Visual in-game editor for custom item spoilage. Set lifetimes and outcomes per quality, enable or disable spoilage. Organise both vanilla and modded items. Play the game in your way.
Small changes concerning balance, gameplay, or graphics.
Version: 0.2.2
Bugfixes:
- Clear a previous reload confirmation after importing a draft so the next reload requires confirmation again.
Changes:
- Add multi-item batch editing, quality time generation and atomic draft previews with history backups.
- Explain why each item uses native or scripted execution without changing rule semantics.
- Add active-game performance and observed-delay statistics with optional display-only timing.
- Add translated-name search and filters for native, scripted, explosive, disabled and quality-specific rules.
- Preview draft/configuration differences, group changes and timing-reset implications.
- Preserve skipped import records with their original data; support remapping and selective revalidation.
- Preview replacement, new-group append and whole-item conflict resolution when importing.
- Inspect active rules and expiry delays in selected containers or player inventories without modifying items.
Optimizations:
- Discover ground items and robots incrementally in registered regions, at most two queries per tick.
- Preserve transient tracking between discovery passes; remove invalid owners during existing scans.
- Preserve native compilation, configured scan budgets, timer reset semantics and ordinary-load ages.
Version: 0.2.1
Changes:
- Recover readable rules during editor import and report skipped records without blocking the entire draft.
- Keep strict export validation and preserve the previous draft when recovery yields no rules.
- Add an in-game scripted check cycle setting with explicit CPU and expiry-delay tradeoffs.
Optimizations:
- Cache active rules and quality clocks, skip unrelated inventories, and distribute scan work across ticks.
- Keep static entity tracking between discovery passes instead of rebuilding the entire world queue.