When playing with both Factorissimo and Subsurfaces, the mod is unable to detect the correct planet name; the factory in the sub-surface will consider the sub-surface as the planet. This makes global chests inside the factories unable to communicate with global chests outside of the factories unless on the surface of the planet. (As an aside, I attempted to see if mixing them with surface chests outside the factory makes it work as a workaround; it didn't.)
I attempted a minimal intrusion fix of this behavior, which seems to work. However, it seems to me that a more thorough re-write of the code such that it can account for multiple such mods working in tandem is required.
My quick fix: right after these lines of code in your Chest.lua:
local top_level_surface = Factorissimo.getToplevelSurface(chest)
if(not top_level_surface) then return nil end -- factory not built
--TODO: we need to rescan if the factory is build again
I added:
if(top_level_surface) then
if(top_level_surface.name:match("^(.-)subsurface%d+$")) then
top_level_surface=game.surfaces[top_level_surface.name:match("^(.-)subsurface%d+$")]
end
end