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[2.0.26] [SA] Platforms stuck and not moving
Posted: Tue Dec 17, 2024 10:47 pm
by Hares
Preamble
I have a number of similar space platforms such that:
- They hang around their dedicated planet (multiple space platforms can be dedicated to the same planet; I have 4 such platforms for Nauvis)
- They are allowed to unload only on their dedicated planet
- All leave conditions (for dedicated planet and for external planets) are:
- Requests are satisfied
- Inactivity time > 15s
- Thruster fuel & oxidizer tanks almost full
- Ammo belt almost full
- They have interrupts for imports from other planets:
- Condition: Planet import = 0
- Destination: Target planet
- Temporary stop leave conditions: Same as above
What happened?
The system worked flawlessly before.
I wanted to upgrade all my platforms to use higher quality machines, so I sent them to Nauvis (where these machines are manufactured) via manual interrupt trigger and upon arrival triggered an upgrade (ACs and chem plants with modules). Machines were delivered & deployed. I used manual drop-off to send these expensive Q3 ACs back to Nauvis.
And then nothing happened. My platforms from Fulgora, Gleba, and Vulcanus are just sitting on Nauvis orbit. All conditions are green. I explicitly use > 24k to compare 24.999999-like situations (also I checked and tanks are
exactly full). Request satisfaction indicator is also green. So... I don't know.
You know me, I won't post random *** of stuff I just didn't read wiki about in the Bug Reports forum, so here we are.
![12-18-2024, 01-47-04.png](./download/file.php?id=96854)
- 12-18-2024, 01-47-04.png (853.75 KiB) Viewed 423 times
Savefile & logs attached.
Re: [2.0.26] [SA] Platforms stuck and not moving
Posted: Wed Dec 18, 2024 2:15 am
by Muche
This is due to zero construction requests of rare asteroid collectors and chemplants. They are being imported from Nauvis and trigger Nauvis interrupt every tick the platform is trying to leave.
The slightly confusing part for me was that the interrupt's wait condition of 15s of inactivity is shown as always fulfilled. In retrospect, it kinda makes sense, there was indeed no cargo activity.
Adding a 1s passed wait condition to the interrupt clearly shows the interrupt is being repeatedly fulfilled and added again.
Manually toggling "Auto request missing construction materials" allows the platforms to continue on their journeys.
Duplicate of
119181 Interrupts stop working on space platforms when left alone and time passed doesn't go up.
Re: [2.0.26] [SA] Platforms stuck and not moving
Posted: Wed Dec 18, 2024 2:24 am
by Hares
I would still assume this as a bug because the construction request should be cleared after it "leaves" the current stop, thus when the platform "arrives" to the orbit, it should have no other construction requests and can safely leave it.
So, even if root cause is the same, technically it's a different problem.
P.S.
I specifically designed my schedule so that 0-import could not affect schedule (i.e. i use "import from deep space" as a placeholder for unprovided import).
P.P.S.
Excluding construction requests from condition logic would also solve the problem.
Re: [2.0.26] [SA] Platforms stuck and not moving
Posted: Tue Jan 21, 2025 10:50 am
by Genhis
Thanks for the report, this is related to
119181.