🌐Metal and Stars


It's a big universe out there, and there are other ways to leave the solar system. Several new destinations with new machines, technologies, and unique processes

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12 days ago
2.0
17.2K
Factorio: Space Age Icon Space Age Mod
Planets Enemies Mining Fluids Manufacturing

g Bacteria cultivation doesn't reset spoil timer

3 months ago

It's possible that this could be intentional for balance reasons, but it would be unintuitive. In vanilla, fish breeding, pentapod egg breeding, and iron and copper bacteria cultivation all give back unspoiled products regardless of the spoilage of the inputs. The bacteria added in Metal and Stars doesn't do this and instead preserves the spoil timer from the inputs. Since the spoil times can be very short, this can easily result in a bacteria spoiling practically immediately after being generated from cultivation.

If this is not intended behavior, the cultivation recipes could set reset_freshness_on_craft = true in their prototype like the vanilla cultivation recipes. Looking at the api docs, there are also preserve_products_in_machine_output and result_is_always_fresh, the former of which is used exclusively for biter egg harvesting, and the latter is never used and looks like it would do basically the same thing as reset_freshness_on_craft.

Not directly related, but catalytic recipes like the prior vanilla breeding/cultivation recipes generally also set ignored_by_stats and ignored_by_productivity on the ingredients and and products that are used as catalysts, so that the production graph and productivity cycles only apply to the difference between the input and output.

3 months ago

Taking a closer look, the recipes look like they already have result_is_always_fresh set, so this shouldn't've been an issue unless there's some weird difference between the behavior of result_is_always_fresh and reset_freshness_on_craft. Before looking at the API, I only knew about result_is_always_fresh, but vanilla only ever seems to use reset_freshness_on_craft. It's also very possible I was just doing things very wrong.

Also, while pentapod eggs and fish breeding set ignored_by_stats and ignored_by_productivity, iron and copper bacteria cultivation don't, which seems like an odd inconsistency.

3 months ago

Further complication, the vanilla data and api docs I was looking at were actually for 2.0.50, and reset_freshness_on_craft was only added in that version. So I'm going to need to check in-game again to see what's really going on.

3 months ago

Ok, false alarm. It was in fact me being dumb and forgetting that the algae cultivation only gave 1 bioflux, but 5 are needed to make nutrients. Once I accounted for that, infinite legendary bioflux, nutrients and calcite appeared in mere moments.

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