It could be this is intended behavior, but I noticed new items with surprisingly low freshness when crafting in a biochamber slowed down by the circuit network.
I clocked the biochamber to only operate on the first 2 out of every 100 ticks so it would only consume 2% of normal input, however this meant the crafting time was 50x normal, and when creating items like nutrients that spoil quickly, they were coming out of the machine with ~60% freshness when crafted with 90% fresh ingredients.
Maybe this is intended behavior, but when the productivity bar fills up, the items it creates are the same freshness as the ingredients regardless of how long it took.
[2.0.15] Items begin to spoil before they are finished crafting
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Re: [2.0.15] Items begin to spoil before they are finished crafting
This seems related to 118557 Hand crafting Yumako processing recipe results in unexpected stack spoilage value in that the crafted item's timer starts ticking when the craft starts, not when it ends.
Interesting observation about the timer of extra products from productivity.
Interesting observation about the timer of extra products from productivity.
Re: [2.0.15] Items begin to spoil before they are finished crafting
Also this one 120726. I found it happens particularly when more than one stack is queued for handcrafting, the second and later stacks have incorrect apoilage assigned.Muche wrote: ↑Tue Nov 19, 2024 6:45 pm This seems related to 118557 Hand crafting Yumako processing recipe results in unexpected stack spoilage value in that the crafted item's timer starts ticking when the craft starts, not when it ends.
Interesting observation about the timer of extra products from productivity.
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Re: [2.0.15] Items begin to spoil before they are finished crafting
This appears to be a core problem with spoilage and not just related to specific circuit conditions, handcrafting, etc. Also still happening on 2.0.20.
I was able to replicate by having a modded item with a 1-tick spoilage duration (was attempting to use the spoilage trigger for some side effects on recipe completion) and the item never appeared and the trigger didn't even fire. Manually creating the item with the editor worked as expected and spoiled immediately firing the trigger. Increasing the spoilage duration to be greater than the recipe time also worked as expected, but then the player will see the "intermediate" item for a while; plus it also is susceptible to the duration being changed by speed modules etc.
I was able to replicate by having a modded item with a 1-tick spoilage duration (was attempting to use the spoilage trigger for some side effects on recipe completion) and the item never appeared and the trigger didn't even fire. Manually creating the item with the editor worked as expected and spoiled immediately firing the trigger. Increasing the spoilage duration to be greater than the recipe time also worked as expected, but then the player will see the "intermediate" item for a while; plus it also is susceptible to the duration being changed by speed modules etc.