Guide:Renewability

In Terraria, an item or block is considered "renewable" if it can be created indefinitely within a single world.

There are many forms of renewable resources:
 * Any Items obtained by killing various enemies or NPCs, as nearly all enemies and all NPCs can be respawned infinitely. (However, some enemies become unavailable after particular game stages.)
 * Any item bought from NPCs.
 * Money is renewable, gained from both enemy drops and by selling renewable items to NPCs. For tips on making money in large quantities, see Guide:Making money.
 * Any item produced by Fishing, either as a direct catch, via Crates, or even as Angler rewards.
 * Any item which is crafted solely from renewable items is itself renewable, even if it requires a non-renewable crafting station (see below).
 * Use of game mechanics:
 * Some items can be farmed by planting the appropriate seeds.
 * Others can spontaneously spawn in predictable environments.
 * Liquid behavior allows a number of ways to combine liquids, increasing their volume over time, and also to create certain blocks by combining them.
 * Miscellaneous methods such as using the Sandgun with ammo-reduction effects.

Non-renewable items are:
 * Any item which has a non-renewable item in its crafting recipe.
 * 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.
 * Some blocks are created with the world, and may be quite plentiful, but cannot actually be crafted. This applies to all Soils types except for Sand, Granite and Snow (via the Frost Legion). It also applies to Hive blocks, and therefore to the Queen Bee's drops.
 * Some types of natural Wall cannot be harvested or crafted by the player. In some cases, this is important for game mechanics to work.

Here is a list of renewable resources separated by categories.

Wood
Wood is arguably the most common renewable resource. Chopping down Trees will yield the biome-specific Wood that the tree was growing on. Most trees also drop Acorns that can be planted to grow new ones. Jungle trees don't drop acorns, but can still be planted, or they can spontaneously grow on Jungle Grass.

All types of wood can be used for structures, background walls, furniture, and platforms.

Sand
Sand, and by extension, Glass, is an infinite resource if you have the right equipment:
 * Antlions can shoot projectiles that create more Sand, albeit very slowly.
 * A Sandgun used with ammunition-conserving equipment (such as Ammo Reservation Potion, Necro Armor set, and/or Ammo Box), can place more sand than it uses, thus "farming" sand.

By extension, Ebonsand, Crimsand and Pearlsand are also renewable, since the normal variant can be intentionally transformed prior to harvesting. Be aware that the blocks can only be converted in Hardmode.

Miscellaneous Blocks

 * Granite Blocks are renewable, as they drop from Granite Golems and Elementals.
 * Sturdy Fossils are dropped by Basilisks in Hardmode.
 * Cobwebs automatically regenerate on naturally occurring Spider Walls found in Spider Nests. However, beware that these walls are themselves non-renewable: they are only created during world generation, and can't be picked up after removal.
 * Snow is renewable, as it can be created and dropped by the enemies of the Frost Legion invasion. The required summoning item for the Frost Legion appears only during the Christmas season.
 * Hay is produced by cutting tall grass with a Sickle.

Gel
Gel is an enemy drop dropped by every type of Slimes, making it not only renewable but plentiful.

Unlike other slimes, Pinky drops Pink Gel. It is still renewable, but harder to get in large amounts.

Bomb
Bombs are an infinite resource since they can be bought from the Demolitionist, and created infinitely by wiring a Bomb Statue.

Bomb Fish are equivalent to Sticky Bombs, and are obtained from fishing, making these also renewable.

Crops and Herbs

 * Cactus is an infinite resource as long as there is sand around, as it grows naturally.
 * Pumpkins can be grown from Pumpkin Seeds, which the Dryad always sells. They also spawn naturally during Halloween.
 * Coral is renewable as it grows on the Ocean bottom.
 * Regular, Glowing, and Vile or Vicious Mushrooms will grow on their respective grass types.
 * All herbs will spawn indefinitely in their respective Biome, and can be manually planted with their respective Seeds. ( are helpful but not strictly necessary.)

Ores
With the exception of Hellstone and Chlorophyte, all Ores are renewable through various means:

Standard Pre-Hardmode ores
Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, and Platinum: While mining and the use of an Extractinator are not renewable, the ores are renewable: They all can be obtained by opening Wooden Crates, or from Slimes as bonus drops.

Crimtane and Demonite Ore
Demonite and Crimtane Ores can be dropped by their respective evil biome boss (Eater of Worlds for Demonite, Brain of Cthulhu for Crimtane). However, only one Evil ore can be dropped by Eye of Cthulhu per world. If the other evil biome is transported into a world, it will then be renewable.

Meteorite
Meteorite is a major renewable resource in pre-Hardmode. The first meteorite crash occur on a 50% chance after smashing a Shadow Orb or Crimson Heart. They spawn Meteor Heads, which can drop Meteorite ore, but only in pre-Hardmode. Note that meteorites do chip away at the landscape; eventually it might be necessary to provide more (renewable) blocks for them to fall on and convert.

Standard Hardmode Ores
As with the pre-Harmode ores, Cobalt. Palladium, Mythril, Orichalcum, Adamantite, and Titanium are all renewable, as these can be found in Crates during Hardmode.

Enemy and NPC drops
Any item which can be gained by killing something is renewable (with the exception of non-renewable drops from Queen Bee, like the Bee Keeper). Killing enemies and bosses is straightforward (if sometimes non-trivial). NPCs can also be killed, with more effort. Visit the NPCs, NPC drops, and Drops pages for a list of all of them. This includes Coins, which can also be gained by selling other renewable items.

An unorthodox case of this is the fact that Demonite Brick is renewable in Corruption worlds despite the ebonstone in the recipe being non-renewable, as small quantities are obtained upon killing the Wall of Flesh. A similar principle applies to Crimtane Brick in a Crimson world.

Purchased Items
Since money is renewable, all items purchased from NPCs are renewable. Most NPCs have items to sell, the exceptions being the Guide, Nurse, Angler, Tax Collector, and Old Man. The Angler and the Dye Trader can furthermore provide items as quest rewards. Visit the NPCs' respective pages to view the items they sell.

Fishing
Items obtained by Fishing are all renewable. Visit that page to view all Items obtainable from fishing. Most ores and bars (see above) can be obtained by way of Crates, as can many weapons, tools, and accessories, and even a crafting station. Additional items can be gotten from the Angler as quest rewards.

Dyes
All the "basic" dyes are either plants that spawn spontaneously, purchased, or mob drops. Quest-exclusive Dyes can be obtained from the Dye Trader as long as Strange Plants can grow to trade them in. All other dyes can be crafted from basic, purchased, and/or quest dyes.

Crystal Shards
Crystal Shards are renewable as they naturally grow on Pearlstone Blocks and Pink Ice Blocks in the Cavern.

On the, Crystal Shards are also dropped by Arch Demons, allowing for large-scale collection.

Fallen Stars
Fallen Stars will regularly fall from the sky every night, and are therefore renewable.

Critters
All the Critter types spawn spontaneously in their respective biomes.

Liquids
All liquids can be reproduced infinitely. By extension, all liquid-created Blocks (Obsidian, Honey Block, and Crispy Honey Block) can be created indefinitely.

Non-renewable Items
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 these materials, including all craftable Statues, and several furniture sets: Frozen, Marble, Flesh, and (due to the stone needed for their bricks) Skyware, Meteorite, and Crystal.
 * 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.
 * 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, plentiful but non-renewable (but still plentiful).
 * 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.

Farming Chlorophyte
Chlorophyte Ore is created by replacing mud, which can be crafted from dirt, but is still non-renewable. In practice this makes chlorophyte "nearly unlimited", but it would be possible to deplete a world's mud/dirt. All of this applies equally well to Shroomite and Spectre Bars, which are made from chlorophyte.

Requisites

 * Chlorophyte will only naturally appear in Hardmode Underground Jungles (either natural or artificial), but the ore can be seeded practically anywhere underground.
 * Do not have any Ebonstone or Crimstone blocks within three blocks of your farm. Both will convert mud into dirt, preventing Chlorophyte from growing.
 * Chlorophyte will spread at Underground depth or below, but will spread much more at Cavern depth and below.
 * Chlorophyte has a spreading limit, checking a square area roughly centered around the ore tile selected to update.
 * The short-range maximum is 21 ore blocks in a 104 tile range and the long-range max is 66 ore blocks in a 127 tile range in Underground, while in the Cavern short-range maximum is 41 ore blocks in a 70 tile range and the long range max is 131 ore blocks in a 170 tile range.
 * The short-range maximum is 12 ore blocks in a 114 tile range and the long-range max is 56 ore blocks in a 284 tile range in Underground, while in the Cavern short-range maximum is 24 ore blocks in a 76 tile range and the max is approximately 111 ore blocks in a 190 tile range.

Methods

 * One method to farm Chlorophyte is to build a single square of mud with one Chlorophyte Ore block in the middle. A minimum sized square of 3x3 or 3x4 blocks will do, and a player should not build multiple squares close to each other, as this may hamper the farm's growth. One may also build multiple squares, as long as they are not within a 37 tile range each (approximately 45 tile range in ).
 * One may also instead create a single long horizontal or vertical one block strip with a single Chlorophyte Ore block in it, as an alternative method.
 * An optional place for a farm is the Underworld, as Chlorophyte will grow even to that depth. One does not need to clear space for a farm in the underworld, as the space already available can be used.
 * In versions, you can increase the size of the blocks to 6x6 or 6x7. The spacing between farm regions should be no less than 37 tiles apart in most cases, or 38 tiles apart for 6x7 blocks to get maximum spread.

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.
 * Varied Locations:
 * 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.
 * 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:
 * Most Obsidian Furniture
 * 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 their 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.
 * Gold Chest: Most items are shared with other "generic" chests.
 * Spear
 * Wooden 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
 * Alchemy Table
 * Bone Welder
 * Hellforge (And thus, the Hardmode Forges)
 * Honey Dispenser
 * Ice Machine
 * Lihzahrd Furnace
 * Living Loom
 * Sky Mill

zh:指南:可再生资源