[2.1.12] Saturated Cargo Landing Pad on Fulgora + infinite space-platform output spawns unbounded deconstruction-marked
Posted: Tue Jul 28, 2026 3:51 pm
Version: 2.1.12 (win64, steam, Space Age, no mods) — verify against factorio-current.log first line
Save file: SorryfortooLATE
not attached. Issue was resolved in-place by console-clearing ground items, so I am not uploading the save. Repro path below is enough to trigger from a clean save.
What I expected:
When a Cargo Landing Pad is saturated and a space platform keeps dispatching cargo pods, overflow should be rejected at orbital logistics or bounded. It should not silently create an ever-growing set of ground items auto-marked for deconstruction. UPS should stay 60.
What happened (on Fulgora):
Cargo Landing Pad had downstream consumption stopped (production line halted).
- A space platform was set to continuously send one item type to that pad.
Pad inventory saturated, pods kept arriving → pad ejected items onto ground next to it → those ground items were automatically marked for robot pickup / deconstruction (red markers).
- Because platform output is effectively infinite, ground items accumulated without bound (thousands of decon-marked item-on-ground entities).
- F4 → show-time-usage: Construction manager low average, but max ~100 ms/tick periodically. UPS and FPS dropped together at those moments (not GPU/render).
- I first suspected an oversized deconstruction blueprint, removed it → spikes persisted.
Inspecting the pad I found the ground around it covered in decon-marked overflow items from the landing pad.
- I then ran the standard console clear:
/c for _, i in pairs(game.player.surface.find_entities_filtered{name="item-on-ground"}) do i.destroy() end
Immediately after the clear, Construction manager max-time dropped to normal (<1 ms), UPS and FPS returned to 60/60, and the periodic spikes never came back while the platform was still stopped.
- Later re-enabling platform dispatch made the pile grow again and spikes returned, confirming direction.
Root cause (analysis):
Performance leak via feedback loop with no back-pressure:
saturated Cargo Landing Pad + still-producing orbital source → items ejected to ground → auto-marked for deconstruction → Construction manager must scan/re-evaluate a monotonically growing ground-item ghost set every tick. The set only grows while the platform sends cargo; it is not bounded by pad inventory, robot count, or logistic network state. Scales with runtime, not factory size. Clearing ground items removes the symptom; the leak is in the overflow→decon-mark path.
Steps to reproduce (clean save):
2.1.12 experimental, Space Age, no mods.
On Fulgora build a Cargo Landing Pad; do NOT consume its output.
3. Space platform loops sending that item to the pad.
Wait until pad saturates and ground items appear + get red decon markers.
5. F4 → show-time-usage: Construction manager max climbs to ~100ms periodically; UPS/FPS dip together.
6. Run the console clear above → UPS/FPS recover instantly.
Resume platform dispatch → pile regrows → spikes return.
Debug data I can provide if asked:
factorio-current.log (version line)
F4 show-time-usage screenshot during spike (Construction manager max ~100ms, only the 5 required toggles on)
- F4 screenshot at 60/60 after console clear
(no save attached, see note above)
Notes:
Not the 2.0.8 ground-item-on-platform crash, not the 2.0.14 cargo-bay GUI UPS issue — both fixed. This is specifically unbounded deconstruction-marked ground-item creation from a saturated landing pad with infinite orbital input, on 2.1.x experimental. Suggested direction: cap/reject pad overflow when downstream saturated, or do not auto-mark ejected overflow items for deconstruction.
---
Save file: SorryfortooLATE
not attached. Issue was resolved in-place by console-clearing ground items, so I am not uploading the save. Repro path below is enough to trigger from a clean save.
What I expected:
When a Cargo Landing Pad is saturated and a space platform keeps dispatching cargo pods, overflow should be rejected at orbital logistics or bounded. It should not silently create an ever-growing set of ground items auto-marked for deconstruction. UPS should stay 60.
What happened (on Fulgora):
Cargo Landing Pad had downstream consumption stopped (production line halted).
- A space platform was set to continuously send one item type to that pad.
Pad inventory saturated, pods kept arriving → pad ejected items onto ground next to it → those ground items were automatically marked for robot pickup / deconstruction (red markers).
- Because platform output is effectively infinite, ground items accumulated without bound (thousands of decon-marked item-on-ground entities).
- F4 → show-time-usage: Construction manager low average, but max ~100 ms/tick periodically. UPS and FPS dropped together at those moments (not GPU/render).
- I first suspected an oversized deconstruction blueprint, removed it → spikes persisted.
Inspecting the pad I found the ground around it covered in decon-marked overflow items from the landing pad.
- I then ran the standard console clear:
/c for _, i in pairs(game.player.surface.find_entities_filtered{name="item-on-ground"}) do i.destroy() end
Immediately after the clear, Construction manager max-time dropped to normal (<1 ms), UPS and FPS returned to 60/60, and the periodic spikes never came back while the platform was still stopped.
- Later re-enabling platform dispatch made the pile grow again and spikes returned, confirming direction.
Root cause (analysis):
Performance leak via feedback loop with no back-pressure:
saturated Cargo Landing Pad + still-producing orbital source → items ejected to ground → auto-marked for deconstruction → Construction manager must scan/re-evaluate a monotonically growing ground-item ghost set every tick. The set only grows while the platform sends cargo; it is not bounded by pad inventory, robot count, or logistic network state. Scales with runtime, not factory size. Clearing ground items removes the symptom; the leak is in the overflow→decon-mark path.
Steps to reproduce (clean save):
2.1.12 experimental, Space Age, no mods.
On Fulgora build a Cargo Landing Pad; do NOT consume its output.
3. Space platform loops sending that item to the pad.
Wait until pad saturates and ground items appear + get red decon markers.
5. F4 → show-time-usage: Construction manager max climbs to ~100ms periodically; UPS/FPS dip together.
6. Run the console clear above → UPS/FPS recover instantly.
Resume platform dispatch → pile regrows → spikes return.
Debug data I can provide if asked:
factorio-current.log (version line)
F4 show-time-usage screenshot during spike (Construction manager max ~100ms, only the 5 required toggles on)
- F4 screenshot at 60/60 after console clear
(no save attached, see note above)
Notes:
Not the 2.0.8 ground-item-on-platform crash, not the 2.0.14 cargo-bay GUI UPS issue — both fixed. This is specifically unbounded deconstruction-marked ground-item creation from a saturated landing pad with infinite orbital input, on 2.1.x experimental. Suggested direction: cap/reject pad overflow when downstream saturated, or do not auto-mark ejected overflow items for deconstruction.
---