half its expected value.
(Material)er -- lets you sell an item of that particular category for its full value. Refined and crafted variants count as well. Like an A+B craft can be sold at an Aer or Ber, an A refinement can sell at an Aer, etc. Towns have a varied supply of these.
Xer (material)er -- sells tools, tool upgrades, fixtures and allows you to make templates of fixtures you have. Like the other store these are randomly distributed in towns and are also rarer.
Nexus -- every town contains one. The Nexus lets you warp to towns in some fixed polar range (for all towns) from the current town. This costs money according to distance. The Nexus also allows you to warp to different worlds and buy upgrades accordingly -- more on that in the World Warp section.
Pawn Shop -- the pawn shop lets you sell anything whatsoever and towns always contain one, however you get one quarter of the expected value of the item.
Obstacler -- the Obstacler lets you change out your Obstacle-traversing equipment. There are lots of variations here, and each Obstacler has a fixed set of them. More on this in the Obstacles section. This is also unique for not costing money. Every town has an Obstacler.
Analyzer -- the Analyzer lets you buy Scanning/Analysis consumables for quite a bit of money. Analyzers occur semi-rarely. More on this in the Scanning and Analysis sections.