I don't know if this is a bug or not, but I have two logistic groups defined in a ship's logistic requests, one of them requesting a positive amount of an item, and the other requesting an equal but negative amount of the same item.
I sometimes do this for quality items I usually want to ship, but am temporarily out of stock of, so as to allow a ship to depart a planet without messing with the values set in the positive logistic group; this might be because I'm using that logistic group elsewhere.
This satisfies the 'All requests satisfied' condition, but it then seems to cause interrupts using for 'Any planet import zero' to permanently fire.
I can see the logic - *a* logistic group does indeed have a satisfaction of zero for a requested item. But it feels inconsistent, and means the only answer is to indeed take the item out of the main logistic group.
I have attached a screen shot - the 'Aquilo Building Supplies' group wants 20 Epic Quality 3 modules (it's *not* the highlighted item, sorry). The unnamed group below it wants -20 Epic Qual 3's. The 'Get Nauvis Supplies' interrupt gets its conditions met ('All requests satisfied', 'time passed'), but then immediately re-interrupts after the timer expires.
I have also attached a save and log.
[2.0.47] Interrupts using Any Planet Import Zero only consider one logistic group
[2.0.47] Interrupts using Any Planet Import Zero only consider one logistic group
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- factorio-current.log
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- SA4_bug.zip
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