There is a 1 hour timeout for entities that are marked for deconstruction - this was done for performance issues way back around v0.12.x from memory.
I have issues with this feature, because I plan and place ghosts a lot, and this feature messes up things like on the video below.
All I want is an ...
Search found 5 matches
- Tue Jan 06, 2026 9:26 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner disappearing issue
- Replies: 1
- Views: 80
- Sat Jan 03, 2026 12:07 pm
- Forum: Ideas and Suggestions
- Topic: QoL idea: Automatically create ghosts on building destruction, even before robotics
- Replies: 6
- Views: 2848
Re: QoL idea: Automatically create ghosts on building destruction, even before robotics
I support this idea. This should have a toggle option in settings.
- Fri Jan 02, 2026 8:59 pm
- Forum: Ideas and Suggestions
- Topic: Ghosts that aren`t meant for robots
- Replies: 0
- Views: 97
Ghosts that aren`t meant for robots
There should be ghosts that robots won't build. Ghosts are a very convenient planning tool, but when it comes to planning something with ghosts in a robot-controlled area, the robots start building all the ghosts you've placed, which ruins everything. We should have personal ghosts, sort of "for ...
- Fri Jan 02, 2026 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Pipes fast-building
- Replies: 0
- Views: 83
Pipes fast-building
There must be a possibility of pipe-dragging like belts, including pipe to ground auto-building like underground belt.
- Fri Jan 02, 2026 8:38 pm
- Forum: Ideas and Suggestions
- Topic: Better ghost rail-building
- Replies: 0
- Views: 39
Better ghost rail-building
We must be able to place train ghosts on rail ghosts and also see ghost rail blocks (when placing a train stop or rail signal on it)