Planet Express


Cross-planet delivery that just works. GOOD NEWS EVERYONE! Moving goods between planets means babysitting platform schedules and cargo requests by hand. Planet Express does it for you. Enrol a few cargo ships, tell each planet what it needs, and the mod finds the goods, picks a ship, and flies them over — no schedule micromanagement, ever.

Utilities
3 hours ago
2.0 - 2.1
466
Logistics Logistic network

b (bugs and feature) Mysterious engine failure, unknown stuck status and feature requests

15 hours ago

Hi CrazyFeSS, great mod you have here! Was an instant download for me when I saw the feature set.

Encountering an issue with my platforms that while en-route they seem to be just... switching their engines off and drifting.

There is no fuel or material issues. Fully powered via fusion, fuel and oxidiser tanks filled and engines connected and full. The dispatch list claims they are "working" and not stalled and they have dispatch orders in their list.

My only assumption is that something, somewhere, is timing out on them causing to drop their current travel plans and wait till the dispatch gives them new orders even if that's happening between planets. I've noticed that several of the ships in my fleet have orphan items in their inventories that should have been delivered but never were, likely because dispatch orders changed as a result of this time out.

I'm also running into ships classing as "stuck" despite nothing about them indicating that they are. Ie. they're actively travelling to a planet with orders in their list and items in the inventory. I've never had to manually intervene for this and the network is still working fine, but the dispatch shouldn't be telling me there is a problem when none exists or seems to change its mind when the issue resolves itself.

So to summarise;
- Platform engines are turning off mid-flight for unknown reason despite having flight plans, leaving some items undelivered in inventories until new dispatch orders match up
- Mysterious "stuck" status despite no visible issues, that resolves itself without my intervention after a relatively short time.
- No ability to actually diagnose the origin of why a platform claims is "stuck". So some extra readout on what the problem is would be beneficial so I can act on it.

Some feature requests too:
- A way to see, from Dispatch view, what platform is fulfilling what orders. Currently the fleet roster says the destination, origin and ETA of a platform but not specifically what it is carrying as part of that order. Need to visit the platform itself to check its orders to see that and reopen the monitor to see another
- A way to specifically prioritise a specific planet request in a once-off manner. ie. "First available ship, fill this order now" button. Without manipulating global priority values. Eg. Im doing a bunch of builds on Vulcanus so i need Foundation delivered in bulk asap.
- A way to arrange platforms into folders (+ folders within folders) in the fleet monitor view, so I can organise my platforms into categories that make sense to me.
- A network summary view on what each planet is importing, what items are being actively exported, and the surplus currently available on that planet

10 hours ago

Thanks for the detailed report — that was enough to find it without a save file. All three of your bugs are the same bug, and it's fixed in 2.1.4 (Factorio 2.1) / 1.10.5 (2.0).

What was happening. The mod runs a watchdog that frees ships which have genuinely got stuck, so a broken ship can't sit on a delivery forever. It measured progress by asking "has this ship reached a new stop recently?" — but a ship crossing between planets doesn't reach a stop for the whole flight, so it looked identical to a ship going nowhere. Any leg longer than the watchdog's 10-minute window was treated as a stall: the mod cancelled the orders, cleared the route, and the platform coasted to a halt in open space with the cargo still aboard. That's your engines-off, your orphaned inventories, and your mystery "stuck" status — the ship gets flagged stuck at the moment it's cancelled, then the next dispatch pass picks it up again and the flag clears, which is why it appeared to resolve itself.

The bigger and slower your ships, the more reliably it fires, which matches a fleet where "nothing is wrong" with any individual platform.

Progress is now measured on whether the platform is actually moving, so a flight of any length is left alone. A ship that's truly going nowhere still times out.

New response