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Сообщить о проблеме с переводом
For example, complete mission, gain the ability to grow cheery tomatoes?
Expect it to be part of the next update
The other thing I was thinking of is a conditional unlock during missions.
Example: "Evaluate new type of cloth material from muffalo wool"
1. Start mission - unlocks crafting of scrap muffalo cloth (from muffalo wool)
2. Stockpile 20 scrap muffalo cloth - removes crafting of muffalo cloth, unlocks craft scrap to fine
3. craft scrap cloth into fine muffalo cloth - unlocks fine muffalo cloth crafting, removes craft scrap to fine.
(probably a bad example, but its to be able to produce things during mission only, afterwards to be removed because its useless at that point. 2 recpies and 1 product from this chain is no longer required after the mission/quest is complete)
Instead of creating new direct recipes to the new material, why not keep the chain that is necessary for the material and add a completely different reward recipe, or spawn uncraftable/unobtainable reward items at the very end instead?
Looking forwards to the next update with the extras, I can add those bits as I expand the quest lines.