Go to Workshop → Crafting and pick the two materials you used — combinations appear as soon as you choose (leave Material B on All materials to see every pairing). Find the code that matched and click Record discovery — the form opens pre-filled with the materials and code. Give the item a name and its card number, then save.
You can also add a recipe manually with + Add Recipe in Workshop → Recipes (or press n).
Codes can be typed in shorthand: one letter for the colour followed by four digits — e.g. R1311 for Red 1311. Letters: B = Blue, R = Red, Y = Yellow, P = Purple, G = Grey, Gn = Green, O = Orange, S = Silver. Separate multiple codes with commas or spaces.
The codex maps each code to its result, and codes come entirely from the visible pips — so materials that share the same edge pips are interchangeable. When a computed code matches one already recorded on a recipe, the Crafting tab shows a dashed-green Inferred card: tap Add to recipe to attach the combination. Infer Combinations on the Recipes tab does this in bulk for every recorded code. Inferred combinations are labelled on the recipe card and can be removed with ×.
Use Import Codes CSV to load community crafting-code files (rows of Code;Flavor Text;Game Text;Item Name; the pip colour is read from the filename). These come from an unverified source, so only the code and the item card ID are shown — the item name and text stay hidden behind Reveal spoiler. When you craft the code at the table, hit Confirm: the recipe form opens pre-filled, and saving it replaces the unverified entry with a verified recipe.
Rows named None are community-reported dead-ends. They show as "reported as nothing crafted", with the flavor hint (which often nudges you toward the correct recipe) behind Reveal hint. Use the Nothing button to record it as a verified dead-end once tried at the table.
All — shows every computed code for the selected materials.
Unknown — hides combinations that have already been resolved (discovered or dead-end).
Known — shows only material pairs where at least one item has been found.
The Journal tab gathers the campaign record into sub-tabs. Culture — tribe name, structures, outposts (which structures are built where), mantle powers grouped by mantle, knowledge cards, taboos, pigments. Behemoths — each with lair hex, demeanor, and revealed secrets. Challenges — record grouped by epoch, newest first. Looming — upcoming challenges in priority order (reorder with ▲▼). Investigations — omens and findings. Codex — which codex entries the group has read, with the card that sent you there and your notes. Notes — free-form named pages. The Cave Wall tab draws pictographic records with a finger, stylus, or Apple Pencil using the six pencils from the game box; view it in creation or alphabetical order. Everything is saved locally, included in Export JSON, and merged through Drive Sync like recipes.
Card IDs can be typed without their prefix — the form fills it in ("13" becomes IT13 on a recipe, "04" becomes KN04 on a knowledge card) and fixes lower-case ("bh03" becomes BH03).
Use Export JSON to save your current data, then share the file. Others import it with Import JSON — choose Merge to combine with their existing data, or Overwrite to replace it entirely.