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Spaced Out Round-Trip Rockets keep forgetting their return destination


WizardOfFrobozz
  • Branch: Live Branch Version: Windows Fixed

In Spaced Out, Robo-Piloted Rockets sent to mine Space Points of Interest keep forgetting their return destination even with the flight plan set to "Round Trip".  It occurs immediately when the rocket reaches the POI - the "Destination" switches from the POI to "None Selected".
 

The 1st screenshot shows the rocket as it's approaching the POI with the destination set to the "Organic Mass Field" and the Flight Plan set to "Round Trip".

The 2nd screenshot shows the rocket just after it arrived at the POI and the destination now says "None Selected" even with the Flight Plan still set to "Round Trip".

It was only occurring a few times earlier in the playthrough, but it's happening pretty much for every rocket at every POI now.  My save file includes several Robo-Piloted rockets and they are all experiencing the same issue.

20251214101926_1.jpg

20251214102032_1.jpg

 


Steps to Reproduce
  1. In Spaced Out, create a Robo-piloted rocket with Drill Cone & any type of cargo bay
  2. Set flight path for rocket to "Round Trip"
  3. Send rocket to a Space POI
  4. Watch rocket destination switch from the POI to "None Selected" once it arrives at the POI.

The Cool Moonbase.sav

  • Like 2



User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

Got the exact same problem.   My guess is, game doesn't actually saves rocket initial location, therefore after the load rocket  doesn't know where its round trip should actually end.

But thats just my guess and this bug is infuriating me...

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After some testing I'm 99% sure it's because autopiloted rockets don't actually save their "fligh plane" during game saves, therefore after load they are just stranded 😕 Found no work around this bug except printing whole bunch of dupe pilots... waiting for Klei to fix it 😕 

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On 12/23/2025 at 5:24 PM, Cystof said:

After some testing I'm 99% sure it's because autopiloted rockets don't actually save their "fligh plane" during game saves, therefore after load they are just stranded 😕 Found no work around this bug except printing whole bunch of dupe pilots... waiting for Klei to fix it 😕 

I did some of my own testing and the rockets are not remembering their return destination no matter what I try:

  1. Tried clearing the destination when sitting on the rocket pad and then selecting a new destination using the "Clear" button
  2. Tried selecting "Set One Way Trip", selecting "Set Round Trip", and then selecting a new destination when sitting on the rocket pad
  3. Tried just selecting a new destination and not changing any of the other flight options
  4. Turned off Auto-Saving (i.e. set to "Never") and doing all 3 of the above again while playing continuously without saving in between.  I did this to try and duplicate what Cystof said, but I'm not seeing any difference related to game saves.

In all cases, the robo-piloted rockets will change their destination to "None Selected" as soon as they arrive at the POI.  At least they will mine out the POI but then they just sit there until I check the starmap and find all my rockets just sitting idle out at the POI's.  Then I have to manually send them all back to my base planet

I agree with Cystof - this is really infuriating.  It destroys all the benefits of using robo-rockets.

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Changed Status to Known Issue

Investigating further as it seems that the bug you are having is different from the fix applied.

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I think the root cause of this issue is the following:

  • roundtrip reevaluation happens on trigger of GameHashes.OnStorageChange
  • that is triggered by starmapHexCellInventory.ExtractAndStoreItemMass in RocketModuleHexCellCollector.CollectUpdate
  • this method houses the issue; it first calls `storage.AddElement` and `storage.Store` to put the collected item into storage, then calls DeleteItemMass to reduce the mass of the serialized item in the starmapHexCellInventory
  • this becomes a problem for the last collection tick before the inventory is completely collected; it means that when the storage event trigger fires, the mass thats getting added to the cargo bay was not actually subtracted from the starmapHexCellInventory yet. For that reason the evaluation will determine: "yes there is still collectable mass in the starmapHexCellInventory , do not return yet
  • right after that evaluation, the mass is subtracted and the starmapHexCellInventory is now empty, but there are no more storage triggers for the rocket to reevaluate its returntrip condition, as it will leave the space.collecting state the next collection tick.

As for how to fix this:

two approaches are possible:

1: add another storage event trigger on leaving the state:

space.collecting.Exit(smi => smi.master.Trigger((int)GameHashes.OnStorageChange));

2: move the `DeleteItemMass` calls in StarmapHexCellInventory.ExtractAndStoreItemMass up a few lines so it is called before the `storage.AddElement` and `storage.Store` calls happen; this should fix the issue described above by triggering the totalMassEvaluation in CanCollect after the mass change has been applied to the StarmapHexCellInventory

 

Edited by SGT_Imalas
  • Like 3

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Unfortunately It is not clear to me when we will be able to publish the fix but it should be available for the next hot fix / update.

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