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If I want spoilage I have many town/city builders or survival games to choose from.
Spoilage also sucks, are we carting in resources to make refrigerators?
As a casual player, all you have to do is keep the production on a small enough scale that you can realistically process the items.
As long as you don't harvest more than you can process, it doesn't really matter if you harvest way less than your capacity.
It just means that you want to under-produce rather than over-produce like you would for other production chains, leaving belts mostly empty instead of mostly full.
Handling spoilt items wouldn't be too hard either, making items loop around rather than just sit on a belt, with a splitter filtering spoilt items out is all you would really need.
It does mean handling those products differently of course, but the whole idea behind the expansion is to offer different challenges to the player rather than just adding more items and technologies with the exact same mechanics.
So far, space platforms and every planet they showed have their own challenge for you to deal with
For players more concerned about efficiency and such (so-called "hardcore") it would be a fairly significant challenge instead to maximize the production while minimizing the losses from spoilage.
It would probably be a welcome challenge since it is a completely different one from what the rest of the game offers though.
As for it being "anti-gaming", there are a large amount of games that put setbacks to your progression.
Dying in many action games that don't force you to load a save tends to force you to go back to a place that managed to kill you while being weaker in order to grab your items back.
Otherwise, they can weaken your character (usually temporarily like lowering a stat but allowing you to train it back up normally) or take some form of currency from you (souls and humanity in souls games for example).
In most settlements or factory simulators, various random event can cause great damage to what you have as well.
Even in factorio, dying means respawning with next to nothing, potentially quite far from where you were as well.
When enemies manage to breach your defenses, they can cause quite a bit of damage to your factory, setting you back quite a bit in the process.
Games are filled with mechanics that set you back in some way already, not sure how spoilage is somehow a deal-breaker in terms of progression.
That doesn't mean I especially like the spoilage either, but we have not been given enough informations to know everything about it either.
For example, the base game has enemies, they can be rather annoying to some players but they can be configured through a variety of settings, including completely removing them.
It is not such a stretch to think that you could affect spoilage though map settings as well.
After all, the last animated scene shown in the FFF shows a factory with no spoilage bars on any of the items so perhaps it will be possible to turn that off.
EDIT: the FFF already mentions that some of the items take a significant amount of time to decay like 2 hours.
Yes but set aside the spoilage, what does the planet provide? Is there a new energy source or something? You obviously already have most if not all recipes unlocked when you get there.
As for spoilage it's just another annoying timer mechanic the same as other games, so far the only 'timer' we have had is evolution, but for the most part you can ignore it. Idk if there's a point to it in a game like this.
The resource you need to get those spoiling materials (trees) seems to be infinite, so i still don't see any issues with spoiling time. As fel above said, it will only make your belts to be empty instead of full when not producing anything. No differences gameplay wise.
They had to come up with something thats different from other planets, and i think this fits just fine for that.
Edit* Maybe the bio science is similar to Space exploration? meaning that they mostly unlock character specific buffs like +health, inventory size, speed etc.
The devs are definitely leaving us on a cliffhanger on what we can expect to produce from those plants, hopefully there will be some fun toys among them.
The need to transport perishables between planets is the aspect that has the potential to be annoying if they go too crazy with the timers... (note the FFF doesn't discuss stacking of perishable items either)
The rocket is at the end of the vanilla game, but with the Space Age mod loaded, it's going to be more in the early-mid stages of the game: something you unlock with blue science, and something much less expensive to build. And, I believe, blue science will be the highest technology you will be able to produce without leaving the planet.
And as I understand, you can choose your first off-world destination to be of the three new planets we've learned about so far.
If nothing else, what you get from the new planet is the planet-specific research pack, and progression to the final planet will be locked behind that.
Now buffing stuff i can get behind, that's a good point.
If for example an iron ore takes 1 minute to spoil all you have to do is make sure the belt from the miner to the smelter is shorter than 1 minute.
This is a game about automation. Spoilage will affect your automated production chain. It won't require you to be fast. Your belts, assemblers and inserters are doing the work. They are the ones having to work fast, not you.
Spoilage improves the quality of the base. It would wreck inefficient bus bases and make people have to actually think about how they set up their chains. Right now if a machine is idle it doesn't matter. You can build a horribly inefficient factory where only 5% of your assemblers are working at any one time and it looks like your bus is full, but the minute you start producing something and the assemblers are starting up you find out that your 4 full belts of green circuits are actually only 25% of one belt and you have almost no green circuit production.
I like the concept of spoilage, but I feel like it should only apply to specific materials.