Action Queue & Offline Progress
Aktualisiert 2026-08-06
Taro Bay is an idle game, so the single most important habit is this: never leave your diver standing idle. Line up work, close the tab, and come back to a full haul. This page explains exactly how that works.
One active action, a short queue
You always have exactly one active action — the thing you're doing right now. Behind it you can line up to three more actions in a queue. When the active one finishes, the next in line starts automatically, at the very instant the first ended. No gap, no wasted seconds.
Each action repeats. Every action starts set to endless (∞) — that's the default, so if you just hit Start it keeps going until you stop it (or, for a processing action, until it runs out of materials). Want a set amount instead? Pick one before you start:
- a fixed count — up to 10,000 repetitions — after which the action ends and the queue advances, or
- endless (∞) — the default; it just keeps going until you stop it.
Not sure how many repetitions that is? Use the hour shortcuts (1h / 4h / 8h) next to the amount to fill in roughly that much run time, and watch the estimate under the field (e.g. "≈ 2h 05m") to see how long your chosen count will take. Both read your current diving speed, so treat them as close approximations — a buff that runs out mid-run will stretch the real time a little.
When an action ends
An action stops for one of three reasons:
- Finished — it completed the number of repetitions you asked for.
- Out of materials — a processing action needs input items each repetition; the moment your inventory can't pay for one more, it stops and hands over to the next queued action.
- You stopped it — the Stop button ends the run then and there; whatever is queued behind it takes over immediately.
Gathering actions have no inputs, so a gathering run never stops for lack of materials — only when its count is reached or you stop it yourself.
A run that ends this way lands in your Activity Log with the repetitions it banked — an endless run you stopped included. Only whole repetitions count, so stopping a moment before one completes throws that repetition away. Swapping with Start now is not an ending: the running action steps back into the queue and logs once it really finishes.
One thing can halt the whole queue rather than just advance it: losing a hunt. A lost fight ends the hunt and stops your queue outright — nothing else starts automatically, so your line-up simply sits and waits until you pick things back up. See Combat & Hunting for what a defeat costs and how to recover.
Offline progress
Here's the good part: your action keeps running while you're away. Taro Bay doesn't freeze when you close the tab. When you come back, the game works out exactly how many repetitions would have completed in the time that passed, banks all that XP and all those items, advances through your queue if the active action finished, and shows you a summary of everything you earned.
Whether you watch it live or come back a day later, the result is identical — the same repetitions, at the same moments. There is no offline time limit in the current version, so a long trip away is never wasted.
Getting the most from the queue
- Keep the queue full before you log off — up to three actions of runway.
- Changed your priorities mid-run? Hit the Start now arrow (↑↑) on any queued action to promote it straight to active. Whatever was running steps back to the front of the queue with its remaining count intact, so it simply picks up again the moment the promoted action ends — nothing is lost.
- For open-ended grinding, the endless (∞) setting means you never run dry.
- Buffs matter here too: if you eat before a long session, read Provisions: Food, Drink & Kampō to understand exactly how a buff that expires mid-session affects the run.
- Farming and aquaculture plots ripen in parallel with your active action — they don't take a queue slot, so there's no reason to leave them empty.
See also: Skills & XP and Getting Started.