Factorio

Factorio

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Rasjel Nov 13, 2024 @ 5:25am
Spoilage filter?
is it posible to filter out items from a chest that are at 30% spoilage?
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Showing 1-12 of 12 comments
argrond Nov 13, 2024 @ 5:29am 
Iirc no, there is only filter in inserter which allows to choose priority of picking up less or more spoiled items first.
Kazouie Nov 13, 2024 @ 5:35am 
Best i came up with is a chest with a small flowthrough buffer and then have some inserters pull fresh while one set pulls the spoiled directly to incinerate.

I'd love to hear other solutions.
Your best bet might be to try and get rid of the reason for things being that spoiled or toss the line entirely into the garbage.

More granular control would be great
Simon Nov 13, 2024 @ 6:20am 
No, there doesn't seem to be anyway to read how spoiled anything is.
Rasjel Nov 13, 2024 @ 7:46am 
Originally posted by Kazouie:
Best i came up with is a chest with a small flowthrough buffer and then have some inserters pull fresh while one set pulls the spoiled directly to incinerate.

I'd love to hear other solutions.
Your best bet might be to try and get rid of the reason for things being that spoiled or toss the line entirely into the garbage.

More granular control would be great

to get rid of the reason is imposible.

i have no problem with the spoilage with the one exeption that is science packs.
i atm my base on gleba is fail prof and will run forever.
but i constantly produce science packs. so if i stop research somthing that needs them they will get bad.
and waht bothers me most. i cant track if they are fresh or not. so it is possible the rocket picks the packs that will never make the way to nauvis.

so i would like to filter out every pack that is too close to spoil. but i cant find a way to do it.

as i can see i can only proritize spoilage not filter.
Simon Nov 13, 2024 @ 8:08am 
Originally posted by Rasjel:
Originally posted by Kazouie:
Best i came up with is a chest with a small flowthrough buffer and then have some inserters pull fresh while one set pulls the spoiled directly to incinerate.

I'd love to hear other solutions.
Your best bet might be to try and get rid of the reason for things being that spoiled or toss the line entirely into the garbage.

More granular control would be great

to get rid of the reason is imposible.

i have no problem with the spoilage with the one exeption that is science packs.
i atm my base on gleba is fail prof and will run forever.
but i constantly produce science packs. so if i stop research somthing that needs them they will get bad.
and waht bothers me most. i cant track if they are fresh or not. so it is possible the rocket picks the packs that will never make the way to nauvis.

so i would like to filter out every pack that is too close to spoil. but i cant find a way to do it.

as i can see i can only proritize spoilage not filter.

My solution is to remove stuff as a chest fills up based on priority; limiting a chest by removing from it instead of adding into it, so the stuff that's left is always the most fresh.
argrond Nov 13, 2024 @ 9:53am 
Originally posted by Rasjel:
i have no problem with the spoilage with the one exeption that is science packs.
i atm my base on gleba is fail prof and will run forever.
but i constantly produce science packs. so if i stop research somthing that needs them they will get bad.
and waht bothers me most. i cant track if they are fresh or not. so it is possible the rocket picks the packs that will never make the way to nauvis.

so i would like to filter out every pack that is too close to spoil. but i cant find a way to do it.

as i can see i can only proritize spoilage not filter.
Agriculture science pack lives for 1 hour.
You have to make agripacks fast enough for rocket with full load to launch onto platform with the most spoiled stack of more than 30 minutes remaining.
I doubt any space platform flies for more than 5 minutes.
So you have more than 20 minutes to operate with those. Either way, it's Nauvis issue to resolve.
If you, by some reason, have to research something which does not involve those, put an inserter at the end of agripack belt and throw dirt in recycler or two. You can even make it interesting and install quality modules in those recyclers, to get legendary dirt. It will surely take some time for steel chest to be filled with those precious items. )
Last edited by argrond; Nov 13, 2024 @ 10:55am
hypadao Nov 13, 2024 @ 11:18am 
Sacrifice the excess science in the Vulcanus volcano, it’s the only way. (If you throw them into space they will just come back to haunt you ! )
TheBlackRambo Nov 13, 2024 @ 11:24am 
The best way to handle that would be to do Gleba related research in batches and make your consumption of the science packs higher than or equal to your consumption. Eventually mostly spoiled packs will be consumed or spoiled and you will be back to consuming packs 70% or higher.
If your using all of the packs you are consuming then you wont have to deal with mostly spoiled ones but if you are filling up chests on Gleba and always having some sitting there wasting away then you will end up in your current situation where the fresh ones get left to spoil.

Your two levers of control are:
1. More production
2. More consumption

Work with those and you can resolve your problem.
Avloren Nov 13, 2024 @ 11:39am 
My solution is to throw science into a chest next to the rocket silo. An inserter from chest->silo is set to prefer the freshest items, and activate when the ship is there requesting science. The less fresh ones will eventually rot and be removed by another inserter filtered on spoilage. So whenever a ship shows up, I load up the freshest science I have available, without really caring about how fresh exactly it is.

The Gleba factory+transport ship run constantly without really caring if I'm actually using the science or not - if I'm not, Nauvis is setup to use up the spoilage.
Fletch Nov 13, 2024 @ 12:00pm 
Originally posted by TheBlackRambo:
Your two levers of control are:
1. More production
2. More consumption

Technically, less production. The ideal balance is that the production rate exactly matches the consumption rate -- which means when consumption drops off (no active research happening), the production buildings need to throttle down. These are the "just in time" (JIT) manufacturing concepts that Spoilage adds to the game.
Prometheus0000 Nov 13, 2024 @ 2:20pm 
Originally posted by argrond:
Originally posted by Rasjel:
i have no problem with the spoilage with the one exeption that is science packs.
i atm my base on gleba is fail prof and will run forever.
but i constantly produce science packs. so if i stop research somthing that needs them they will get bad.
and waht bothers me most. i cant track if they are fresh or not. so it is possible the rocket picks the packs that will never make the way to nauvis.

so i would like to filter out every pack that is too close to spoil. but i cant find a way to do it.

as i can see i can only proritize spoilage not filter.
Agriculture science pack lives for 1 hour.
You have to make agripacks fast enough for rocket with full load to launch onto platform with the most spoiled stack of more than 30 minutes remaining.
I doubt any space platform flies for more than 5 minutes.
So you have more than 20 minutes to operate with those. Either way, it's Nauvis issue to resolve.
If you, by some reason, have to research something which does not involve those, put an inserter at the end of agripack belt and throw dirt in recycler or two. You can even make it interesting and install quality modules in those recyclers, to get legendary dirt. It will surely take some time for steel chest to be filled with those precious items. )

You can just set a different minimum amount for the rocket, 1 stack of 200 for example, then just ship that. Whether it's worth launching non-full rockets to get fresher science is up to you.
Simon Nov 13, 2024 @ 2:26pm 
Originally posted by Fletch:
Originally posted by TheBlackRambo:
Your two levers of control are:
1. More production
2. More consumption

Technically, less production. The ideal balance is that the production rate exactly matches the consumption rate -- which means when consumption drops off (no active research happening), the production buildings need to throttle down. These are the "just in time" (JIT) manufacturing concepts that Spoilage adds to the game.

There's really no benefit to reducing production here as far as I can tell, because resources are entirely infinite, and thereby don't benefit anything from simply reducing production, so unless I missed something, you can just keep the system running and eliminated all buffers and backlog, and turn everything you can't use into spoilage, burning it for power or using it for nutrients. That's to say that increasing production will increase freshness by means of discarding more products.
Last edited by Simon; Nov 13, 2024 @ 2:29pm
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Date Posted: Nov 13, 2024 @ 5:25am
Posts: 12