No Timed Spoilage


Removes spoilage from all items (with exceptions), and introduces a Fermentation Plant to spoil them, instead.

Content
3 months ago
2.0
366
Manufacturing

g Love it, this mod is great!

3 months ago
(updated 3 months ago)

Thanks for making it, great work. Wondering if there's a way to add options that are toggleable to choose which items are spoilable and which aren't? I utilize this mod and it seems to do a great job configuring it, but I love your fermentation plant...

https://mods.factorio.com/mod/Disable_vanilla_spoilage

Actually, it would be dope if you could edit how fast or slow things spoiled as well. Is that possible?

3 months ago

Actually, it would be dope if you could edit how fast or slow things spoiled as well. Is that possible?

Yes, though it's not as straightforward as it seem, for two reasons. First of all, Factorio already has a way to tweak spoilage rates through startup settings, and the range is quite wide. Secondly, I CAN tweak spoilage rates after the fact, but I'd need a concrete ruleset to do it by. It's simple enough to just slap on a multiplier, but it runs into the risk of pushing some fast-spoiling recipes to near-zero values, as well as pushing some longer-spoiling recipes into integer overflow.

I'm open to doing it as it's not particularly difficult, but you may want to workshop the suggestion a little first.

Thanks for making it, great work. Wondering if there's a way to add options that are toggleable to choose which items are spoilable and which aren't? I utilize this mod and it seems to do a great job configuring it, but I love your fermentation plant...

That already exists in Mod Settings. It's called "Excluded Items" and allows you to tag items to be excluded from the mod entirely. This is more or less the entire reason I made my own spoilage mod, as this feature was requested but not available in other mods (that I could find). Does that do what you want? And if not, could you explain what you're trying to accomplish in a bit more detail?

3 months ago
(updated 3 months ago)

Yes, though it's not as straightforward as it seem, for two reasons. First of all, Factorio already has a way to tweak spoilage rates through startup settings, and the range is quite wide. Secondly, I CAN tweak spoilage rates after the fact, but I'd need a concrete ruleset to do it by. It's simple enough to just slap on a multiplier, but it runs into the risk of pushing some fast-spoiling recipes to near-zero values, as well as pushing some longer-spoiling recipes into integer overflow.

Ahhhh, I see. Is it necessarily a multiplier, or would you be able to set discrete units like for example say bioflux takes 6 hours to spoil, but you could set nutrients to 1 minute if you wanted to? The reason I mention it is because there are things that spoil that potentially shouldn't due to the way they limit certain playstyles.

That already exists in Mod Settings. It's called "Excluded Items" and allows you to tag items to be excluded from the mod entirely. This is more or less the entire reason I made my own spoilage mod, as this feature was requested but not available in other mods (that I could find). Does that do what you want? And if not, could you explain what you're trying to accomplish in a bit more detail?

So sorry! Should have been more clear. In the mod I linked there is a list of items you can check mark and un-check mark in the settings. It simply was a suggestion for a quicker way for the player to select the items they want to choose more easily :) I have configured it as provided and it was mostly painless :P

edit:
Essentially, I guess I'm suggesting to have a list of items and a blank space where you can specify the length of time (0 for no-spoilage or something) that all the spoilable items take to denature :) The fermentation station is fantastic as well, that way you can really set up some interesting loops and potentially even add support for spoiling things intentionally potentially on other planets. Like maybe a paleo-bacterium needs to be mixed with bioflux spoilage to start a stone cycle on Gleba, or a heavy oil eating bacterium that can convert the oil on Fulgora to rocket fuel or something!

3 months ago

Ah, I see what you mean. Unfortunately, that would kneecap mod compatibility in a big way. Every line that you see in Mod Settings in one entry manually entered into settings.lua by the mod maker. There's no way to auto-generate settings (that I'm aware of), meaning I'd need to manually create settings for every mod that adds items with spoilage - or else just not have options for them. To put it simply, a list of checkboxes is not going to happen. Spoilage removal and Fermentation recipe generation are done procedurally, so any changes to them would need to be done by a lump generic setting.

Now, what I COULD do is add another text field where you can enter, say, "copper-bacteria = 216000" to set the spoilage time of Copper Bacteria to 10 hours, but that drastically over-complicates the formatting of what you need to enter. I'm leery of requiring too much precision or technical knowledge from the user, as not everyone is a programmer and raw text like that is pretty easy to get wrong. So while this is an option, it's not an option that I like and - judging from your suggestion - neither do you.

Basically, I need a generic solution which can account for whatever random esoteric spoilable items the player might have from a mod that I may have never even heard of, and I need to do that in a way that's as simple as I can get away with for the player. There aren't many good ways to do that.

3 months ago
(updated 3 months ago)

Ahhhhhh I see, thanks for explaining it! I completely understand what you mean. A solution like I'm suggesting hobbles the mod forevermore. Bummer! Well, no worries. Enjoying the mod immensely regardless and appreciate your feedback :)

3 months ago

No worries. I'd love to help, just don't really know how to do that given the tools available to me :)

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