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Nobody cares about the difference between 0.025 and 0.027 inertial penalty.

I was thinking more along the lines of the difference between 0.025 and 2.5. There's also stacking.

I would recommend you to have several types of items even if that means the items have fixed statistics instead of having one item type with flexible statistics.

Darn. I was going to have just one type of item, called "Object." Everything would be a variation on that, and inherit behavior from it.

But seriously, I am going to have very specific functions for a set catalogue of items. The procedural generation is all about their potential for interaction when incorporated into a crafted item.



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