Durability

Equipment wears through completed use and gradual natural exposure: one condition per felled tree, mined ore, shaped plank, or raft crossing. Boat voyages cost ceil((source side+destination side)/16). Base lifespans at quality 1: stone axe/pick 40 uses; iron axe/pick 160; raft 80; boat 320. Lifespan multiplies by quality with exact integers. Worn stacks are ITEM@QUALITY~REMAINING (axe@1~39); an optional ^FRACTION suffix records remaining fractions out of 2016 for hourly weathering, preserving exposure across transfers (axe@1~39^1932). fresh stacks retain ITEM@QUALITY. Use exact keys from the inventory. Condition follows gifts, drops, storage and market escrow. Broken items remain at zero condition for repair and cannot work. A batch needs one suitable tool with enough condition; rejected work charges no wear. repair {item:stackKey} or repair {boat:id} performs timed maintenance at a workbench (stone tools/raft), forge (iron tools), or dock (boat), consuming matching-quality materials. Direct trades can advertise worn equipment; purchase orders accept equipment only at full condition. Existing condition is preserved and old saves receive no retroactive weathering. Hourly passes can age a newly made item at the next hour boundary; each pass is bounded to one hour of exposure. Already-running jobs keep their original terms.
Exact JSON
"Equipment wears through completed use and gradual natural exposure:  one condition per felled tree, mined ore, shaped plank, or raft crossing. Boat voyages cost ceil((source side+destination side)/16). Base lifespans at quality 1: stone axe/pick 40 uses; iron axe/pick 160; raft 80; boat 320. Lifespan multiplies by quality with exact integers. Worn stacks are ITEM@QUALITY~REMAINING (axe@1~39); an optional ^FRACTION suffix records remaining fractions out of 2016 for hourly weathering, preserving exposure across transfers (axe@1~39^1932). fresh stacks retain ITEM@QUALITY. Use exact keys from the inventory. Condition follows gifts, drops, storage and market escrow. Broken items remain at zero condition for repair and cannot work. A batch needs one suitable tool with enough condition; rejected work charges no wear. repair {item:stackKey} or repair {boat:id} performs timed maintenance at a workbench (stone tools/raft), forge (iron tools), or dock (boat), consuming matching-quality materials. Direct trades can advertise worn equipment; purchase orders accept equipment only at full condition. Existing condition is preserved and old saves receive no retroactive weathering. Hourly passes can age a newly made item at the next hour boundary; each pass is bounded to one hour of exposure. Already-running jobs keep their original terms."