Spoiling rate 0% B4 New game

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Green Cat
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Spoiling rate 0% B4 New game

Post by Green Cat »

Spoilage is one of thoes "realistic" elements that ruins the fun for many people. And we have no way to "turn it off". Just like how people can set it to 1000%, why can't we have a 0% rate, before start of the game?

And I wish to point out:

- I am aware there are mods to do this, this is about the vanilla
- I am not talking about Replacing, or reversing, but give the option to reduce it down to 0%, aka no timer
- "but some recepites need "Spoilage" as materials <- If you put "nutrience" in a recycler, it will give you Spoilage. So thoes recepies are only not avalable until you unlock recycling
- I am talking before we even start the game. Aka exactly how you can set no enemies, massive amount of resources, aka milions from starting locaiton, terran elements, and so many more ajustments. If we can do 1000%, I don't understand why 10% is the minimum, when evolution and pollution are the Perfect exemple I am talking about, since you can increase, or essentially disable them, depending on your own preference, with no need for mods.

And not, the 10% is not 0%. Items still rot. Enemy eggs still hatch. Once single mistake and that's that. Many people are completly ignoring Gleba's possibilities exactly because it's more easy to bring resources from other plantes then to gamble.

Yes, I wrote gamble. Because that's exactly what this is. A thrill of what if the whole factory fails, get's stuch with spoilage, monster eggs hatch. The only people who enjoy spoilage are people who love taking such risk, such challanges, and essentially, such gambles.

And for the last time. I am not asking for a reverse, replacements or whatever, simple to remove the limitations, so the minimum is 0%, aka no spoilage. Because even if the spoilage rate is 1%, people who are NOT enjoying gamble, will need to "gamble" with anything that has spoilage OR/and create burning facilities to get rid of excess that could be saved for later, but, are usless if spoilate or if they hatch.

And no, I find it very resonable to have a 0% chance as an OPTION, exactly because this is a feature you access via buying the DLC that cost real money and it's not a free mod. Reason why I don't undertstand why the solution are mods and it's not an in game implementation. There aren't even any achivement related to spoilage. Even the one for atracting the local are via the fruits and not spoilage.

Danger of enemy hatching in the middle of the factory? That's exactly one of the good reasons why myself and many others want a 0% option, since we don't want such gambling mecanism in our factory
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Re: Spoiling rate 0% B4 New game

Post by mmmPI »

If spoilage time could be made 0, unexperimented and fearfull player would, and then they would make Gleba much much harder for themselves when bacteria don't spoil and they can't have copper or iron.
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Re: Spoiling rate 0% B4 New game

Post by IsaacOscar »

mmmPI wrote: Wed Jan 01, 2025 11:11 pm If spoilage time could be made 0, unexperimented and fearfull player would, and then they would make Gleba much much harder for themselves when bacteria don't spoil and they can't have copper or iron.
Hmm, what if bacteria could be recycled to ore? Than you can do Gleba with 0% spoiling!
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Re: Spoiling rate 0% B4 New game

Post by mmmPI »

What if player go to Gleba as first planet and don't have recycler ?
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Re: Spoiling rate 0% B4 New game

Post by IsaacOscar »

mmmPI wrote: Wed Jan 01, 2025 11:38 pm What if player go to Gleba as first planet and don't have recycler ?
Gleba is way too hard as a first planet, it should really require Vulcanus and Fulgora science packs to unlock anyway.
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Re: Spoiling rate 0% B4 New game

Post by mmmPI »

IsaacOscar wrote: Wed Jan 01, 2025 11:46 pm Gleba is way too hard as a first planet, it should really require Vulcanus and Fulgora science packs to unlock anyway.
I think it makes it harder if you need recycler to make Gleba works, but that's going off topic regarding the question in the OP as of why there was no 0% settings for spoilage.
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Re: Spoiling rate 0% B4 New game

Post by CyberCider »

IsaacOscar wrote: Wed Jan 01, 2025 11:46 pm Gleba is way too hard as a first planet, it should really require Vulcanus and Fulgora science packs to unlock anyway.
It’s really not, and that’s a stupid idea.

In fact, I think Gleba is a great first planet. Epic quality, biolabs, spidertrons, those two modules… They’re all unlocks that have more value the earlier you get them.
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Re: Spoiling rate 0% B4 New game

Post by CyberCider »

Green Cat wrote: Wed Jan 01, 2025 11:03 pm Spoilage is one of thoes "realistic" elements that ruins the fun for many people.
Spoilage is not a realism feature, that’s not why it was added at all. It’s purpose is to create new and different gameplay and factory design. That was the whole point of the expansion.

Also, it’s one thing to compare quality to gambling, but comparing spoilage to gambling? That’s just incorrect. There are no probabilities involved with spoilage, ever. If you build a base that works, it will work forever. There is no “chance” for a factory to fail despite previously working. If your factory stops working, that just means you missed something while building it.

And it’s not like it’s the end of the world when this happens. A Gleba base turning off is much less punishing than a Nauvis base turning off. Gleba enemies don’t destroy the entire factory, only the farms, which are easy to repair. The ones that hatch from eggs will only attack players and turrets, they won’t break the factory around them. They will even automatically lose health and die over time.
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Re: Spoiling rate 0% B4 New game

Post by neoChaos12 »

CyberCider wrote: Thu Jan 02, 2025 8:46 am The ones that hatch from eggs will only attack players and turrets, they won’t break the factory around them.
Is this how it is supposed to function? Have you tested this/do you have a source? Because I just repaired a starter base on Gleba after it was damaged by egg outbreaks and the damage definitely included more than turrets. The spawned enemies definitely went after a lot more than my player and turrets - I actually didn't have any turrets around at all. I think it is either a matter of them prioritizing turrets or this is a bug that needs to be reported.

+1 to the suggestion of making spoilage optional, although it would require some more thought into how that ties into the overall game mechanics.
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Re: Spoiling rate 0% B4 New game

Post by aka13 »

Yes, I just tested. They wander around and don't do anything. Not sure if it was always like this.
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Re: Spoiling rate 0% B4 New game

Post by Tiaronus »

I do believe that spoilage mechanic is pretty awesome. It's a unique challenge in the whole game. But I must admit that I really hate that agricultural science pack rots also.

Imo best way to avoid eggs hatching is usage of heating towers xd.

But I agree that it should be possible to disable spoilage in vanilla (without mods)
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Re: Spoiling rate 0% B4 New game

Post by jamiechi1 »

I do use mods, but I also think that options to remove spoilage should be removed for the Fish, and the Science Packs in Vanilla. Fish should not spoil on Nauvis.
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