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Re: Add custom spoilage categories
Posted: Mon Aug 10, 2026 6:17 pm
by protocol_1903
thesixthroc wrote: Mon Aug 10, 2026 9:00 am
I can’t say I agree with this proposal as it stands. Spoilage refers not only to the flavor of the decay process, but also to a concrete game mechanic in which items get immediately swapped out while in machines, etc.
Players intuitively understand what it means for a biter egg to "spoil". It seems the flavor immersiveness of calling it "hatch" would be at the cost of gameplay clarity.
I can't say I agree. From what I understand, what it would be called is up to the mod developer, at which point any misunderstanding from their choice of words is their problem.
Re: Add custom spoilage categories
Posted: Mon Aug 10, 2026 9:18 pm
by thesixthroc
My criticism applies to the proposal for vanilla (distinguishing egg hatching from normal spoiling).
Re: Add custom spoilage categories
Posted: Tue Aug 11, 2026 11:47 am
by MrSmoothieHuman
thesixthroc wrote: Mon Aug 10, 2026 9:00 am
I can’t say I agree with this proposal as it stands. Spoilage refers not only to the flavor of the decay process, but also to a concrete game mechanic in which items get immediately swapped out while in machines, etc.
Players intuitively understand what it means for a biter egg to "spoil". It seems the flavor immersiveness of calling it "hatch" would be at the cost of gameplay clarity.
this system already exists in some form for burners, and is used in vanilla (yummy value) - i've not heard of anyone getting confused over that
Re: Add custom spoilage categories
Posted: Fri Aug 14, 2026 12:45 am
by thesixthroc
Food and Chemical are fuel categories, which is a game mechanic in which items contribute to one or the other, not both. 'Yummy value' vs 'Fuel value' thus communicates a game mechanic, unlike 'Hatch' vs 'Spoil'.
It may yet be justified to Wube on flavor grounds, but this seems to me at the cost of clarity, not the benefit.