
These changes, in combination with the inability of dupes to reach food from between corners, means that building infinite food storage is now more difficult-although certainly not impossible or even especially difficult. If food is both Deep Frozen and in Sterile air, the spoilage rate is 0% any other combination will result in *some* spoilage, or a lot, depending on the exact conditionsįood in a vacuum counts as being in a sterile environment, but will use its own internal temperature to determine whether it counts as unrefrigerated, refrigerated, or Deep Frozen. If the air temperature is below 4☌, the food is considered "Refrigerated", which significantly reduces spoilage rate (but not as much as Deep Frozen)


If the air is sterile (CO2, Chorine, probably a few other gasses are valid), this also significantly reduces spoilage rate If the air temperature is below -18☌, the food is considered "Deep Frozen", which dramatically reduces spoilage rate (Only partially stale unrefrigerated food in storage will trigger the notification.) "Unrefrigerated Food" notification now jumps to that food when clicked. (Note: foods in a powered fridge are always considered refrigerated regardless of temperature.)įoods dropped from a fridge will no longer continue cooling off on the ground Refrigerators cool things to 2 degrees celsius instead of 4 degrees, so that they actually get cold enough to be refrigerated. Rottable foods correctly detect if they're in an active fridge or not Refrigerated food now lasts 5x as long instead of 2xįood preservation times were incorrectly reported in the Codex, and were missing their refrigeration value Temperature and atmosphere effects have been rebalanced to account for this Rottable items aren't fully preserved unless they are both in sterile atmosphere AND deep-frozen, because temperature and atmosphere effects now stack


Rottable items now have two stages of cooling: Refrigerated and Deep Freeze
