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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.
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. )
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.
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.
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.
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.
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.