huh, this means that you shouldn’t produce more than you consume because the items will just spoil on a backed-up belt, its an interesting new challenge.
Yea, that was my idea as well, it’ll create some real havoc for ye olde sprawling base design by forcing better attention to balancing but, if a recipe chain only has one bio ingredient it should be easy to design around.
I’m terrified of what the modders will do with this… especially something like Space Ex where they’d likely put two separate timed biologicals on different worlds and require you to really focus on rapid transit to get both to one processing site before you hit a failure.
It also might present a real issue for railworld style builds since you’ll want train conditions set so you don’t idle in a station too long, and frequency of collection high enough not to allow too much rot within buffer chests.
Extremely interesting problems. In the base game it sounds like it will be a bit trivialized by being able to slap down the appropriate terrain wherever you need it (eventually) but modders could make really interesting requirements for it.
I, for one, hail our new belt of fully spoiled brown algae in seablock overlords.
I really appreciate the environmentally integrated sort of bio-harvesting. I think everyone would have been perfectly happy with an arboretum style approach like we’ve seen in various mods but this approach feels a lot nicer.
Products spoiling sounds pretty neat, no more big and slow factories with huge buffers, here we gotta go 100% LEAN manufacturing