Granger wrote:Vigilance wrote:i don't see how that makes sense, granger. if a number is halved, how does it raise?
Example:
Have object with at least two different materials. Put in one with easy obtainable high quality, (200) the other with hard to raise low quality (10). Result quality is 105. Then deconstruct to get q 52 of other type.
I'm extremely confident that it would not take long to identify buildables that could be abused for such transformations, should only the resulting quality of the whole object be used to determine quality of returned items.
Very fair point Granger, hadn't considered that extreme of an example, but given how quality can go up in lategame, this is viable.
Maybe save the average of specific input type qualities, it's less complexity & saving individual qualities (like in a Hall or something with hundreds of inputs & qualities).
This would mean that instead of hundreds of qualities being saved you would just have something like
(cabin for example)
Block Input Average = 18
Plank Input Average = 12
Bough Input Average = 10
Would result in Battered Blocks of q 9, Planks of q 6, and Boughs of q 5, instead of the average bumping up Bough quality for example.