Add a recipe to intentionally spoil items, thus making it possible to implement an option to disable the spoilage timer

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Green Cat
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Add a recipe to intentionally spoil items, thus making it possible to implement an option to disable the spoilage timer

Post by Green Cat »

Before starting a new game, we can reduce the spoilage timer, which controls how quickly items rot, but there’s no option to disable this timer entirely.

I assume that's to ensure we get access to items and other game elements that rely on items spoiling. However, there’s a simple way to bypass this need: add a recipe that allows players to intentionally rot items they want to spoil. Additionally, for resources bacteria, we could use furnaces to burn off the bacteria, and getting the raw materials without relying on the spoilage timer. This way, we can disable the spoilage system entierly without needing to add mods... and should have been implemented since it's a paid DLC and not everyone want to do time managment in their base building.

mmmPI
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Re: Add a recipe to intentionally spoil items, thus making it possible to implement an option to disable the spoilage ti

Post by mmmPI »

I like this idea, it seem somewhat related to this one too which instead of a recipe to spoil things on purpose, you would put them in a place, like a reverse fridge : viewtopic.php?f=6&t=119009

CyberCider
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Re: Add a recipe to intentionally spoil items, thus making it possible to implement an option to disable the spoilage ti

Post by CyberCider »

I don’t think that’s the reason spoilage rate can’t be set to 0%. There already is a handcraftable recipe to turn mash or jelly into spoilage, and putting nutrients in a recycler also turns them into spoilage. And bacteria spoiling is beneficial, you pretty much always want it to happen. If they implemented this setting, they could just make bacteria specifically unaffected. Just like you can turn off cliffs everywhere except on Vulcanus.
My point is, if they wanted to do this, they already could have, without adding new recipes. They simply didn’t want to. The same way they don’t let you turn up resource richness to “infinite”, only to very high.
This is one of those cases where you should just use mods. The mod support for this game is great, installing mods is super easy even for a beginner. There have always been many various difficulty reducing mods, I’m completely sure that someone has already made one for spoilage.

mmmPI
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Re: Add a recipe to intentionally spoil items, thus making it possible to implement an option to disable the spoilage ti

Post by mmmPI »

CyberCider wrote:
Thu Nov 07, 2024 8:06 am
I’m completely sure that someone has already made one for spoilage.
https://mods.factorio.com/mod/no-spoilage this ? :D

Tinyboss
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Re: Add a recipe to intentionally spoil items, thus making it possible to implement an option to disable the spoilage ti

Post by Tinyboss »

Green Cat wrote:
Thu Nov 07, 2024 7:02 am
and should have been implemented since it's a paid DLC
Where does this logic come from that because it wasn't free, it must cater to every desire of every player?

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