It's a dreadful thing to have happen when it should be the happiest moment in your life. You've launched a rocket. You've launched a thousand rockets. Reap that sweet, sweet Space research. But no.
My megabase has 3 separate rocket launching areas:
→ Central, the starting base-turned-mini-megafactory
→ R3, the third Rail network built specifically to support large carriage trains, and
→ NASA, the original "launch rockets until you drop dead" area. It's still going strong
R3 and Central have research stations at them, where NASA only makes Space research and sends it on it way.
Because of the Space research coming in from NASA, the Space research from Central has been backing up in the box of the output of the Rocket launching pod, which is now filled with 96K research. The inventory of the Silo is also at capacity, 2K Research. However, the silo keeps launching rockets, burning through resources with no reward save a counter in the top left.
If the Silo's inventory is full, it shouldn't launch another rocket until it's finished unloading from the previous launch, or until there's space in the Silo inventory. Maybe an alert like "Silo full", but that could get old if it's constantly producing..
I've patched it for now with some Circuit network logic of "only load Low Density Structures if there's room in the output box" but would be good to patch this for later / others.
[0.17.43] - Space Science disappears if no room in Rocket Inventory
Re: [0.17.43] - Space Science disappears if no room in Rocket Inventory
Duplicate of 46853
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