Spoiling rate 0% B4 New game
Posted: Wed Jan 01, 2025 11:03 pm
Spoilage is one of thoes "realistic" elements that ruins the fun for many people. And we have no way to "turn it off". Just like how people can set it to 1000%, why can't we have a 0% rate, before start of the game?
And I wish to point out:
- I am aware there are mods to do this, this is about the vanilla
- I am not talking about Replacing, or reversing, but give the option to reduce it down to 0%, aka no timer
- "but some recepites need "Spoilage" as materials <- If you put "nutrience" in a recycler, it will give you Spoilage. So thoes recepies are only not avalable until you unlock recycling
- I am talking before we even start the game. Aka exactly how you can set no enemies, massive amount of resources, aka milions from starting locaiton, terran elements, and so many more ajustments. If we can do 1000%, I don't understand why 10% is the minimum, when evolution and pollution are the Perfect exemple I am talking about, since you can increase, or essentially disable them, depending on your own preference, with no need for mods.
And not, the 10% is not 0%. Items still rot. Enemy eggs still hatch. Once single mistake and that's that. Many people are completly ignoring Gleba's possibilities exactly because it's more easy to bring resources from other plantes then to gamble.
Yes, I wrote gamble. Because that's exactly what this is. A thrill of what if the whole factory fails, get's stuch with spoilage, monster eggs hatch. The only people who enjoy spoilage are people who love taking such risk, such challanges, and essentially, such gambles.
And for the last time. I am not asking for a reverse, replacements or whatever, simple to remove the limitations, so the minimum is 0%, aka no spoilage. Because even if the spoilage rate is 1%, people who are NOT enjoying gamble, will need to "gamble" with anything that has spoilage OR/and create burning facilities to get rid of excess that could be saved for later, but, are usless if spoilate or if they hatch.
And no, I find it very resonable to have a 0% chance as an OPTION, exactly because this is a feature you access via buying the DLC that cost real money and it's not a free mod. Reason why I don't undertstand why the solution are mods and it's not an in game implementation. There aren't even any achivement related to spoilage. Even the one for atracting the local are via the fruits and not spoilage.
Danger of enemy hatching in the middle of the factory? That's exactly one of the good reasons why myself and many others want a 0% option, since we don't want such gambling mecanism in our factory
And I wish to point out:
- I am aware there are mods to do this, this is about the vanilla
- I am not talking about Replacing, or reversing, but give the option to reduce it down to 0%, aka no timer
- "but some recepites need "Spoilage" as materials <- If you put "nutrience" in a recycler, it will give you Spoilage. So thoes recepies are only not avalable until you unlock recycling
- I am talking before we even start the game. Aka exactly how you can set no enemies, massive amount of resources, aka milions from starting locaiton, terran elements, and so many more ajustments. If we can do 1000%, I don't understand why 10% is the minimum, when evolution and pollution are the Perfect exemple I am talking about, since you can increase, or essentially disable them, depending on your own preference, with no need for mods.
And not, the 10% is not 0%. Items still rot. Enemy eggs still hatch. Once single mistake and that's that. Many people are completly ignoring Gleba's possibilities exactly because it's more easy to bring resources from other plantes then to gamble.
Yes, I wrote gamble. Because that's exactly what this is. A thrill of what if the whole factory fails, get's stuch with spoilage, monster eggs hatch. The only people who enjoy spoilage are people who love taking such risk, such challanges, and essentially, such gambles.
And for the last time. I am not asking for a reverse, replacements or whatever, simple to remove the limitations, so the minimum is 0%, aka no spoilage. Because even if the spoilage rate is 1%, people who are NOT enjoying gamble, will need to "gamble" with anything that has spoilage OR/and create burning facilities to get rid of excess that could be saved for later, but, are usless if spoilate or if they hatch.
And no, I find it very resonable to have a 0% chance as an OPTION, exactly because this is a feature you access via buying the DLC that cost real money and it's not a free mod. Reason why I don't undertstand why the solution are mods and it's not an in game implementation. There aren't even any achivement related to spoilage. Even the one for atracting the local are via the fruits and not spoilage.
Danger of enemy hatching in the middle of the factory? That's exactly one of the good reasons why myself and many others want a 0% option, since we don't want such gambling mecanism in our factory