Space platforms should not automatically wait for silos to be loaded; add a 'rocket loading' schedule condition instead
Posted: Sat Sep 05, 2026 3:33 am
TL;DR
Space platforms which have met all their departure conditions should only wait for rockets that have actually launched, not those that are being loaded; there should be a separate, explicit (and thus optional) departure schedule condition that waits for rockets that have been requested but no yet launched.What?
Currently, a space platform which has met all its departure conditions will not actually leave if there are rockets 'on the way', but 'on the way' is defined to start from the moment the request to launch a rocket is made, and thus includes rockets that currently being loaded by bots, or which are fully loaded but cannot launch. This can result in platforms getting stuck in orbit if:- There was enough of an item in the logistics network to meet the minimum payload, so a silo was assigned to launch them, but then some or all of them were removed from the logistics network, making it impossible to fill the silo and launch
- The item the silo is attempting to launch is spoilable, and some of it spoiled, meaning there's no longer enough to fill the silo
- The platform doesn't have enough hub storage space to accept the rocket's contents
Instead, a space platform which has met all its departure conditions should only wait for rockets which have actually started their launch animation. If there are any other pending launches, they are cancelled; if the silo was loaded by bots, any items already loaded are moved to the trash slots.
For cases where the player wants the current behaviour, space platform schedules should gain a new condition, 'No pending launches'. This condition is false if any silo has been assigned a launch for this platform, but has not yet started it's launch animation, and true otherwise.
Why?
The current behaviour is implicit, automatic, and operates separately from the player-controlled platform schedule. Thus it cannot be controlled or overridden by the player.Now, for obvious reasons, platforms cannot leave when an inbound rocket is in flight. However, the delay between the start of the launch animation and the arrival of the cargo at the platform is fixed, and as of 2.1 platforms will no longer queue new launches once departure conditions are met, so the maximum time a platform can be forced to wait for them is finite. Meanwhile, the amount of time one can potentially wait for a rocket which is not yet launched is unbounded. If a player wants to wait for them, that's what the new departure condition is for, but by moving that into the platform schedule, they have the option of adding alternate conditions, such as 'after 120s, leave anyway' or 'leave immediately if you are taking damage or running out of ammo'.