It's cool you guys tried to do something different here, but it's not fun. The spoilage aspect is fine, but the fact that agricultural science packs have essentially random durability when they reach the labs makes balancing the sciences a real pain. You have to overproduce, but you can't calculate by how much so you have to over-overproduce. And then you can't just let the belt back up because spoilage will clog everything up. So the only options are:
- Bots and requester chests. This doesn't scale well to megabase sized builds, and I'm sure you're aware there are a lot of purists who see bots as "cheating" and want to be able to create belt-only solutions.
- Have a continuously circulating belt. This sucks because there's no way to pull the least fresh packs from an entire belt, so lots of science is wasted to spoilage and you have to over-overproduce even more.
- Complex circuit control where a fixed number of packs are sent to the labs on a timer, and the labs are set up to eject whatever remaining agricultural science is left in them simultaneously when loading the next batch of science packs.
I ended up doing the third bullet above as my solution. So, sure, "once you solve it once" and "production is free" and all the things. But it doesn't feel like making us jump through those hoops is adding anything fun to the game.