Lamps will remain lit even when unpowered after they've been marked for deconstruction.
In fact, they even remain lit during the day
[0.10.12] Deconstruction planner vs lamps
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[0.10.12] Deconstruction planner vs lamps
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Re: [0.10.12] Deconstruction planner vs lamps
Should be turned off before.
That is true for power poles, too. But that is useful to let them run.
Is there a list of stuff, that is turned off/keep on when deconstructing?
That is true for power poles, too. But that is useful to let them run.
Is there a list of stuff, that is turned off/keep on when deconstructing?
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Re: [0.10.12] Deconstruction planner vs lamps
Just tested myself and could replicate it, along with some other deconstruction happenings.
I would guess that the moment something is flagged for Deconstruction it is "Frozen" - It no longer does updates to its state. In the case of transport belts, it means they stop moving. Pipes stop transferring liquids, engines stop generating power, inserters freeze mid-itemmove, assemblers freeze mid-craft, chests cant be automatically-accessed, so on, so on.
In the case of lights, it means they are "stuck" on even without power. I did notice that inserters retained their power, assemblers retained their items (and could be upgraded to "resume" their operation) pipes retained their liquids (and if in-place upgraded using Dytech pipes, would "resume" operation and add their liquid back to adjoining pipes), and engines retained their exact usage state at that moment.
Maybe the deconstruction planner needs to forceably unpower and drain batteries on anything before it deconstructs it.
I would guess that the moment something is flagged for Deconstruction it is "Frozen" - It no longer does updates to its state. In the case of transport belts, it means they stop moving. Pipes stop transferring liquids, engines stop generating power, inserters freeze mid-itemmove, assemblers freeze mid-craft, chests cant be automatically-accessed, so on, so on.
In the case of lights, it means they are "stuck" on even without power. I did notice that inserters retained their power, assemblers retained their items (and could be upgraded to "resume" their operation) pipes retained their liquids (and if in-place upgraded using Dytech pipes, would "resume" operation and add their liquid back to adjoining pipes), and engines retained their exact usage state at that moment.
Maybe the deconstruction planner needs to forceably unpower and drain batteries on anything before it deconstructs it.
Re: [0.10.12] Deconstruction planner vs lamps
I'm for an on/off switch on every device.
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Re: [0.10.12] Deconstruction planner vs lamps
Exactly, for lights, all I had to do was to deactivate their light performance when they are marked for deconstruction.DaCyclops wrote:Just tested myself and could replicate it, along with some other deconstruction happenings.
I would guess that the moment something is flagged for Deconstruction it is "Frozen" - It no longer does updates to its state. In the case of transport belts, it means they stop moving. Pipes stop transferring liquids, engines stop generating power, inserters freeze mid-itemmove, assemblers freeze mid-craft, chests cant be automatically-accessed, so on, so on.
In the case of lights, it means they are "stuck" on even without power. I did notice that inserters retained their power, assemblers retained their items (and could be upgraded to "resume" their operation) pipes retained their liquids (and if in-place upgraded using Dytech pipes, would "resume" operation and add their liquid back to adjoining pipes), and engines retained their exact usage state at that moment.
Maybe the deconstruction planner needs to forceably unpower and drain batteries on anything before it deconstructs it.
So it is fixed for 0.11.6