- Fresher materials result in more output (either in terms of items, or fluids).
- Item with a certain freshness results in a unique output or bonus output (different from just quantity).
- Increasing the quality of items based on the freshness of the ingredients.
- A fuel source that provides energy based on freshness (So if you craft it with 50% freshness, it has 50% of its fuel value left).
Further, it seems the only item with a unique interaction with spoilage is that the gleba science pack's 'durability' (as a tool) decreases as it rots.
So it looks like using purely prototypes to do any of the above seems like a bit of a dead end. So the next best thing is doing something with triggers/events. Unless I'm missing something.
My first thought here was to try listening for a recipe completed event; however no such event exists. Another thought was to listen for an item creation event to de-spawn and re-spawn based on freshness; however this sort of event also does not exist.
So at this point, I'm completely stumped. If there isn't a way to do any of the above at all (even with clever workarounds) that's fine of course; I have some less desirable fallbacks in mind for such a situation; but knowing would be helpful nonetheless.

