[2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
Posted: Wed Oct 30, 2024 7:45 am
I suspect this is a bug anyway, as this seems kind of bizarre to me.
If I have 100 Yumako in my inventory, and then queue them all up to hand-craft them all using Yumako processing (Recipe), all of the output Yumako mash share the same spoilage timer, as well as (what I think might be the biggest concern) having turned into spoilage.
Normally what I've noticed from other recipes that create a spoilable item, is it helps refresh the spoilage timer each time a new item gets crafted and added to a stack. This doesn't happen at all with the Yumako mash.
e.g. When the first stack of 100 Yumako mash is finished entering the inventory (with the timer consistently counting down), a second stack starts. This second stack already shares the first stack's spoilage timer (I would expect this to be getting it's spoilage timer from the Yumako being processed, not the other stack, as the Yumako being processed can still be just about full timer but still exhibit this behavior).
The weirdest part that then happens because of this, is once the previous stacks of Yumako mash turn into spoilage. All subsequent recipe results from that stack of crafted Yumako turn IMMEDIATELY into spoilage (even when the Yumako itself is still close to completely fresh).
In order to stop this from happening, the entire queued Yumako processing must be cancelled, and started again, in order to resume receiving Yumako mash.
If there's any further information I can provide here, or steps to recreate further, please let me know.
Side note:
=========
I also have no idea if this means the seeds won't be created anymore when it's turning immediately into spoilage, but my guess is it likely wouldn't influence seed production - haven't been able to confirm.
If I have 100 Yumako in my inventory, and then queue them all up to hand-craft them all using Yumako processing (Recipe), all of the output Yumako mash share the same spoilage timer, as well as (what I think might be the biggest concern) having turned into spoilage.
Normally what I've noticed from other recipes that create a spoilable item, is it helps refresh the spoilage timer each time a new item gets crafted and added to a stack. This doesn't happen at all with the Yumako mash.
e.g. When the first stack of 100 Yumako mash is finished entering the inventory (with the timer consistently counting down), a second stack starts. This second stack already shares the first stack's spoilage timer (I would expect this to be getting it's spoilage timer from the Yumako being processed, not the other stack, as the Yumako being processed can still be just about full timer but still exhibit this behavior).
The weirdest part that then happens because of this, is once the previous stacks of Yumako mash turn into spoilage. All subsequent recipe results from that stack of crafted Yumako turn IMMEDIATELY into spoilage (even when the Yumako itself is still close to completely fresh).
In order to stop this from happening, the entire queued Yumako processing must be cancelled, and started again, in order to resume receiving Yumako mash.
If there's any further information I can provide here, or steps to recreate further, please let me know.
Side note:
=========
I also have no idea if this means the seeds won't be created anymore when it's turning immediately into spoilage, but my guess is it likely wouldn't influence seed production - haven't been able to confirm.