one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

definition

Each perishable item or stack carries a freshness value or age that advances each tick at a rate set by item type and storage conditions; at a threshold it becomes rotten, converts into a spoiled item, or is destroyed. RimWorld stops rot for food kept at or below 0 C, so walk-in freezers are standard; Don't Starve moves food from fresh to stale to spoiled and finally to rot, with ice boxes slowing the clock; Factorio: Space Age gives biological items spoil times from about two hours down to a few minutes, cannot be delayed, turns spoiled items into Spoilage, and passes ingredient freshness on to recipe outputs. Inputs: item type, time, storage environment. Outputs: current freshness, value or effect scaling, and spoil events.

player experience

A clock on every stockpile. Players stop hoarding and start thinking in flow: produce close to consumption, build cold storage, preserve food, or accept waste. Opening a storeroom to find a harvest rotted is a sharp, memorable loss.

design levers

  • spoil time per item type
  • storage modifiers such as temperature, containers, and preservation methods
  • whether freshness is binary (fresh or rotten) or continuous and scales value
  • what spoiled goods become: nothing, a waste item, or a useful input such as fertilizer
  • freshness inheritance across recipes

failure modes

  • Spoilage that is cheap to stop, such as one freezer that halts all decay, becomes a one-time build tax.
  • Short spoil times on items with long logistics routes make some chains impossible without explanation.
  • Hidden freshness values make sudden losses feel unfair.

dynamics

  • Shifts optimal play from stockpiling to just-in-time throughput; Factorio's developers state that buffering is not helpful under spoilage.
  • Cold storage couples food to power and temperature systems, so a power failure becomes a famine risk.
  • Seasonal harvests plus spoilage create a winter preservation problem.
  • Freshness-priority handling (pick freshest or oldest first) creates new logistics rules.

open questions

  • What spoil-time distribution across goods produces interesting routing without making long chains infeasible?

appears in

the paper, 2 sections · 3 chapters · 1 episode
paper

4. A grammar of simulation games

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under resources & production, with its summary

book
ch 1

Chapter 1. Same parts

named in the text

book
ch 3

Chapter 3. Old parts

named in the text

book
ch 8

Chapter 8. Where AI lands

named in the text

book
ep 2

Where the parts came from

on screen at 0:26 hamurabi in parts

episode

relations

1 stored edges
synergy

Storage and buffers

Storage conditions decide spoilage rates, making cold storage valuable.

sources

1
V453000 (2024-06-07). Friday Facts #414 - Spoils of Agriculture. Factorio blog (Wube Software)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m1taxonomy