The next book is about crafting, and describes in basic terms what can be done with it - changing crafting material's shape and color and density are all simple actions, making it glow or keep a temperature are a little harder, and programming it to react to what's done to it is harder still, but grown-up crafters can usually do all of them, and a kid has probably seen examples of all of them right in their own bed-nook, with sheets and blankets that stay just the right temperature and spots they can press to turn a light on or off, or run a fan, or get a drink of water. Fleshcrafting is another important kind of crafting, since it's where most of a Crafter's food will come from; more advanced fleshcrafting can do things to animals, too, and if they ever get really sick or injured or want to look very different or have their body be able to do new things, they can see a fleshcrafting specialist to get help. Like normal crafting, fleshcrafting can't make new matter, and for animals it can only use material that's already part of a creature's body, so if you have a health problem where you're losing weight it's important to get help right away while there's still enough of you for a fleshcrafter to work with! Fleshcrafting is also used to make fancier kinds of food plants; it's good for being able to make just exactly the kind of plant you want, but the plant's seedlings will be the same as if you hadn't changed it, whereas if you do it the harder way, with genecrafting, the crafted traits can show up in the seedlings, too. Genecrafting can also be done to animals, and the easiest thing to do with it is change living things back to how their ancestors used to be; it's also possible to add new traits with genecrafting but it's very hard to get right and not usually done to animals.