See the attached save file. After loading the save go to the Navius map and search for the 1 rocket silo that I have. Select it and then keep your mouse hovered over the circuit network signals that the rocket silo is outputting. Shortly before a rocket is ready to be launched you will see the silo rapidly outputting a bunch of incorrect Orbital Request signals before going back to the correct output.
I believe this is caused by all the "construction requests" on my "Fulgora Ship" space platform that are set to 0 (and therefore should longer need to be fulfilled) but for a few seconds something happens that causes everything to be requested again, as if the satisfaction on the platform is being ignored for a number of ticks.
I was unable to get a screenshot of the behavior because it happens too fast but it consistently happens before every rocket launch.
EDIT: Note that I cannot replicate this behavior with just normal logistic group requests from the space platform, so it seems to be limited to the construction requests.
[2.0.15] Rocket silo orbital requests flicker unrequested items rapidly
[2.0.15] Rocket silo orbital requests flicker unrequested items rapidly
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Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.
I have also noticed this behavior.
Related issue is when a rocket launches for a request, the request signal will disappear, reappear after a second, and disappear again. appears fixed in 2.0.15
Last edited by robynthedevil on Wed Nov 13, 2024 9:29 pm, edited 1 time in total.
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Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.
I have a screenshot of the rapid flickering
Rocket Requests Normal/Expected Flicker
Rocket Requests Normal/Expected Flicker
Last edited by robynthedevil on Wed Nov 13, 2024 4:38 pm, edited 1 time in total.
Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.
Ah, thank you! I thought they were negative but wasn’t sure. I am also using the “rocket capacity” and “stack capacity” of the selector combinator and now it makes sense why my bots tried bringing items since those selectors don’t care if the values are negative, it still outputs those values for the items when it sees them.
So ya it goes below zero somewhere in the logic instead of stopping at 0 for construction requests.
So ya it goes below zero somewhere in the logic instead of stopping at 0 for construction requests.
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Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.
Easy workaround for the combinators is to just filter on greater than 0. Though it can still happen when you have positive requests mixed with the negative flickering bc of implicit addition.
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Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.
I am experiencing this issue as well on 2.0.20. I have one platform under construction in orbit around Nauvis ("Workhorse 1"), and another completed stationary platform ("Orbital Science Factory", no needed materials) in orbit. The Read Orbital Requests signal is rapidly flickering and requesting large numbers, often negative, of items not needed for the under construction platform. See attached screenshot and save file. The player is standing next to the only rocket silo, and the read requests signal is being sent to the large power pole touching it. The negative signals seem to pop in every couple of ticks for a while and then stop, despite no change to the silo. It may coincide with when the Orbital Science Factory is putting items in or out of the platform hub.
It seems the negative signals may be the oversupply of items present in Orbital Science Factory e.g. there is a -1 Laser turret signal and there is a spare laser turret in storage on Orbital Science Factory, similarly it seems for red belts. There is a -584 platform because there is 585 spare on Orbital Science Factory but 1 needed on Workhorse 1.
Presumably negative needs should not be sent on this signal. Additionally, I'm not clear on why this is intermittently being sent.
It seems the negative signals may be the oversupply of items present in Orbital Science Factory e.g. there is a -1 Laser turret signal and there is a spare laser turret in storage on Orbital Science Factory, similarly it seems for red belts. There is a -584 platform because there is 585 spare on Orbital Science Factory but 1 needed on Workhorse 1.
Presumably negative needs should not be sent on this signal. Additionally, I'm not clear on why this is intermittently being sent.
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Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.
I experienced same issue, you have to filter only signals >0 for now. I posted report with video samples 2 weeks ago: 121003
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Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.
Unfortunately while that helps a bit that won't fix things, as if you have some of the items you need on another platform then the signal will go negative before the request is fulfilled. For example, say you have 500 spare space platform on one platform, but you need 700 to build another. Then the signal will start off as only 200 (700 - 500) and then go negative when there are still 500 platform needed on the new platform.Carbon112000 wrote: Tue Nov 26, 2024 2:46 pm I experienced same issue, you have to filter only signals >0 for now. I posted report with video samples 2 weeks ago: 121003
Re: [2.0.15] Rocket Silo Orbital Requests flicker unrequested items rapidly.
I haven't been able to play in quite some time. Do you know if this is still an issue in the newer versions? I haven't seen *any* circuit network related fixes so I am assuming they are low priority.SteelGiant wrote: Tue Nov 26, 2024 3:18 pmUnfortunately while that helps a bit that won't fix things, as if you have some of the items you need on another platform then the signal will go negative before the request is fulfilled. For example, say you have 500 spare space platform on one platform, but you need 700 to build another. Then the signal will start off as only 200 (700 - 500) and then go negative when there are still 500 platform needed on the new platform.Carbon112000 wrote: Tue Nov 26, 2024 2:46 pm I experienced same issue, you have to filter only signals >0 for now. I posted report with video samples 2 weeks ago: 121003