Oh right, I had forgotten about this, but it was part of the rationale. the recipe doesnât (and based on the current code, canât) distinguish between used and new casings or more generally casing condition, so it pessimistically assumes the casings are reused and in poor condition. In practice, this can lead to all manner of problems, but the only part we can reasonably represent in the game is performance degradation, so that effect is exaggerated.
Ideally, we would track casing condition, and ammo crafted using damaged casings would suffer the performance problems we have now (but possibly to a lesser degree) as well as reliability problems.
In order to make that a reasonable thing to add though, weâd need to handle grading the casings, so that the player can simply avoid using casings once they have become damaged. That ends up being quite a bit of work for a fairly minimal benefit, so itâs still in the initial state of player-crafted ammunition being substandard compared to factory loads.
If we do add hand loads on par with factory loads a part of that would be differentiating new casings from used casings. The simplest way to handle this would be for casings spawned in the world in shops to be a slightly different item that counts as ânewâ, and the casings produced when a gun is fired to be the current ânon-newâ item type. Then crafting recipes for âstandardâ ammunition could be added that use the ânewâ casings and perhaps some slightly elevated tool and skill requirements could be added.
The main thing to be careful of IMO is making sure the descriptions of the items and recipes make this distinction clear, because if they donât there will be a lot of people confused about being unable to make crafts based on which casing type they have on hand.
I have no idea what youâre talking aboutâŚ