Non-renewable items

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.

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 applies in particular to most Soil types, and to the Queen Bee and related items. This normally becomes an issue only when a player has explored the whole world, and undertakes to rebuild it entirely.
 * 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 of the 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 Wall cannot be harvested or crafted by the player. In some cases, this is relevant to game mechanics and/or game balance.
 * Any item which requires a non-renewable item in its crafting recipe.
 * 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.

Naturally, any item which can be purchased, gained from a drop, or crafted from renewable materials, is perforce renewable.

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

 * The various Soil types are created with the world, but only Sand and Granite (and sometimes Snow) can actually be created in-world. Ignoring variations of grass, moss, and biome conversion, that leaves Dirt, Stone, Clay, Mud, Silt, Slush, Desert Fossil, Hardened Sand, Sandstone, Ice, Thin Ice, Ash, and Marble as plentiful but non-renewable.  This extends to items created from the above materials, including:
 * All craftable Statues
 * Several furniture sets: Frozen, Marble, Flesh, and (due to the stone needed for their bricks) Skyware, Meteorite, and Crystal.
 * Most brick types, as they tend to include stone or other non-renewable blocks. Exceptions .are Sandstone Brick, Snow Brick, and Rainbow Brick.
 * Gems are found placed in the world, but the only other source for them is using an Extractinator on Silt, Slush, and Desert Fossils. Therefore gems (including Amber), are non-renewable, as is the Amber Mosquito item. Note that it is possible to deplete a world's Extractinator blocks, especially in a small world.
 * Hive blocks are found only in hives in the Jungle. Since Hive (or a Larva, which is only generated with the world) is needed to summon the Queen Bee, this makes the Queen Bee's drops (except Bottled Honey), and any item made with Bee Wax (Bee armor, Beenade, Hornet Staff), plentiful but non-renewable.
 * Some types of natural Wall cannot be harvested or crafted by the player; even harvestable walls will no longer be considered "natural" if they are harvested and replaced.
 * Natural walls do not suppress enemy spawning, while any placed walls can.
 * The Dungeon, Spider Nest, and Underground Desert (mini-)biomes are defined by the presence of their respective naturally generated walls.
 * Chlorophyte Ore is created by replacing mud, which can be crafted from dirt, but is still technically non-renewable. In practice this makes chlorophyte "nearly unlimited", but it would conceivably be possible to deplete a world's mud/dirt. This likewise applies to Shroomite and Spectre Bars, which are made from chlorophyte.  For tips on "farming" chlorophyte, see Guide:Farming Resources.
 * Hellstone is arguably plentiful, but still finite.

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


 * Varied Locations:
 * Altars
 * Many particular Paintings (see page for details)
 * Several decorative Banners (see page for details)
 * Assorted Chests (see page and/or list below)
 * The Enchanted Sword or Arkhalis.
 * Sky Islands:
 * Cloud blocks (including rain and snow cloud).
 * Underground and Caverns:
 * Geyser Traps
 * Dart Traps
 * Non-craftable Statues
 * Sharpening Station
 * Jungle Temple:
 * Lihzahrd Bricks, and all matching furniture and statues
 * Lihzahrd Pressure Plates and traps: Spiky Ball Trap, Flame Trap, Spear Trap, Super Dart Trap, Wooden Spike
 * Lihzahrd Chest
 * Lihzahrd Furnace
 * Lihzahrd Altar
 * Dungeon:
 * Dungeon Bricks and most associated Furniture.
 * Alchemy Table
 * Water Bolt
 * Bone Welder (placed or in chests)
 * Valor (yo-yo) (in chests)
 * Catacomb
 * Underworld:
 * Obsidian Furniture (the few craftable pieces require hellstone ore, except platforms)
 * Hellforge
 * Hellstone ore
 * see also "Shadow Chests" below.

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.

In general, the non-renewability of these items extends to items crafted from them; the notable exception is Hermes and Flurry boots., whose upgrades can all be crafted with Sailfish boots.


 * Gold Chest (most items are shared with naturally generated Wooden chests):
 * Spear
 * Wooden Boomerang
 * Enchanted Boomerang
 * Blowpipe
 * Umbrella
 * Wand of Sparking
 * Herb Bag (the herbs and seeds it contains are renewable)
 * Band of Regeneration
 * Magic Mirror
 * Cloud in a Bottle
 * Hermes Boots (but renewable Sailfish boots are identical)
 * Shoe Spikes
 * Flare Gun
 * Lava Charm
 * Gold Chests in Pyramid:
 * Sandstorm in a Bottle
 * Pharaoh's Mask and Robe
 * Flying Carpet
 * Ice Chest
 * Ice Boomerang
 * Ice Blade
 * Ice Skates
 * Snowball Cannon
 * Blizzard in a Bottle
 * Flurry Boots (but renewable Sailfish boots are identical)
 * Ice Machine
 * Ice Mirror (identical to Magic Mirror)
 * Fish (item)
 * Ivy Chest
 * Seaweed
 * Flower Boots
 * Living Mahogany Wand
 * Rich Mahogany Leaf Wand
 * Honey Dispenser
 * Living Wood Chest
 * Living Wood Wand
 * Leaf Wand
 * Living Loom
 * Skyware Chest
 * Sky Mill
 * Water Chest
 * Trident
 * Breathing Reed
 * Flipper
 * Water Walking Boots
 * Beach Ball ( purchasable on Desktop)
 * Web Covered Chest
 * Web Slinger
 * Shadow Chest
 * Dark Lance
 * Flamelash
 * Flower of Fire
 * Sunfury
 * Hellwing Bow
 * the four-out-of-five Biome Chests in the Dungeon: Frozen, Jungle, Hallowed, and either Corruption or Crimson.
 * Their special prizes are likewise non-renewable: Staff of the Frost Hydra, Piranha Gun, Rainbow Gun, Scourge of the Corruptor, and Vampire Knives.

Non-renewable Crafting Stations
It seems worthwhile to summarize those crafting stations which are non-renewable (as listed above). Special mention for the Sharpening Station, which is not a crafting station but in some ways resembles one.
 * Furnace (but "plentiful" like the stone it is made of)
 * Alchemy Table
 * Bone Welder
 * Hellforge (And thus, the Hardmode Forges)
 * Honey Dispenser
 * Ice Machine
 * Lihzahrd Furnace
 * Living Loom
 * Sky Mill