Pausing Spoilage

Bugs that are actually features.
infinitefes
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Pausing Spoilage

Post by infinitefes »

A crafting device (biochamber, assembler, etc.) that was disabled mid craft via circuit controls, will allow for storage of spoilable items in the mid craft state for items that craft more of themselves, as items mid craft do not appear to spoil.

Encountered while playing with circuit conditions for pentapod eggs crafting recipe

This essentially allows to avoid the spoilage issue of pentapod eggs, or storage of iron and copper bacteria by only letting them craft when needed, is this an intended mechanic, or a bug?
MechBFP
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Re: Pausing Spoilage

Post by MechBFP »

From what I have seen the same applies to hand crafting items. If you can get the request queued in before the item spoils then it get removed from your inventory and the item will eventually get made long after the item should have expired.

However, I think they should keep this behaviour. Sure it can be abused a bit in crafting machines like the way you explained but spoiling items mid craft would be pretty annoying for a planet that people already tend to have issues with. I would say let people have their minor exploit if it keeps them happy.
Noah235
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Re: Pausing Spoilage

Post by Noah235 »

I think this is not an issue because it allows only a small number of items to be stored per machine and does not scale to any useful amount.
Muche
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Re: Pausing Spoilage

Post by Muche »

Reference for hand crafting part: 118557 Hand crafting Yumako processing recipe results in unexpected stack spoilage value.
Reference for machine crafting part: 122057 Items begin to spoil before they are finished crafting.

Of note is that only the spoilage of ingredients is "paused"; the spoilage of the products starts at the time of crafting, pausing the machine doesn't help.
The difference is that iron/copper bacteria cultivation, pentapod eggs, and fish breeding always produce fresh products.
Similar pausing shenanings won't work for e.g. agricultural science pack.
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