Page 1 of 1

[Genhis][2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Sat Nov 02, 2024 12:45 am
by Deamon Auntie
See attached images for more information, also save game provided.

Unsure why but my interupt isn't working on Flugora, bugs out and deleting it and allowing for a 2nd try makes it buggy again.
No rockets in route from fulgora and Factorio discord could not see why spaceship doesn't depart.

Thank you for your good work !

Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Sat Nov 02, 2024 1:48 am
by Deamon Auntie
Additional image to display interrupt conditions being met.

Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Sat Nov 02, 2024 12:29 pm
by Genhis
Thanks for the report. 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.

Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Sat Nov 02, 2024 1:28 pm
by Deamon Auntie
If it did back and forths your explanation would make sense but the platforms never leaves Fulgora.
It stayed there for over 1h the first time, I deleted the interrupt hoping it would self fix and it happened again.

or do you mean the interrupts triggers every ticks making it a permanent interrupt?

Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Sat Nov 02, 2024 1:36 pm
by Genhis
Yes, the interrupt triggers every tick because the platform wants to leave the planet every tick.

Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Wed Dec 18, 2024 2:39 am
by Hares
Genhis wrote: Sat Nov 02, 2024 12:29 pm Thanks for the report. 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.
Can you make an exception for 0/0 (or 0/x) requests (which is "drop this item from your inventory")? Platforms don't have auto-trash setting, so this option is useful for dropping spoiled items (yeah i know i can drop them into the vacuum of space).

See also: 124631: [2.0.26] [SA] Platforms stuck and not moving – Similar report; Satisfied construction requests are not cleared after "leaving" orbit and "arriving" to the same location due to zero construction request on interrupt conditions; neither the inactivity time is reset when doing so.

Re: [2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Sun Jan 19, 2025 6:21 pm
by Muche

Re: [Genhis][2.0.14] Interrupts stop working on space platforms when left alone and time passed doesn't go up

Posted: Tue Jan 21, 2025 10:48 am
by Genhis
This is fixed for 2.0.33.