To prevent the selected skill from training while you are away, stop its active task before closing the game. To finish a limited batch instead, set its crafting stop condition before leaving.
The demo processes up to 24 hours of offline time. It simulates the actions and resource use that would have happened while you were away. If an ingredient runs out after two hours, another six hours away does not turn into six hours of free crafting.
Stop training or finish a fixed batch
In the answered Steam discussion, Akrimus recommends stopping the task and the original poster confirms that this solves the unwanted-training problem.
Stopping the main task and limiting its output solve different problems. Stop it when you want no more training in that skill. Use Recipe Creations when the goal is a number of crafts, or Products Gained when the goal is an output count. A multi-output recipe can reach those two targets at different times. Farming and Ranching have separate passive progress.
Before closing the game
| Activity | Check before leaving |
|---|---|
| Gathering | The intended resource is selected and its toolbelt is equipped |
| Crafting | Every ingredient lasts for the intended batch; the stop condition matches the goal |
| Combat | Food is selected, supplies remain, and enemy damage is compatible with the healing setup |
| Thieving | The target’s failure damage and food consumption are acceptable |
| Ranching | Animal food remains in the bank and enclosures have maintenance |
Farming and Ranching can produce their own progress alongside the main action. Their output does not mean the main action ran for the entire absence.
Read Welcome Back
The summary separates skills, experience, levels and items. Look for Items Used as well as Items Gained. A large product count can come from a much smaller number of crafts when a recipe makes a batch.
If the summary reports inactive training time, compare it with the ingredients spent. Check whether the batch reached a stop condition before the bank ran out of materials. Also check available bank space and the game’s full-bank setting when gathering stopped unexpectedly.
Example: enough time, too few logs
At base output, one Arrow Shaft craft consumes one Normal Log and produces 20 shafts. With only 100 logs, the recipe has materials for 100 crafts and 2,000 shafts. An absence longer than the batch does not keep that recipe running. This example excludes preservation, doubling and speed bonuses.
Set Products Gained or Recipe Creations according to which quantity you need. The two controls are not interchangeable.
Combat needs a separate check
Food running out is not a reliable automatic stop. Players have reported deaths after exhausting it. Test the selected enemy while watching the health bar, then prepare food and Auto Eat before an unattended session. Auto Slayer can select another enemy, which means the first enemy’s damage is not the whole session’s requirement.
Time beyond the demo’s offline cap is discarded rather than saved for a later login. Return within the cap if you want the entire absence processed.
Use the batch planner to compare a fixed recipe with every ingredient stock and the base 24-hour cap. Grain Mill storage needs a separate check: bank ingredients do not feed it automatically, and its products still need bank space.
Sources
- Demo 0.11.4 offline limitBase cap 86,400,000ms, or 24 hours; action/resource processing remains subject to its normal constraints.
- Independent demo recipe definitionsDemo 0.11.2-alpha.4 records. Ingredients, completed outputs, levels, steps and base intervals are separate fields.
- Players correcting food assumptionsCombat can kill a character when food is exhausted.
- Stopping offline training: answered player questionAkrimus advises stopping the task before closing; the original poster confirms the solution. This establishes a stopped action, not a global offline-processing switch.
