Having produced agricultural science pack spoiled?
No worries! This mod can cover you up!
- Adds a fridge chest that slows down the spoil time of items inside it by 20 times. Now you can set your own freeze speed. ranged from 1 to 100.
- Adds receive, passive and buffer logistic fridge
- Adds a big freezing warehouse for late game research, more specifically, after you have cryogenic science pack unlocked.
(graphics not ready yet, just using same icon but larger size..)Graphics now ready!
(if you curious why it need a uranium-fuel-cell, well technically a fridge need power to operate, but a container prototype don't have any energy options. and if i want to use other prototypes that has energy inputs then it doesn't have large enough storage space. I can't find a way to "fuse" two prototypes together. and another approach is to create a hidden entity that takes energy and controls fridge function based on whether connected to electricity. but this is complicated and may cause bugs, and I don't have time for that, so I just takes an uranium-fuel-cell and says somehow it managed to make a Nuclear powered refrigerator that don't need to connect to electricity then. Now big warehouse is using this "fake power cord". To keep it simple, I remains small fridge unchanged )
P.S.
I am busy studying, so I don't have much time to work on this mod. but I am happy to review and merge others' pull requests. so feel free to contribute to this mod. source code here
- Add settings for configure how slow the spoil time is. Done
- Add a freezer entity that stops the spoil time completely. (this need some balance, such as item in the freezer need to be defrosted until it can be used) Done
- Adjust technology tree make it reasonable, such as can only be researched after you landed on the frozen planet. Done
- Adds fancier graphics for fridge and freezer. Done on freezer
- Adds bigger capacity for fridge and freezer. Done, now adjustable in the settings
- Adds temperature system, such that the spoil rate is affected by temperature.