Save file attached.
"3 Gleba hauler" has been stuck at nauvis for over an hour with the "inactivity time" being satisfied and the "All requests satisfied" condition also being complete. I have individually checked each of the requests and cannot find any requests that meet the interrupt condition.
Edit: I just now unchecked the "auto request missing construction materials" and the platform started moving again
[2.0.16] Platform not completing interupt
[2.0.16] Platform not completing interupt
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Re: [2.0.16] Platform not completing interupt
EDIT FOR THE POST BELOW: Leaving this here for future wanderers. As pointed out by Genhis here Not a bug but.
What did you do?
May have started to occur when experimental 2.0.18 updated to 2.0.19
What happened?
Ship interrupt has all conditions green but does not seem to move to the next destination. This is happening to all the ships in the save.
Save has 80+ hours.
Interrupts trigger as expected but never "complete" and move to the next destination.
When the "stuck" interrupt is removed (click the "x") the ship continues on its journey as expected.
There are no rockets on the surface waiting to launch.
The ship has space to accept additional cargo.
Toggling the "Auto request missing constructions materials." has no change in behaviour.
Trains are behaving as expected, only ships seem to be "stuck".
What did you expect to happen instead? It might be obvious to you, but do it anyway!
When all conditions are met in the interrupt, the interrupt removes itself and the ship continues it's journey to the next way point.
Does it happen always, once, or sometimes?
Was able to replicate with a simple test to trigger an interrupt with a single circuit condition, 1=1.
I am able to replicate across multiple ships in the save.
A curious behaviour, when the interrupt is triggered, it is placed in the correct order relative to the current position in the list as shown below. When complete, it moves to the top of the list and remain stuck.
Experienced the same issue in experimental 2.0.19Genhis wrote: ↑Sat Nov 02, 2024 12:29 pm 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.
What did you do?
May have started to occur when experimental 2.0.18 updated to 2.0.19
What happened?
Ship interrupt has all conditions green but does not seem to move to the next destination. This is happening to all the ships in the save.
Save has 80+ hours.
Interrupts trigger as expected but never "complete" and move to the next destination.
When the "stuck" interrupt is removed (click the "x") the ship continues on its journey as expected.
There are no rockets on the surface waiting to launch.
The ship has space to accept additional cargo.
Toggling the "Auto request missing constructions materials." has no change in behaviour.
Trains are behaving as expected, only ships seem to be "stuck".
What did you expect to happen instead? It might be obvious to you, but do it anyway!
When all conditions are met in the interrupt, the interrupt removes itself and the ship continues it's journey to the next way point.
Does it happen always, once, or sometimes?
Was able to replicate with a simple test to trigger an interrupt with a single circuit condition, 1=1.
I am able to replicate across multiple ships in the save.
A curious behaviour, when the interrupt is triggered, it is placed in the correct order relative to the current position in the list as shown below. When complete, it moves to the top of the list and remain stuck.