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Spoilage: Difference between revisions

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(Added Information also found on Gleba Page plus some clean up)
(→‎Spoilage Mechanics: Corrected wrong equation for calculating spoilage of item created from multiple ingredients)
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When crafting with spoilable items, the final product will inherit the freshness value of the ingredients. The three exceptions are [[Iron Bacteria|iron]] and [[copper bacteria]] cultivation, [[pentapod eggs]] and [[fish]] breeding, whose recipes will always result in a 100% fresh product, regardless of the freshness of the ingredients.
When crafting with spoilable items, the final product will inherit the freshness value of the ingredients. The three exceptions are [[Iron Bacteria|iron]] and [[copper bacteria]] cultivation, [[pentapod eggs]] and [[fish]] breeding, whose recipes will always result in a 100% fresh product, regardless of the freshness of the ingredients.


When crafting with two different spoilable items of different freshness values, like in the [[agricultural science pack]]{{SA}} and [[bioflux]]{{SA}} recipes, the final product's freshness is determined by the following formula
When crafting with two different spoilable items of different freshness values, like in the [[agricultural science pack]]{{SA}} and [[bioflux]]{{SA}} recipes, the final product's freshness is determined by the average of the ingredients' freshness.  
 
* (Larger freshness/2) + (Smaller freshness/1.5) = Final freshness value <!-- Please check this math -->
 


The agricultural science pack does spoil, which will gradually decrease its research value, so the player is incentivized to build a fast space platform to bring them back to Nauvis.  
The agricultural science pack does spoil, which will gradually decrease its research value, so the player is incentivized to build a fast space platform to bring them back to Nauvis.  

Revision as of 02:55, 10 November 2024

Spoilage.png
Spoilage

Stack size

200

Rocket capacity

2000 (10 stacks)

Fuel value

250 KJ (burner)

Vehicle acceleration

50%

Vehicle top speed

50%

Prototype type

item

Internal name

spoilage

Consumed by

Agricultural tower.png
Biosulfur.png
Burnt spoilage.png
Efficiency module 3.png
Nutrients from spoilage.png
Overgrowth jellynut soil.png
Overgrowth yumako soil.png

Used as fuel by

Burner inserter.png
Burner mining drill.png
Boiler.png
Heating tower.png
Stone furnace.png
Steel furnace.png
Locomotive.png
Car.png
Tank.png
No-building-material-icon.png
This article is a stub, and not comprehensive.
You can help this wiki by expanding it.

Space Age expansion exclusive feature.

Spoilage is generated by letting most spoilable items spoil. This often happens on Gleba, but it can happen anywhere, notably with agricultural science packs or fish.

Spoilage can be directly harvested from stingfrond, sunnycomb, hairy clubnub and other flora present in Gleba. In addition, recycling nutrients will behave as if the nutrients were made using the nutrients from spoilage recipe, thereby yielding conciderably more spoilage than simply allowing the nutrients to spoil naturally.

Alternative recipes

Recipe Ingredients Result Produced by Crafted only on
Iron bacteria.png
Time.png
1
+
Jelly.png
6
Iron bacteria.png
10%
+
Spoilage.png
4
Biochamber.png
Assembling machine 2.png
Assembling machine 3.png
Player.png
Gleba.png
Copper bacteria.png
Time.png
1
+
Yumako mash.png
3
Copper bacteria.png
10%
+
Spoilage.png
1
Biochamber.png
Assembling machine 2.png
Assembling machine 3.png
Player.png
Gleba.png

Spoilage Mechanics

Most biological products on Gleba are "spoilable". A spoilable item has an inherent timer attached to it, which begins at the item's creation. When the timer reaches 0, the item is transformed into spoilage, with a few exceptions. This process is inevitable and cannot be stopped.

The exact time differs per item, ranging anywhere from a few minutes to 2 hours. This means that item throughput is more important than ever on Gleba, and buffering a large stockpile is ineffective, as items can spoil within containers.

When crafting with spoilable items, the final product will inherit the freshness value of the ingredients. The three exceptions are iron and copper bacteria cultivation, pentapod eggs and fish breeding, whose recipes will always result in a 100% fresh product, regardless of the freshness of the ingredients.

When crafting with two different spoilable items of different freshness values, like in the agricultural science pack and bioflux recipes, the final product's freshness is determined by the average of the ingredients' freshness.

The agricultural science pack does spoil, which will gradually decrease its research value, so the player is incentivized to build a fast space platform to bring them back to Nauvis.

Spoilable items are used as ingredients in a few non-spoilable items, such as the biochamber. In these, the freshness value of the ingredients do not matter in the product being produced.

Spoilable Item Times
Item Time Special effect on spoiling
Agricultural science pack.png
Agricultural science pack
1 hour
Biter egg.png
Biter egg
30 minute Spawns a Big Biter
Bioflux.png
Bioflux
2 hours
Copper bacteria.png
Copper bacteria
1 minute Turns into copper ore
Raw fish.png
Raw fish
2 hours, 5 minutes, 50 seconds
Iron bacteria.png
Iron bacteria
1 minute Turns into iron ore
Jelly.png
Jelly
4 minutes
Jellynut.png
Jellynut
1 hour
Nutrients.png
Nutrients
5 minutes
Pentapod egg.png
Pentapod egg
15 minutes Spawns a wriggler
Yumako.png
Yumako
1 hour
Yumako mash.png
Yumako mash
3 minutes

History

See also