I recently build a freezer using a method I saw in a YouTube Video. Basically the way that it is supposed to work is there are 2 conveyor loaders, 1 for cooked food and 1 for ingredients, that send food through an ice brick that cools the food down until it's deep frozen. After that the food gets sent to a vacuum chamber in either the Great Hall if it's cooked or the Kitchen if it's not. The system is working and I have seen it take food and cool it all the way down to -20° and send it on it's way. The problem is that food keeps getting "stuck" during the cooling phase and will not go below 1° no matter how long I have it rotating around in the ice block. It can happen with pretty much any item and at any quantity and I'm not sure why this keeps happening in the first place. So far the only "fix" that I have found is to save and reload, but constantly having to save and reload every time food gets stuck in my freezer loop is extremely annoying.
In the picture you can see the loop and how it's supposed to work. Food comes in from the right, top for finished and bottom for unfinished, it rotates around through the ice and then get's sent to it's appropriate vacuum chamber for storage. The ice is currently only -27° because I just got the setup working and it hasn't reached my target of -40 yet, but it's still clearly well below the -18° needed to freeze food. As you can see the Berry Sludge is at 1° and will not budge from that temp no matter how long I let it rotate through the ice block. I know Berry Sludge doesn't need to be frozen, but it's the only way to get it into the correct storage chamber. I have also seen it happen with BBQ, Lettuce, Pickled Meal, Meal Lice, Hexalent Fruit, and Muckroot.
I guess you just run food through an ice box to freeze it and see if it does it? The .SAV file that I included with in zip should already bet setup to add food directly to the loop and a few of them always get bugged out no matter how many times I reload it.

A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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