No Timed Spoilage


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

Content
20 days ago
2.0
608
Manufacturing

i A toggle for the moment when you receive the spoilage plant

21 days ago

There are moments where I believe the spoilage plant being unlocked all the way on gleba might softlock someone, mainly when they are starting on another planet other than nauvis and need to specifically spoil something they don't normally want to spoil but can't yet go to gleba to unlock them.

A solution would be to make the spoiling plant an unlock that doesn't need a specific planet to be visited

21 days ago

What form do you believe that should take? Adding a toggle should be simple enough, I can procedurally override the tech prerequisites, but I'm not sure what prerequisites would fit "any" planet. Let me know what you have in mind and I'll add it :)

21 days ago

I believe a toggle that either placed it in the gleba tech tree in the tech tree of like green science or possibly outside of any tech trees, making it instantly available no matter what tech other mods move and change just so it could be used with any combination of mods

21 days ago

I believe a toggle that either placed it in the gleba tech tree in the tech tree of like green science or possibly outside of any tech trees, making it instantly available no matter what tech other mods move and change just so it could be used with any combination of mods

Instantly available is very janky. I am not a fan of that. I can gate it behind red and green science, though, if you figure that'll help. As on option, obviously.

21 days ago

Which is very janky? Instant availability as in like you instantly get it as soon as you get the option or instant availability as in it's tech nodule is instantly available to research? Cause I have never heard of either one of them causing problems

21 days ago

Which is very janky? Instant availability as in like you instantly get it as soon as you get the option or instant availability as in it's tech nodule is instantly available to research? Cause I have never heard of either one of them causing problems

I assumed you meant the tech just being available right from the start - which is usually a sign that a mod maker couldn't be arsed to make or adapt a tech :) That's just not something I'm willing to do.

However, I can gate the Spoilage Plant technology behind something simple, which is why I suggested Red + Green Science. Does that sound reasonable to you? Because if so, I can get that done in the next few days.

20 days ago

Yeah absolutely, just a simple way for someone to get spoilage and stuff if they have earlier gleba functionality than on gleba

20 days ago

OK, done as of 1.0.1. Let me know if it works out for you.

20 days ago

Thanks but just out of curiosity, why is there a mild dependency on the telogistics mod? What's up with that?

20 days ago

Thanks but just out of curiosity, why is there a mild dependency on the telogistics mod? What's up with that?

Telelogistics uses a "hidden" item in order to make teleportation work. Teleporters are Assemblers which craft a hidden item which then "spoils" quickly so the machine doesn't back up. I specifically asked the mod maker for Telelogistics about it, and we agreed that that hidden item needs to be explicitly exempted from spoilage removal. The soft dependency is there to ensure load order - that No Timed Spoilage for sure loads after Telelogistics.

Long story short, it's to avoid a mod incompatibility.

20 days ago

Aha, that would explain why that mod never worked. I in the end switched to the teleportation rings mod, god I hope it's dev is still working on it cause that mod is my favorite implementation of teleportation as it teleports everything inside so you can teleport yourself or your items or trains

20 days ago

Speaking of this I found a similar issue with the "Fall of Promethea: Shattered Foundations" as it uses a radiation mechanic that makes all it's items deal damage every so often using the spoiling mechanic but I just had to put like 20 different items into the exclude list and it works,

20 days ago

Aha, that would explain why that mod never worked. I in the end switched to the teleportation rings mod, god I hope it's dev is still working on it cause that mod is my favorite implementation of teleportation as it teleports everything inside so you can teleport yourself or your items or trains

Telelogistics works with No Timed Spoilage. I'm using both mods right now. It works because I expressly excluded the phantom item from Telelogistics on my end. If you're curious what else has Spoilage removed, you can check the log at %appdata%\factorio\factorio-current.log. I have logs in place for every item skipped or altered.

Speaking of this I found a similar issue with the "Fall of Promethea: Shattered Foundations" as it uses a radiation mechanic that makes all it's items deal damage every so often using the spoiling mechanic but I just had to put like 20 different items into the exclude list and it works,

That's the nature of the beast, unfortunately. If you get me a full list of those items, I can exclude them on my end and put in another soft dependency. Just make sure it's accurate, as I don't play with that mod and can't really test it short of very basic editor stuff. The actual inclusion is simple enough - I just have a hash table with all the stuff to skip when it comes up.

20 days ago
(updated 20 days ago)

The full list o stuff I have excluded right now

promethium-plate, promethium-ore, unstable-isotope, model-unstable, hidden-radiation-source, slp-sun-fuel, demolisher-pupa, gibberish-data-a, gibberish-data-b, gibberish-data-c, gibberish-data-d, gibberish-data-e, gibberish-data-f, gibberish-data-g, energized-microcube, dormant-microcube

But the important for promethea are "promethium-plate, promethium-ore, unstable-isotope, model-unstable, hidden-radiation-source", the rest is a mix of mods but I do believe all the gibberish data would also have to be naturally excluded, they are from the mod "Void Processing" which uses a natural process of one gibberish data spoiling into the next but I am kinda split cause some people might not enjoy that challenge meanwhile it is a big part of this not yet finished mod so uh...

TLDR: "promethium-plate, promethium-ore, unstable-isotope, model-unstable, hidden-radiation-source" probably should be native as it is REALLY hard to find in-game to exclude by yourself

Edit: They are so hard to find that I actually asked the dev for their names

15 days ago

OK, this is a bit too chaotic to work with. I looked into Void Processing. That has "three" spoilable items: Void Bacteria, Promethium Void Culture and a bunch of Gibberish Data variants. I don't know where any of the other items you've mentioned come from, and Unstable Isotope sounds like one of mine (from Alchemistry). I tag exclusions by the mod they're associated with, so just adding a huge list like that is not a good idea, I think. The only exception I can maybe make is Gibberish Data, since that seems to cycle every second (sounds like it might have a UPS impact, but not my mod), but the rest you'll need to argue for and provide a source.

This could just be a "me thing", but I don't like just doing things like this, if I don't understand what I'm changing or why I'm changing it.

14 days ago

Then let's leave it to the player to be competent enough to actually know what mods they are using

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