It would be cool if we could filter on splitters / inserters by freshness. The current state of priority picking most / least spoiled items is not enough in my opinion. We currently have the ability to filter by quality so in my opinion it makes sense to be able to filter by freshness percentage too.
Default values could be >= 0 (so all items fulfill this condition), you could then set comparator (>, <, =, <=, >=) and (slider value 0-100) to filter items with given freshness. I know you are probably meant to design factories on gleba around constant flow, but this would allow one to send only sufficiently fresh research bottles, filter out pentapods right before spoiling and so on... I think that having such option would allow for more versatile factory designs than just pump and dump.
We could have another row right below quality, with comparator and slider from 0 to 100.Spoilage percentage filtration
Moderator: ickputzdirwech
Re: Spoilage percentage filtration
Absolutely this, came to the forum to post it.
It's very annoying to ship science packs from Gleba. For example, having 2.000 of them in storage in Gleba, but you've configured a ship to grab 1.000 of them and leave. Because it matters for research how spoiled they are, plus they can just spoil, you want to grab the fresher batch of the 2.000 but atm you can't!
The filtration should be applied to everything IMO (inserters, when requesting items for a rocket..) but inserters should be top priority, from there you could at least take off the logistic network the one's you configure. As the OP says, just priority is not enough.
It's very annoying to ship science packs from Gleba. For example, having 2.000 of them in storage in Gleba, but you've configured a ship to grab 1.000 of them and leave. Because it matters for research how spoiled they are, plus they can just spoil, you want to grab the fresher batch of the 2.000 but atm you can't!
The filtration should be applied to everything IMO (inserters, when requesting items for a rocket..) but inserters should be top priority, from there you could at least take off the logistic network the one's you configure. As the OP says, just priority is not enough.
Re: Spoilage percentage filtration
Loosely related suggestion : viewtopic.php?f=6&t=118843 (give us the tools to mesure spoilage accurately)
Koub - Please consider English is not my native language.
- BlueTemplar
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Re: Spoilage percentage filtration
Hmm, I haven't tried exporting Gleba science yet, but couldn't you have two boxes, one for less spoiled, one for more spoiled, and have inserters constantly picking up less spoiled from the more spoiled box to the less spoiled box and more spoiled from the less spoiled box to the more spoiled box ? Wouldn't that work ?Because it matters for research how spoiled they are, plus they can just spoil, you want to grab the fresher batch of the 2.000 but atm you can't!
BobDiggity (mod-scenario-pack)
Re: Spoilage percentage filtration
I actually don't know... Wouldn't it just keep shuffling the same item around? You put 4 least fresh items from one box and put it to the other. There are now only 4 items, so the inserter pick ups all of them and puts them back. You would have to have different inserter speeds for that to actually work and thus always loosing some science.BlueTemplar wrote: ↑Wed Nov 13, 2024 8:20 pmHmm, I haven't tried exporting Gleba science yet, but couldn't you have two boxes, one for less spoiled, one for more spoiled, and have inserters constantly picking up less spoiled from the more spoiled box to the less spoiled box and more spoiled from the less spoiled box to the more spoiled box ? Wouldn't that work ?Because it matters for research how spoiled they are, plus they can just spoil, you want to grab the fresher batch of the 2.000 but atm you can't!
Further more you have no assertion about freshness. You could somehow possibly take the most fresh ones, but what if even the most fresh items are right before spoiling.
I actually quite like the spoiling mechanic and would love to see some mods revolving around that. But i think that for that to work we actually need more tools to handle it.
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Re: Spoilage percentage filtration
You seem to be forgetting about the other pair of inserters ?There are now only 4 items, so the inserter pick ups all of them and puts them back.
And more importantly, extra science flowing in ?
Sounds like at that point you're screwed anyway ? *shrugs* (And you already have something to deal with spoilage... in fact just enough sides for a spoilage filter outserter on the 4th side ?)You could somehow possibly take the most fresh ones, but what if even the most fresh items are right before spoiling.
BobDiggity (mod-scenario-pack)
Re: Spoilage percentage filtration
I don't think it matters what kind of inserter are you using. I have tinkered with it for a while and couldn't figure any way to have continual flow of items that would result somehow in filtering based on spoilage.You seem to be forgetting about the other pair of inserters ?
Well it depends... if you had the ability to set filter on inserter to pick up only items with freshness higher/lower than X, then you could immediately discard all just before spoiling items and wait for another batch.Sounds like at that point you're screwed anyway ? *shrugs* (And you already have something to deal with spoilage... in fact just enough sides for a spoilage filter outserter on the 4th side ?)