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Some people create a second character to take those talents and sometimes the farming skills and just pop into the prospect to craft the stuff and farm. If the item buffs were tied directly to a character and whether or not they had a talent then what would happen when the character logs out of a shared prospect?
That said, the current method of destroying and replacing an item isn't so onerous as to be unattainable. Most of the items are just wood or iron. Your lightning rod example is not a good one for your argument either. To get the lightning rod upgrades, you need to pickup the lightning rod discount talent which is -50% crafting cost (rounded up). Destroying an item gives back 50% of the recipe materials (rounded down). The normal lightning rod is free to re-craft, and the platinum lightning rod will cost you just one copper wire every destroy/craft. Yes, you can sit there and level up by crafting and destroying lightning rods. Knives and bows too if you get their respective discount talents.
The most expensive example to argue would be the increased furnace speed on an electric furnace. However, by the time you're building an electric furnace you probably already have the talent if you are planning to get it. If you got it afterwards and think you need a faster furnace, it'd probably be more beneficial to just build a new one and have two running. By then you probably have unlimited resources setup already so why be stingy?
In all honesty though, you're not really "due" anything by taking the talent. You crafted an item before the talent, and just because you suddenly got "better" at crafting the item because of the talent doesn't mean that ones you crafted previously should magically improve.
I think it's fine the way it is. The costs are minuscule overall and resources are infinite. I think the talent tool idea to upgrade in place would be a convoluted nightmare to program. Much simpler set it up so you take the deployable back to the work bench and have a "refine" or "alter" option that applies the appropriate buffs.
I do appreciate the point made about mats discount being necessary before other upgrading skills are available. Not sure but wouldn't that presume one was at that exact progression in the talent tree when he made the first item, thus breaking it down doesn't hurt resource-wise? But nonetheless a fair point.
Mainly though the whole context is missed by the very idea of "not so onerous as to be unattainable" - it causes me to just stare at the screen and blink with my mouth open.
It's a game designed for entertaining all things considered. Remaking stuff I already did isn't entertaining nor does it invoke some feeling of work-ethic grandeur. Just give us a tool to apply new abilities and cut out the nonsense is all I'm asking them for.
If one finds that hassle "challenging" (remake the item hey it's not unattainable) then don't use the proposed tool.
Edit: Heck it doesn't even need to be a tool. That early water purifier could tell the difference between me having a water container active or whether I just wanted a drink for the character - put it in a fly-out menu like that. The code could just look up what talents I "now" have vs. the item's current state. If my talents exceed the current state, offer the upgrade.
You're acting like moving inventory around is a hassle... It takes all of two seconds to empty a cupboard and move it to another. Are you not using the inventory modifier keys?
Hold Ctrl and left click a stack - Stack is moved from one inventory to the other.
Hold Ctrl and Shift and left click a stack - All stacks of that material are moved from one inventory to the other.
Hold Shift and left click hold a stack - Half the stack is picked up.
Hold Alt and left click hold a stack - One item is picked up from stack.
Are you upgrading wood cupboards? Save yourself the effort and upgrade to the iron cupboards instead, then you'll have the higher base storage slots (50 vs 40) plus the extra talent slots. The only way to hoard! They're also weather proof in case your base glitches and partially disappears while you're away.
It means it's cheap and easy to do. In case you missed that.
I get the context; You don't want to have to do the busy work to upgrade the items your new talent applies to. The busy work - which you could actually just ignore - that will only appear one time in your character's entire existence. So you're suggesting the Devs spend their time and effort ($) to save future players (very selfless of you) from this one-time busy work that only happens when taking a few specific rarely taken talents.
You personally will never experience the Dev's efforts though because you will have moved on and no longer be effected by the upgrade busy work because you've already got the talents and everything new you build in the future will have the upgrades.
Does that about sum it up?
The game was also designed expecting you to build new bases regularly on fresh maps. So every future base you make will have the talent buffs in place without any upgrade shenanigans to deal with. No special tool required.
I get it, you're just suggesting an idea you came up with when doing the one-time busy work to get your extra slots. Nothing wrong with that. I don't think you'll get much traction with it though. It's such a niche issue that most players will never experience since they don't take those talents.