To reproduce:
Build 2 silos
1 silo has automatic requests from space platforms checked. This silo is properly being fed rocket parts and is within roboport range with sufficient items in the logistics network to fulfill the request
2nd silo has automatic requests from space platforms unchecked. This silo has a partially built rocket and ran out of rocket parts. It is inserter loaded and is full of the item being requested.
Savefile attached
the ship named Muluna (Space Sci) -> Nauvis is stuck above Muluna due to the situation noted above. The 2 silos at the very bottom of the muluna base ran out of supplies to make rocket parts and the new build up top is being blocked by those.
[2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
[2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
- Attachments
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- _autosave2.zip
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Re: [2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
I have encountered this problem more than once and also wanted it to be fixed.
Re: [2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
In my opinion this is not a bug.
If I have a dedicated roket silo that's being inserter loaded I expect that a logistics rocket won't deliver that item.
Say I have a dedicated silo for tungston bar and a ship that requests five rocket loads. The dedicated silo gets loaded and launches three or four rockets back to back but by the fifth load the next rocket isn't quite ready. Now you're in the same scenario as you're stuck rocket. A silo has the requested item loaded but the rocket isn't ready. I would be very annoyed if suddendly my logistics loaded silo started loading tungston isntead of belt or foundries or whatever else it was supposed to be launching up.
If I have a dedicated roket silo that's being inserter loaded I expect that a logistics rocket won't deliver that item.
Say I have a dedicated silo for tungston bar and a ship that requests five rocket loads. The dedicated silo gets loaded and launches three or four rockets back to back but by the fifth load the next rocket isn't quite ready. Now you're in the same scenario as you're stuck rocket. A silo has the requested item loaded but the rocket isn't ready. I would be very annoyed if suddendly my logistics loaded silo started loading tungston isntead of belt or foundries or whatever else it was supposed to be launching up.
Last edited by Gweneph on Thu Nov 06, 2025 4:29 pm, edited 1 time in total.
Re: [2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
Thanks for the report. I discussed this internally and the consensus (for now) seems to be that this is working correctly. By manually telling inserters to pre-load silos you're making a contract with the orbital logistics logic that those silos will always be used to send those items. That means it's on you the player to ensure they keep crafting rockets, or to stop putting the items into the silos.
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
I don't understand your situation. When your tungsten silos rockets take off for the first time, it will play a takeoff animation for about ~10 seconds. During this time, the silo won't be filled with items and the rocket won't be ready. At that point, your logistics silos will start being filled with tungsten by bots. What 5 launches are you talking about? Also with q5 silos you can never have such a problem, or with speed modules.Gweneph wrote: Thu Nov 06, 2025 3:37 pm The dedicated silo gets loaded and launches three or four rockets back to back but by the fifth load the next rocket isn't quite ready. Now you're in the same scenario as you're stuck rocket. A silo has the requested item loaded but the rocket isn't ready.
Besides, we don't necessarily need to check whether the rocket is currently available; if it's still being deployed from silo, we could check its crafting status,
or something like that.
It's a shame the devs didn't consider this a bug, but there are still options to prevent this getting stuck.



