In the SkillNeeds definitions there seems to be base values and bonus values. Is there any plan to add success values and success bonuses? This would set up pass/fail tasks at the benches, with possibly a fail returns x materials.
Successbase =3 Base skill of three for base success
BaseSuccess=.5 base success chance of receipe
underadj =.1 For each point under base -x% success chance
overadj=.05 For each skill above minimum increase success chance by x%
then perhaps in the receipe defs you could have a failreturns.
failreturns
<li>
metal=1
</li>
Successbase =3 Base skill of three for base success
BaseSuccess=.5 base success chance of receipe
underadj =.1 For each point under base -x% success chance
overadj=.05 For each skill above minimum increase success chance by x%
then perhaps in the receipe defs you could have a failreturns.
failreturns
<li>
metal=1
</li>