[2.0.23] Items doesn't trigger spoil effect if spoiled during crafting

Things that we don't consider worth fixing at this moment.
RockPaperKatana
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[2.0.23] Items doesn't trigger spoil effect if spoiled during crafting

Post by RockPaperKatana »

If an item with spoilable results is spoiled before crafting finishes, its trigger effect won't trigger.

How to reproduce:
1. Add a mod with following code in data.lua:

Code: Select all

data.raw.item["captive-biter-spawner"].spoil_ticks = 1
data.raw.capsule["jelly"].spoil_ticks = 1
2. Build a infinity chest test setup with the recipe crafting those two items, and observe:
No biter is spawned from the captive biter spawner recipe, and nothing is outputted.
Jellynut processing outputs spoilage.
12-03-2024, 16-00-00.png
12-03-2024, 16-00-00.png (385.25 KiB) Viewed 213 times
What should happen:
Biter captive spawner recipe should instantly generate a behemoth biter.
Or alternatively:
Spoil trigger only activates when it appears in the output slot.
Last edited by RockPaperKatana on Tue Dec 03, 2024 3:58 pm, edited 2 times in total.
RockPaperKatana
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Re: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting

Post by RockPaperKatana »

test mod:
test_mod_0.1.0.zip
(1.53 KiB) Downloaded 5 times
test save:
test-platform.zip
(1.11 MiB) Downloaded 5 times
RockPaperKatana
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Re: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting

Post by RockPaperKatana »

I know this bug is somewhat obscure but a mod I'm making depends on the instant spoil trigger of an item, hope this can be fixed.
Rseding91
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Re: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting

Post by Rseding91 »

Thanks for the report however I'm going to mark this one as "won't fix". If I do make this function, then it severely complicates crafting machines that run above 1 cycle/tick code wise and gets into performance concerns.
If you want to get ahold of me I'm almost always on Discord.
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