I'm trying to create a recipe that turns one fish into two fish that are 50% spoiled. The problem is that the spoiled amount is subtracted from the ingredients rather than multiplying the spoilage of the ingredients.
Expected results: 60% -> 30% -> 15% -> etc..
Actual result: 60% -> 10% -> spoilage
The reason that I believe this is a bug is because I can't really see in what scenario this would be the desired behavior for a mod maker. It's not intuitive and leads to this weird behavior that when the input ingredients spoilage level is <= percent_spoiled, the result is always spoilage.
[2.0.13] percent_spoiled applies additively in recipes with spoilable ingredients
Re: [2.0.13] percent_spoiled applies additively in recipes with spoilable ingredients
Thanks for the report. This is currently working as intended. The percent_spoiled feature was added specifically for producing what would otherwise be fresh products already some percent spoiled. It was never built with crafting from spoilable items. This isn't a bad modding interface request to be able to control this behavior differently but for now this is how it was designed to work.
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.13] percent_spoiled applies additively in recipes with spoilable ingredients
What happens if you set 'result_is_always_fresh' on the recipe while there is a non-zero 'percent_spoiled' on the result item?
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Re: [2.0.13] percent_spoiled applies additively in recipes with spoilable ingredients
+1
I came here with that exact question and find this... sadge
I came here with that exact question and find this... sadge
Last edited by Edenstudent on Thu May 15, 2025 2:08 am, edited 1 time in total.
Re: [2.0.13] percent_spoiled applies additively in recipes with spoilable ingredients
Being able to specify spoil timer multiplier would be really nice, and would also be great if some values could extend the spoil time, so a sort of active upkeep if the recipe is run in a loop.