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A cute idea but as our inventory grew, then it was less elegant.
So now it will be your proficiency in a tool of that type, no matter which material it is made from.
You could just as easily have different tool types with different metals which have different hidden stats and just allow a characters proficiency be able to access the full potential of the tool itself :3
So a copper bucket could still be used at 0 proficiency but is only 50% as effective as it would be at 20 proficiency being able to use 100% of the tool itself to it's full potential but I can see where you had trouble with the tools themselves cause it's starting to sound like a nightmare to myself as I think about it lol
Having tools grow stronger and better over time as you use them is probably the way to go, Different tool types should just be for aesthetics tbh but you can easily grant in extra efficiency anyway as flat bonuses to changing the material type of a tool for aesthetics by granting buckets used in a higher quality metal more storage space so it can carry more water or more milk or just increasing how fast it gathers and dispenses it's contents
From my experience playing your game though > I find it fun that my fishing rod gets better the more I use it without having to upgrade it
You could just have blacksmiths effect entirely only swords and armours for combat and you could just have tools upgrade in appearance as the player becomes more efficient with it getting better XD
To be a game dev though no matter what you do you are always going to be right and wrong XD
fun stuff also don't mind my post I just like to randomly think about something and give my opinion it's fun :3
Using a tool (say, a sickle) gains you xp for a successful use. When you level up for that tool, it doesn't change any stats, just grants Perks. Your proficiency starts at Neophyte and goes up 10 levels to Msster.
For a sickle, this means extra seed chance, yield chance etc. So using a levelled up sickle now can possibly get you 2 x the thing you are harvesting and a chance to get seeds.
Materials of tools have slight effects too, so a copper sickle has a built in perk/buff and an iron sickle a different one.
Swords use this mostly to be effective vs different monsters (Hags hate iron for example). Swords do have a base attack power which varies per material (Tin is weakest, but can still be effective vs Hobs).
Then there are Skills which are gained from Masters. These vary from combat moves to gardening abilities like the skill to grow plants out of season. These don't affect the tools.
Player stats are altered via cooking recipes (and some jewellery items etc). Stats can add modifiers to combat hit power, stamina regen, friendship points gained, baby making chance and how easy minigames are.
Hope that helps! :)