[2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

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Deamon Auntie
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[2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Post by Deamon Auntie »

See attached images for more information, also save game provided.

Unsure why but my interupt isn't working on Flugora, bugs out and deleting it and allowing for a 2nd try makes it buggy again.
No rockets in route from fulgora and Factorio discord could not see why spaceship doesn't depart.

Thank you for your good work !
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Deamon Auntie
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Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Post by Deamon Auntie »

Additional image to display interrupt conditions being met.
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Genhis
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Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Post by Genhis »

Thanks for the report. You have productivity and efficiency modules set up as Fulgora imports with 0 minimum amount. Regardless of the requested amount, you don't have any on board, which satisfies "Any planet import zero (Fulgora)" interrupt condition and makes it stay at Fulgora before going to Nauvis. I am not sure if this should classify as I bug, but I will keep it here for now.
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Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Post by Deamon Auntie »

If it did back and forths your explanation would make sense but the platforms never leaves Fulgora.
It stayed there for over 1h the first time, I deleted the interrupt hoping it would self fix and it happened again.

or do you mean the interrupts triggers every ticks making it a permanent interrupt?
Genhis
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Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Post by Genhis »

Yes, the interrupt triggers every tick because the platform wants to leave the planet every tick.
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