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The demand graph and calculation only takes into account demand that has managed to tag goods for delivery.
If you have an actual shortage of goods (carbon in my example) then the demand graph will fall to, and stay at, zero despite the fact that you have factories looking for carbon.
It doesn't change the actual bug, and I've edited the original message.
I haven't seen any bugs reported for the graphs, so I'm pretty sure that this is new to the developers.
I noticed that even supply chains that meet the current demand can definitly drop to 0 (as in "shortage") is they don't meet the "potential demand".
Potential production = the total number of output slots of all of your factories / mines for that good. If you have 12 water mines, your production is 12*6=72. Again, this is modified by the mine / factory level.
Neither take into account special projects (space ports or space elevators) or new construction.
Note that the plastics and electronics "Potential demand" charts are rather useless, because they include all the potential demand from all the maintenance towers -- and that adds up very, very quickly.
Acutal demand is supposed to measure the number of currently open "Input" slots you have, modified by factory type, but it doesn't -- that's the bug I'm reporting.
Actual production measures the number of goods actually produced (placed in the Output bin) during some relatively short period of time and seems to work as expected.
Also, note that if you are demand limited (that is, your source buildings are stalling with full output bins because nobody currently wants the good) you'll see the supply and demand lines converge, and then move up and down in a synchronized way. This is expected behavior, with the varation occurring because the up-stream buildings (the ones that generate the demand for the good you are looking at) are filling up their Input slots very quickly -- since most of the Input slots are filled, little demand is shown on the chart.
The charts work as intended, as long as you don't have a resource shortage -- that's when they break altogether. The problem is that during a resource shortage is when you are most likely to consult the charts, so...
Is it possible that all of your carbon was in transit to the steel (total 56 potential) 61 in stock. So the reason demand is 0 is it's on its way and demand is met. Any surplus is sucked into the spaceport (which is 0 demand on the graph).
I think the problem is spaceport related graph wise. I will check it out in my game.
It could be if you have natural 50 demand and spaceport needs 200 and construction needs 50 it will allocate 1-4-1 as the spaceport overall demand is 4 times as high. Going to check that to...somehow.