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Copy of Loot and Craft

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--- Auto-Generated Description ---
This diagram models a simplified item crafting and rarity distribution system commonly seen in video games. At its core, the system begins with a loot source that generates material drops. These drops are then processed through a gate labeled "Rarity," which categorizes the materials into two distinct pools: "Common" and "Rare." The proportion of materials being categorized into each is determined by a random distribution, with a set percentage chance for a drop to be classified under either category.

The materials from these pools are then directed towards a converter node labeled "Craft," which processes these materials into a final "Item" pool. The crafting process consumes a predefined number of materials from both the Common and Rare pools, adhering to a specific recipe cost. This mechanism illustrates a basic but fundamental game economy loop, where materials are acquired, categorized by rarity, and finally consumed to produce items of potentially higher value or utility within the game's ecosystem. The system's design allows for the expansion or tweaking of resource flow rates, rarity distribution percentages, and crafting recipes, making it adaptable to different game economy needs.

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