From 38cead7b94eaffd61a8e31153da446da62f1f8c7 Mon Sep 17 00:00:00 2001 From: transoptimal Date: Sun, 25 Jun 2023 12:42:29 +0200 Subject: [PATCH] fix readme formatting typo. --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index e6dfdcb..1a14289 100644 --- a/README.md +++ b/README.md @@ -41,4 +41,4 @@ prepopulated boxes could either contain (on average) more or less mass than what if less, it makes the effective price of creating a box cheaper, as long as you can afford a certain "threshold cost". if more, it might concentrate strategy around creation, content extraction, and disposal, of boxes. unless the amount of mass created is tiny in comparison to the box creation cost. boxes could potentially also contain worlds which are interesting to explore, and not necessarily easy to extract fungible resources from. -to the extent that mass is conserved, it would make sense gameplay-wise to make transformations of different materials have inverses made up of other transformations. (this would possibly create a [group](https://en.wikipedia.org/wiki/Group_(mathematics).) the reason for this is that otherwise there would be materials which can't be created from any other materials, and materials which can't be destroyed by turning them into other materials. +to the extent that mass is conserved, it would make sense gameplay-wise to make transformations of different materials have inverses made up of other transformations. (this would possibly create a [group](https://en.wikipedia.org/wiki/Group_(mathematics)).) the reason for this is that otherwise there would be materials which can't be created from any other materials, and materials which can't be destroyed by turning them into other materials.