Usually spoiling in the Vanilla game only shows up with biological products, as expected, spoiling into spoilage or other products.
Modders though have used the spoiling feature to show other kinds of processes, from nuclear decay to rusting.
So my suggestion is the addition of spoilage categories.
These would function like burner types, while internally everything works under the same system, externally these would differentiate different "spoiling" processes.
The default category would, of course, remain "Spoiling", showing itself in game like it currently does.
(Jelly as an example)
But if a custom category was declared it would be put in the ItemPrototype in a "spoil_category" field, spoil_category = "decaying" for example.
Spoiling categories would also be able to change the Icon that appears in the Factoriopedia tooltip, if possible code-wise, allowing for even clearer recognition by the player.
In the locale the modder would be able to specify the custom lines that replace the Vanilla spoiling text (spoil-time, spoil-result, percent-spoiled, spoilable, etc...) with fitting lines.
These are some mockups I made in Paint.
(An Uranium isotope decaying into Uranium-238)
(A hot version of a Tungsten Plate cooling down into the cold version)
This feature could also be used by the Vanilla game itself! Currently Biter and Pentapod eggs "spoil" into big biters or premature wrigglers, depending on the egg. With the addition of spoilage categories, this could be changed with them hatching!
(Mockup of the hatchable spoilage category)
The addition of spoilage categories would also help modders make mods that interact with spoilable items.
These mods specifically interact with items that spoil organically.
https://mods.factorio.com/mod/spoilage-solution
These two also have a blakclist to filter out items that spoil, but are not organic.
https://mods.factorio.com/mod/planetaris-tellus
https://mods.factorio.com/mod/apia
The latter two mods can replace their blacklists with a type check to find organic items, and filter accordingly, ignoring interacting with custom inorganic spoiling, like the example "decaying" or "cooling".
Already existing mods like, for example, these two could also simply change the spoilage on their items to "cooling" and "rusting" respectively, making the new features they add feel more complete and make more sense.
https://mods.factorio.com/mod/hot-metals
https://mods.factorio.com/mod/Rocs-Rusting-Iron
Add custom spoilage categories
- AndreusAxolotl
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Add custom spoilage categories
Last edited by AndreusAxolotl on Tue Jun 30, 2026 10:56 am, edited 2 times in total.
Re: Add custom spoilage categories
I'm usually a strong critique of even my own ideas, so I rarely say this. This needs to be in the game.
This is not only added visual clarity (even for space age).
On the top of that it lets mods interact with each other in ways that currently can only be done either by custom apis (different one for each mod), a coordinated api (difficult to pull off), or by hard coding every modded item we know of.
I want this.
This is not only added visual clarity (even for space age).
On the top of that it lets mods interact with each other in ways that currently can only be done either by custom apis (different one for each mod), a coordinated api (difficult to pull off), or by hard coding every modded item we know of.
I want this.
- FluidNatalie
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Re: Add custom spoilage categories
+1
Awesome feature idea
Awesome feature idea
- Thremtopod
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Re: Add custom spoilage categories
If this was added, it would need to be integrated into Factoriopedia which would be the majority of the work. It would also need to account for a given thing spoiling and having any number of possible results. Right now it's simply a trigger that runs - and can do functionally anything.
If you want to get ahold of me I'm almost always on Discord.
- Thremtopod
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Re: Add custom spoilage categories
What a very stripped-down version of this, something like a "spoil_type_localised_name", which just allows having custom text replace "Spoils into" but doesn't have any extra interactions? It'd presumably default to the vanilla "Spoils into". Even without any other functionality, I think this would still be useful for mods wanting to categorize spoiling types.
