I have idea for the mod and wonder about a spoilage mechanic.
Posted: Tue Dec 03, 2024 1:34 pm
I have created a new ore: Probabilitium Ore!

I wanted it to spoil into Iron Ore, Copper Ore, Coal or Stone with equal probability of 25%.
I have few more, great, ideas how player can create productions chains to skew those probabilities and so on.
But first I dont seem to be able to figure out if there is a way for an item to spoiled based on probability?
I think I can make a recipe that would have probabilistic outcome - and I plan to. But I think it would be such a cool mechanic if Probabilitium Ore spoiled on it own. I love Gleba!
When I checked the ItemPrototype docs for `spoil_result :: ItemID optional Requires Space Age to usenew` it only takes a single item id.
Is there a way for an item to spoil to something else based on probabilities?

I wanted it to spoil into Iron Ore, Copper Ore, Coal or Stone with equal probability of 25%.
I have few more, great, ideas how player can create productions chains to skew those probabilities and so on.
But first I dont seem to be able to figure out if there is a way for an item to spoiled based on probability?
I think I can make a recipe that would have probabilistic outcome - and I plan to. But I think it would be such a cool mechanic if Probabilitium Ore spoiled on it own. I love Gleba!
When I checked the ItemPrototype docs for `spoil_result :: ItemID optional Requires Space Age to usenew` it only takes a single item id.
Is there a way for an item to spoil to something else based on probabilities?