We've been developing, and here's what's new.
Crafting buffs
Whenever you cook using an item or a substance in its generic capacity (I.e. when the recipe asks for things like any berry, any mushroom, any steak, any flour, &c&c), the type of item that you actually use now matters.
For example. Cabbage Cakes require (any) cabbage leaf and (any) flour. Using a higher tier type of either or both of these resources will genereally speaking yield a better result. Thus, cabbage cakes made from colewort and oatmeal will be bad, whereas cabbage cakes made from wheat flour and red cabbage will be the undiluted ****. Cabbage cakes made from... pssh... barley and green cabbage? Decent, most likely. Different, more importantly.
Resources affected are:
Meat, all kinds
Cabbage
Corn (oil, meal and seed, also cornmeal now has purity)
Grains
Mushrooms (Mushrooms also now indicate if they have been boiled)
Garlic
Berries
Notable resources not (yet) affected are:
"Any plant"
Fish
Pumpkin
The idea here is to further incentivize settling and farming over foraging, to buff crafted produce in general, to introduce some manner of creativity and discovery in the food crafting processes, and perhaps also to somewhat offset the recent purity "nerf".
Notice that you will receive no buff if you mix and match within a particular craft slot. For example: If a recipe asks for three leaves of cabbage, and you use 1 red cabbage and 2 colewort, or some other combination of more than one type, you will not receive any bonus, but instead make ye olde generic cabbage cakes.
Notice that this is completely untested, and that we have no real idea as to what the (manifold) consequences may be. Significant, most likely.
Feel free to report broken outcomes!
Enjoy!