[2.0.15] Gleba nutrients and bioflux not affected by spoilage
Posted: Fri Nov 15, 2024 10:32 pm
I'm starting this topic more because I was surprised by something I learned on the Discord than to make any recommendations and I'm hoping that the developers may chime in with the reasoning for their decisions.
After playing around with nutrients and bioflux, I learned that their fuel values are not affected by how spoiled they are. You can insert a 99% spoiled bioflux and it will provide exactly the same amount of run time for a captive spawner as it will if you put in a 1% spoiled one. Same for nutrients.
This is really interesting and more than a little odd, since science packs are quite notoriously not exempt from having their value reduced by spoilage. Was there any particular reason behind this decision?
After playing around with nutrients and bioflux, I learned that their fuel values are not affected by how spoiled they are. You can insert a 99% spoiled bioflux and it will provide exactly the same amount of run time for a captive spawner as it will if you put in a 1% spoiled one. Same for nutrients.
This is really interesting and more than a little odd, since science packs are quite notoriously not exempt from having their value reduced by spoilage. Was there any particular reason behind this decision?