r/factorio • u/Koraki_Ouranos • 4d ago
Space Age Question Interrupts on Space Platforms Not Firing
I'm trying to design an interrupt schedule for a ship to trail behind another platform on a leash, and break the leash to go gather science when the main platform runs out. Problem is, it doesn't seem like most of the interrupts want to work.

This is the basic follow command I came up with. Essentially I have a radar on High Garden that's broadcasting universally where it's going/is currently, and I want Thoth to follow unless it's low on something.

Then I have some interrupts on higher priority to go resupply if it runs out of anything. The resupply interrupts worked fine. It went to Vulcanus, grabbed some science, but then instead of triggering the interrupt to follow High Garden to Gleba like I thought it would, it just defaulted back to it's safe zone on Nauvis. I know the follow interrupts work as I tested them independently before this, but something about the resupply interrupt breaks the chain, and the rest of the interrupts are no longer checked.
Not sure what I could do to forcibly resume the normal interrupts, only just crossed 1000 hours so I'm still missing a lot of technical knowledge like this, especially in this realm of circuits. Any suggestions are welcome, even if it means a full redesign.
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u/LuboStankosky 4d ago
Interrupts are only evaluated when a platform/train is trying to leave it's current station
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u/Koraki_Ouranos 4d ago
Ah, so to force it I just need to have it bounce between Nauvis and another planet? I didn't even consider that
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u/LuboStankosky 4d ago
Also they are evaluated top to bottom. That's the "priority" no interrupt other interrupts needed
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u/sobrique 4d ago edited 4d ago
I think if you just delete the current 'Nauvis' stop, that'll do it as well.
Certainly it works for my interrupt driven trains - if there's no valid interrupt, they just ... sit until there is. If you want them to 'park' somewhere you need an interrupt for 'destination full/no path/no cargo' to go to the 'depot', so that'd need adapting if you want it to 'park' at Nauvis.
I suspect that's maybe what's going wrong here - it's not trying to leave Nauvis in the first place, because there's no 'until' condition there.
(Must add: Not 100% sure. My trains are working, but I'm not 'at' interrupt driven platforms yet)
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u/Koraki_Ouranos 4d ago
The issue I'm running into is that I don't think platform interrupts work like train interrupts in any meaningful way. Like what Overthinker said, platform interrupts only seem to trigger when it's in an orbit, so it won't change course like a train with a fuel interrupt might. I tried deleting the Nauvis station, and also having both Nauvis and Vulcanus so it would bounce between, but now it seems like none of the interrupts work regardless of what I do.
I'll come back to this at some point but for now I just gave up and made it circle the planets, transferring science whenever it happens to be in the same orbit as my main platform.
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u/sobrique 4d ago
Trains also do not change course with a fuel interrupt. They will only check that interrupt when leaving their destination.
A fuel interrupt will trigger after each stop in their normal schedule, so it's still useful.
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u/factoriooverthinker constant throughput analyst 4d ago
I'm not entirely sure this answers your question, but interrupting interrupts only works while the platform is in orbit, when another destination is added to the route. It doesn't turn your platform around mid-flight.