[2.0.60] Bad rocket silo priority when planet has multiple logistics networks

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myridium
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[2.0.60] Bad rocket silo priority when planet has multiple logistics networks

Post by myridium »

1. Set up a Fulgora with two disconnected logistics networks, A and B, with a rocket silo in each.
2. Put tons of item X in network B.
3. Have a space platform request item X from the planet.
Outcome: the space platform gets stuck thinking that item X is on its way to be delivered. But the logistics request has been sent to the wrong rocket silo: the one in network A which does not contain the item. The space platform is stuck in a state of thinking the item will be delivered, and will never go to its next destination.

I don't know how the game decides which rocket silo should fulfill the request. But it shouldn't be sending an un-fulfillable request to a rocket silo in the first place. It's supposed to wait for the logistics network to have enough items before it sends the request to the rocket silo. The game does not appear to take into account which logistics network a rocket silo is in.
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Re: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks

Post by Loewchen »

Post a save that shows the issue please, see 3638.
Rseding91
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Re: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks

Post by Rseding91 »

The logic will not request from a silo unless the silo already has the items it needs or the network its in has the items it needs for at least 1 rocket. If you can provide a save file that shows that's not working I'd love to see it.
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myridium
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Re: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks

Post by myridium »

Rseding91 wrote: Mon Aug 18, 2025 8:28 pm The logic will not request from a silo unless the silo already has the items it needs or the network its in has the items it needs for at least 1 rocket. If you can provide a save file that shows that's not working I'd love to see it.
There's another bit of context I forgot to add: briefly, the two logistics networks were combined as one. I disconnected them after at most a few minutes. It's possible that this caused the issue, but I'm not sure. In any case, after splitting the network, the system settled into a state where the request was unfillable, and the rocket silo and/or space platform were in limbdo indefinitely, until I manually intervened.

Please PM me requesting a save. I will not post it publicly. Let me know if you use magic-wormhole, as this would be the easiest way for me to send it. Otherwise, I'd prefer if you provide a file upload service.
Rseding91
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Re: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks

Post by Rseding91 »

Since you manually intervened to disconnect the networks you can manually intervene to reconnect them, disable and re-enable orbital requests, or disable and re-enabled the platforms logistic requests.
If you want to get ahold of me I'm almost always on Discord.
myridium
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Re: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks

Post by myridium »

Rseding91 wrote: Tue Aug 19, 2025 11:34 pm Since you manually intervened to disconnect the networks you can manually intervene to reconnect them, disable and re-enable orbital requests, or disable and re-enabled the platforms logistic requests.
Well, I solved the problem for my save file, if that's what you mean. I think I just unchecked the orbital requests box on the silo, then re-enabled it.

If you mean it as a justification for not fixing the issue generally, then I'd say there are several problems with that:
- That requires the player to identify that a bug has occurred.
- Other things can break in the mean time, due to the player not realising a bug has occurred. (Effects ripple throughout interplanetary network.)
- Reconnecting the networks causes bots to shuffle around, disrupting any manual organisation of bots between networks.
- Reconnecting the networks causes bots to be destroyed, either by lightning over the oil ocean (Fulgora) or from biters (Nauvis) or pentapods (Gleba) which may reside between networks.
- In the base game, it does require manual intervention to join logistics networks. However, mods may enable auto-blueprinting and construction, so maybe the networks were joined/disconnected automatically.
- Where there is one symptom of a bug, there are often more unseen symptoms...
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