[Oxyd] Marking an object for deconstruction rebuild it

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factoriouzr
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[Oxyd] Marking an object for deconstruction rebuild it

Post by factoriouzr »

When marking an object for deconstruction so that the robots will pick it up, the object will instead be replaced if it is destroyed.

An easy way to reproduce this is to put the biters on the hardest mode (high everything when creating a map) and turret creep towards them using construction bots and roboports (eg. with a blueprint containing power poles, laser turrets, walls and lights). Of course it doesn't matter what's in the blueprint as long as the item is easily destroyable. Now deconstruct a bunch of the objects and notice that if the laser turret is destroyed before the robots pick it up (or any other object) then it will be replaced by the robots because it leaves a ghost. You can probably reproduce this even easier by not having any construction bots in the network, mark an object for deconstruction, destroy the object with a gun for example, then add the robot to the roboport. you will notice that the ghost is there and the robot will replace the item if it's replacement is in the network.

Suggested fix: When an object marked for deconstruction is destroyed, it should remove it's ghost instead of placing a ghost. Or in other words, an object marked for deconstruction should not place a ghost when destroyed. This is the desired behaviour because the player doesn't want an item replaced when they already said they don't want the item there at all.
Oxyd
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Re: [Oxyd] Marking an object for deconstruction rebuild it

Post by Oxyd »

Fixed in 0.12.21.
factoriouzr
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Re: [Oxyd] Marking an object for deconstruction rebuild it

Post by factoriouzr »

Sweet, thanks! :)
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