iirc not in the tutorial. at first when I got a job I tried to memorize what resources I need and used the shop interface to get the stuff.
it was by chance that I saw the small help in the crafting display about the quick buy function - this one is only shown when one has not enough items.
couple of unrelated opinions:
- item quality
the 0..100 scale feels overblown and doesn't fit in the setting, imo - too technical and fine-grained, no one should be forced to think about the difference of 31% vs 32%. I would prefer e.g. a five-step model, internally mapped to a few percent values (like 10, 30, 50, 70, 90 or so). item quality could be displayed with a star(s) overlay

- energy and time
my biggest complaint. the dynamics of this system is imo not a good one. I fooled around with the game for a couple of hours and it still doesn't feel natural and I am not able to predict energy and time usage. if I had a say I would get rid of one of the two resources and drop energy altogether and only keep time. to give the player a tactical choice a boost point could be given when sleeping early - usable for one action giving better results (e.g. 50% more collected items or one star better quality when crafting).
as I don't have a say at least show the time and energy usage for the actions (collecting and crafting use both, looking for a job takes time, waiting/sleeping/eating uses time and gives energy. did I forget something?)
kind of related to time: the background story emphasises that different resources can only be collected at different time of day, the game play seems to ignore this.