I am worried that in Lost Scavenger, in my basic system learning the blueprint (opening the exact positions of materials), described in previous issues, there will be no place for deliberate experiment, but only a quick drain of components in failed attempts in exchange for opening positions. In this regard, the idea was born to make this process in the spirit Battleship (game).
Let's consider the process step by step using the example of such a random blueprint.
First attempt:
We received a new blueprint, we know the necessary materials, but we do not know the positions, so we spread them randomly and click "Create":

Failure:
• All materials destroyed
• All cells under the materials are marked as "hit" / "missed"
• Material Bandage occupies only one square and was fully discovered (1), so now we see it as a slot for a material (according to the rules of current slots)
• A random cell of the material is discovered (2)
Now our drawing looks like this:


Second attempt:
Seeing the open tips, we try to guess the location of the materials again. The bandage is discovered, so we cannot place it in any other place other than its slot (according to the rules of the current slots).

Failure:
• The axe and knife are destroyed, the bandage remains because it was in the correct position.
• All cells under the materials are marked as "hit" / "missed"
• A random cell of the material is discovered (1)
Now our blueprint looks like this:

3rd attempt:
Looking at the hints, we understand the position of the axe, trying to discover the knife, but...

...failure again:
• The knife is destroyed, the bandage and axe remain because they were in the correct positions.
• The axe slot is discovered.
• All cells under the materials are marked as "hit" / "missed"
• Open one random cell of the material (1). Since only one cell of the material (1) is hidden, open the knife slot
The blueprint is discovered:

Summary:
We get an interesting minigame as a craft, where the speed of discovering the blueprint depends on luck and intelligence, moreover, you do not sacrifice ready-made functionality, but only supplement it. Without such a mechanic, no one will try to guess the exact position of the material, but simply burn the materials until all slots are open, i.e. the position of the slots on the table will be empty mechanics.
Accidentally unlocked slots on a failure serve as compensation and help guide the player to avoid burning too many resources in the beginning, especially in recipes with single-celled materials.
Parsing an item opens a blueprint, subsequent parsing opens 1 random cell of the material.
So this is the second variant of craft mechanic in Lost Scavenger. What do you think, is it worth it? Thank you!
