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Space Age - Spoilage #313
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On a side note, I don't know why Github considered these issues resolved. Their numbers were not mentioned in the PR, from what I remember. |
Ah, I see. The Linked Issues part on the side. |
If an item spoils into a module it creates a critical error
This is reproducible using pyanodons hard mode 1.3.1. This error does not get thrown on pyhard 1.2.5 |
Pyhard added spoiling recipes where the spoil result is a module. This was not expected and caused loading errors (#313 (comment)). I fixed it by forcibly loading modules before anything else.
Suggestion: Add text to mouseover to say what the item spoils into, and how long it takes. Just having that information would save a lot of flipping between YAFC and other screens, even if YAFC doesn't use it in any calculations. The captive biter spawner should also show how long before it starves, assuming it starts at full health and receives no damage. (I can't think of a way to show spoilage over time in math, but remain hopeful.) |
This loads and displays all the spoiling information from #313, except "Mark spoil result items in GUI", which I don't think is necessary; and "Support spoilable science packs", which can be accomplished for now by setting the table to have (excess) desired output. Perishable items and entities get a clock overlay on their icon, and a new "Perishable" section in their tooltip. If they are recipe outputs they may also get a "This recipe output ..." string. ![image](https://github.com/user-attachments/assets/12d49fcc-aba5-47c3-a171-fbf9162aa4b9) Recipes that have non-default spoil behavior describe that behavior in their tooltip. ![image](https://github.com/user-attachments/assets/bf2ae9cd-cd40-4108-854d-9586678a1060)
Support spoilage mechanic
Mark spoil result items in GUIIs this really needed? There is ItemPrototypeFlags "spoil-result", but I don't know what it does.
Used for eggs spoiling into enemies (doesn't make sense in planning)
Used for captivated spawners into normal spawners (doesn't make sense in planning)
Unless we want to model the spoilage of all items and allow adding configurable timespans for transportation, this would only be for information
I didn't see anything in the API for this, and I haven't been to Gleba yet, but I believe this is a thing
Some products don't start spoiling until taken out of the machine.
This is a new map setting, probably not part in the prototypes but instead done globally.
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