I suspect this is a bug anyway, as this seems kind of bizarre to me.
If I have 100 Yumako in my inventory, and then queue them all up to hand-craft them all using Yumako processing (Recipe), all of the output Yumako mash share the same spoilage timer, as well as (what I think might be the biggest concern) having turned into spoilage.
Normally what I've noticed from other recipes that create a spoilable item, is it helps refresh the spoilage timer each time a new item gets crafted and added to a stack. This doesn't happen at all with the Yumako mash.
e.g. When the first stack of 100 Yumako mash is finished entering the inventory (with the timer consistently counting down), a second stack starts. This second stack already shares the first stack's spoilage timer (I would expect this to be getting it's spoilage timer from the Yumako being processed, not the other stack, as the Yumako being processed can still be just about full timer but still exhibit this behavior).
The weirdest part that then happens because of this, is once the previous stacks of Yumako mash turn into spoilage. All subsequent recipe results from that stack of crafted Yumako turn IMMEDIATELY into spoilage (even when the Yumako itself is still close to completely fresh).
In order to stop this from happening, the entire queued Yumako processing must be cancelled, and started again, in order to resume receiving Yumako mash.
If there's any further information I can provide here, or steps to recreate further, please let me know.
Side note:
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I also have no idea if this means the seeds won't be created anymore when it's turning immediately into spoilage, but my guess is it likely wouldn't influence seed production - haven't been able to confirm.
[2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
Re: [2.0.12] Hand Crafting Yumako processing (Recipe) result bug
Was just hand-processing Jellynuts, and they appear to have the same behavior.
Re: [2.0.12] Hand Crafting Yumako processing (Recipe) result bug
Additional information to add that I just discovered:
If I have, say, 150 of either Yumako or Jellynut processing already queued in hand-crafting (since it applies to both - discovered after original posting), if I wait a little bit and then queue any additional amount of them, adding to the current stack of processing queue, then it increases the spoilage time immediately for new items being made, even though those newly queued items would be at the end of the stack.
From that behavior, I suspect it has to do with a variable being kept in the hand-crafting queue that is determining when it spoils, not when the item itself is finished crafting. Further, that variable is stored as a single instance for the entire hand-crafting stack, and not per item within that stack.
My guess is that, since spoilage is a new feature, the noted behavior above of how hand-crafting items as a stack was likely just tweaked to add the spoilage timer to it, and then copied to the item as it landed in the inventory. I think it makes more sense for the spoilage timer to start as the item is landing in the inventory instead, though I can imagine there may be complications due to item instancing timing that may get in the way there.
This begs the question though:
If I have a long queue of hand-crafting items, and I add a spoilable item to the end of that list (say something that, for the sake of argument, spoiled after 1m), but it took longer than 1 minute to get to that item in the hand-crafting process.... would that item already be spoiled by the time it's crafted? When does the spoilage timer get started for hand-crafted items is really the important question that this raises.
If I have, say, 150 of either Yumako or Jellynut processing already queued in hand-crafting (since it applies to both - discovered after original posting), if I wait a little bit and then queue any additional amount of them, adding to the current stack of processing queue, then it increases the spoilage time immediately for new items being made, even though those newly queued items would be at the end of the stack.
From that behavior, I suspect it has to do with a variable being kept in the hand-crafting queue that is determining when it spoils, not when the item itself is finished crafting. Further, that variable is stored as a single instance for the entire hand-crafting stack, and not per item within that stack.
My guess is that, since spoilage is a new feature, the noted behavior above of how hand-crafting items as a stack was likely just tweaked to add the spoilage timer to it, and then copied to the item as it landed in the inventory. I think it makes more sense for the spoilage timer to start as the item is landing in the inventory instead, though I can imagine there may be complications due to item instancing timing that may get in the way there.
This begs the question though:
If I have a long queue of hand-crafting items, and I add a spoilable item to the end of that list (say something that, for the sake of argument, spoiled after 1m), but it took longer than 1 minute to get to that item in the hand-crafting process.... would that item already be spoiled by the time it's crafted? When does the spoilage timer get started for hand-crafted items is really the important question that this raises.