Spoilage Scanner

by Krei_

Adds a spoilage combinator that is used to check the freshness level of items inside an entity.

Utilities
5 months ago
2.0
1.53K
Circuit network

g Space age requirement

6 months ago

Can the dependency be removed ?
I'm about to start a pY run with decay enabled and might add your scanner

6 months ago
(updated 6 months ago)

will do. I'll make it an optional dependency instead for load order reasons.

6 months ago
(updated 6 months ago)

Also, if you got ideas on any specific py integration (i.e where to place it in the tech tree and/or ingredient cost) do tell as I would also be doing a py run in a few weeks.

6 months ago

Thanks, will as to our mod list on next update :)

Regarding py integration, I think it doesn't matter much. Until you get to play with nuclear isotopes, decay is (I presume) pretty much like Gleba spoilage.
You get the first decaying stuff pretty early, with py-1 packs (meat, guts, etc) but fusion stuff is much much later.
Combinators take py-1 science also. It took us ~30h to unlock that. I think that's a decent place to unlock the scanner. Maybe a bit further, with circuit 2, as it's smarter than basic combinations...

5 months ago

Regarding pY integration, I think a good spot would be in the same spot as regular combinators, or as an additional research after combinators (but at the same tech level). It's around that spot where you can get trains, and that's when being able to measure spoilage becomes even more important.

So personally I'd air for the cheaper end and just have them join with regular combinators. pY is already restrictive enough with many things, you don't want the QOL mods to feel like you need to play 200 hours to even get the QOL

5 months ago

Oh, yeah, please change the recipe for pY. It shouldn't require red circuits, that is too late. It should probably require green circuits + batteries (and maybe copper cable), and that should work fine.

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