[2.0.15] Items begin to spoil before they are finished crafting
Posted: Tue Nov 19, 2024 6:51 am
It could be this is intended behavior, but I noticed new items with surprisingly low freshness when crafting in a biochamber slowed down by the circuit network.
I clocked the biochamber to only operate on the first 2 out of every 100 ticks so it would only consume 2% of normal input, however this meant the crafting time was 50x normal, and when creating items like nutrients that spoil quickly, they were coming out of the machine with ~60% freshness when crafted with 90% fresh ingredients.
Maybe this is intended behavior, but when the productivity bar fills up, the items it creates are the same freshness as the ingredients regardless of how long it took.
I clocked the biochamber to only operate on the first 2 out of every 100 ticks so it would only consume 2% of normal input, however this meant the crafting time was 50x normal, and when creating items like nutrients that spoil quickly, they were coming out of the machine with ~60% freshness when crafted with 90% fresh ingredients.
Maybe this is intended behavior, but when the productivity bar fills up, the items it creates are the same freshness as the ingredients regardless of how long it took.