Spoilage: Difference between revisions
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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. | 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 | When crafting with spoilable items, the final product will usually inherit the freshness value of any spoilable ingredients. The exceptions to these are any catalytic recipes which produce a spoilable product: [[Iron bacteria|iron]] and [[copper bacteria]] cultivation, [[pentapod egg]]s, and [[fish]] breeding. Catalytic 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 average of the ingredients' freshness. | 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. | ||
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. While nutrients do spoil, their fuel value is ''not'' affected by their freshness. | ||
Spoilable items are used as ingredients in a few non-spoilable items, such as the [[biochamber]]{{SA}}. In these, the freshness value of | Spoilable items are used as ingredients in a few non-spoilable items, such as the [[biochamber]]{{SA}}. In these, the freshness value of those ingredients has no effect on the product being produced. | ||
{| class="wikitable sortable" | {| class="wikitable sortable" |
Revision as of 16:11, 10 November 2024
Spoilage |
Stack size |
200 |
2000 (10 stacks) |
|
Fuel value |
250 KJ (burner) |
Vehicle acceleration |
50% |
Vehicle top speed |
50% |
Prototype type |
|
Internal name |
spoilage |
Consumed by |
|
Used as fuel by |
|
This article is a stub, and not comprehensive. |
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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 |
---|---|---|---|---|
+ | + | |||
+ | + |
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 usually inherit the freshness value of any spoilable ingredients. The exceptions to these are any catalytic recipes which produce a spoilable product: iron and copper bacteria cultivation, pentapod eggs, and fish breeding. Catalytic 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. While nutrients do spoil, their fuel value is not affected by their freshness.
Spoilable items are used as ingredients in a few non-spoilable items, such as the biochamber. In these, the freshness value of those ingredients has no effect on the product being produced.
Item | Time | Special effect on spoiling |
---|---|---|
Agricultural science pack | 1 hour | |
Biter egg | 30 minute | Spawns a Big Biter |
Bioflux | 2 hours | |
Copper bacteria | 1 minute | Turns into copper ore |
Raw fish | 2 hours, 5 minutes, 50 seconds | |
Iron bacteria | 1 minute | Turns into iron ore |
Jelly | 4 minutes | |
Jellynut | 1 hour | |
Nutrients | 5 minutes | |
Pentapod egg | 15 minutes | Spawns a wriggler |
Yumako | 1 hour | |
Yumako mash | 3 minutes |