[2.0.14] Space platform circuit interrupt not working

Bugs that are actually features.
gordotforrot
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sun Nov 03, 2024 4:53 pm
Contact:

[2.0.14] Space platform circuit interrupt not working

Post by gordotforrot »

I've setup an interrupt on my space platform so when my sushi belt has enough prometheum asteroids, it turns around. I believe it's properly set up (the circuit condition even shows up with the right number in the interrupt screen, screenshot below), but the interrupt never happens. I'm submitting my save game as well, the set up is on the U.L.T.I. platform, I've triggered the interrupt manually at the point of this save, but removing it will not trigger it again even if the condition is true.

Running on version 2.0.14 on windows without any extra mods
11-03-2024, 17-55-15.png
11-03-2024, 17-55-15.png (84.54 KiB) Viewed 8460 times
Attachments
space age 1 - postgame.zip
(39.68 MiB) Downloaded 149 times
Genhis
Factorio Staff
Factorio Staff
Posts: 988
Joined: Wed Dec 24, 2014 8:19 am
Contact:

Re: [2.0.14] Space platform circuit interrupt not working

Post by Genhis »

Thanks for the report. Interrupts are only checked when a platform wants to change stations. However, shattered planet connection is special - it uses "fly conditions" which are checked every tick, so you don't need interrupts for this goal.
Nypyren
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sat May 13, 2017 5:01 am
Contact:

Re: [2.0.14] Space platform circuit interrupt not working

Post by Nypyren »

I also tried to set up an interrupt to do this exact same thing and spent a few hours trying to debug the circuit and interrupt behaviors. The UI for a shattered planet stop is so close to the other destinations that I didn't even notice it says something different.

It probably needs a more obvious UI explanation somewhere.
Nypyren
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sat May 13, 2017 5:01 am
Contact:

Re: [2.0.14] Space platform circuit interrupt not working

Post by Nypyren »

Also, "fly condition" is ambiguous. It looks like it means "return condition" instead, because I had to set my condition to "Circuit: Chunks > 500" in order to begin returning once I'd gathered 500 chunks. I initially thought "fly condition" meant "continue flying while (condition)".
majik1213
Inserter
Inserter
Posts: 24
Joined: Thu Dec 05, 2024 12:43 am
Contact:

Re: [2.0.14] Space platform circuit interrupt not working

Post by majik1213 »

Genhis wrote: Sun Nov 03, 2024 6:34 pm Thanks for the report. Interrupts are only checked when a platform wants to change stations. However, shattered planet connection is special - it uses "fly conditions" which are checked every tick, so you don't need interrupts for this goal.
maybe moving interrupts can be a feature that is added like a checkbox underneath the one that says "allow interrupting other interrupts" and have it say "allow interrupting while moving"?

I have a space miner for iron ore that is more effective when moving. The platform doesn't need to move too far from the planet it mines for. I setup a time circuit where T increases with ticks to a value and L is a predefined limit. When T<L, I want the space platform to depart the planet and start mining asteroids. To bring the space platform back, I set up an interrupt that is circuit condition T>>L with target being the planet it's supposed to mine for so it comes back and unloads what it got in space. But, because the game cannot interrupt during space movement, this circuit will not interrupt the moving platform and send it back after a certain time.

Is there a mod that lets you do this or can it be added to vanilla perhaps?
Post Reply

Return to “Not a bug”