The health of the created item does not depend on the health of the consumables.
Just made perfectly intact sleeveless trenchcoat from nearly broken trenchcoat.
Funny how cutting off sleeves can repair clothing.
Sounds like maybe the condition should be inherited, or there could be a minimum condition of the source materials to allow crafting?
Combination of both these things. Damaged items should result in a damaged end product, but you shoudn’t be able to craft at all if the ingredient has only … durability.
edit lol discourse autocorrects “dot dot” to a proper ellipse?? okay… thanks, i guess…
Sounds like maybe the condition should be inherited, or there could be a minimum condition of the source materials to allow crafting?
Two problems:
- There is no way to implement a proper component choice selection menu right now. Not even automatic one (such as “the least damaged item”). Meaning that the whole thing would be really annoying if you wanted to pick a specific component.
- The crafting durability requirement would work for armor-like and weapon-like components, but it would be annoying and useless for crafting components (which, by definition, are usable for crafting). It would also not fix craft-repairs, only push them back a bit.
Most crafting problems are caused by inability to tell items apart. Two items are only considered different (for crafting purposes) if they have different types or if one of them is on map and other on player.
It’s fixable, but not a small project.
The nearly broken trenchcoat may have had most of its damage to the sleeves, which you cut off. Crafting procedures where you make something more from something less generally require thread and the like so that kind of abstracts the repair process being done simultaneously during crafting.
IMO too difficult to implement and not really worth it.
repair process being done simultaneously during crafting
No. Cutting off sleeves is much more easier than repairing the trenchcoat and do not require any threads.
The nearly broken trenchcoat may have had most of its damage to the sleeves
This is just an assumption and obviously a bad one)
IMO too difficult to implement and not really worth it.
Just make a crafted item health equal to the most damaged consumable item health, IMO do not sounds so difficult.