Non-renewable items

From Terraria Wiki
Jump to navigation Jump to search

The flip-side of renewability is non-renewability – items and resources which may or may not be common, but cannot be created within a single world. This includes any item which cannot be purchased, gained from a drop, or crafted from renewable materials.

On the Desktop version Desktop version, Console version Console version, and Mobile version Mobile version, any item that can go in the player's inventory can be researched and duplicated, making them all infinitely renewable, but only for Journey characters in Journey worlds. The only exception to this is Etherian Mana, however it is only used for the Old One's Army event, and is renewable.

Non-renewable items include the following:

  • Some blocks are created with the world, and may be quite plentiful, but cannot actually be crafted or otherwise created. This normally becomes an issue only when a player has explored the whole world, and undertakes to rebuild it entirely.
    • (Old-gen console and 3DS versions) This applies in particular to most soil types, and to the Queen Bee and related items.
  • Some items are found in specific Chests, of which a limited number spawn with a world, and a few of those cannot also be obtained by fishing. Most Chests themselves are also non-renewable.
  • A few items are created with the world in particular locations, and cannot otherwise be created in world. This includes furniture and materials from several fixed structures, notably the Dungeon, the Jungle Temple, the Underworld's Ruined Houses, and Altars. These structures also tend to include location-specific Chests as above.
  • Some types of natural background walls cannot be harvested or crafted by the player. In some cases, this is relevant to game mechanics and/or game balance.
  • Any item which can only be acquired by crafting, and which requires a non-renewable item in all of its crafting recipes.
  • Most NPC quest rewards are renewable, but there is a special case: The Fuzzy Carrot and the Angler armor set are one-time rewards, so each player in a world can only get one of each.

In general, the non-renewability of these items extends to items crafted from them.

Non-renewable items are few enough that they can be listed individually. A few of those are "semi-renewable", produced by something that is plentiful but ultimately finite.

Plentiful but finite

  • In worlds where the Jungle Mimic(Desktop, Console and Mobile versions) appears, Silt, Slush, Hardened Sand, Sandstone, Ice, and Ash are all renewable through the mimic's "stuff cannon" attack.

Location-specific generation

A few items are created with the world in particular locations, and cannot otherwise be created in the world. This includes (but is not limited to) furniture and materials from several fixed structures, notably the Dungeon, the Jungle Temple, and the Underworld's Ruined Houses. It also covers most of the special Chests from these structures, and most trap blocks.

Location-specific Chests

Various special Chests spawn with a world, and even those Chests which have corresponding crates have a few items which are not found in in the crates. In all cases, items are listed under only the first Chest they appear in. All of the Chests listed below are themselves uncraftable and non-renewable items. Some of these Chests are common enough to qualify as "plentiful", but random chance can still fail to supply one of their items in a given world.

Non-renewable crafting stations

It seems worthwhile to summarize those crafting stations which are non-renewable (as listed above).

Becoming non-renewable as the game progresses

Some items may be renewable in a new world, but they become non renewable as the game progresses:

Renewable in some secret world seeds

These items are commonly considered non-renewable, but they are renewable in some specific secret world seeds(Desktop, Console and Mobile versions). This includes: