[0.15.37] Deconstruction/construction planner disappearing
Posted: Tue Oct 31, 2017 11:04 pm
At first I used to think it's just a hidden timer and only related to deconstruction planner.
Then, after marking for deconstruction billions of trees at large area through filter thingy it turned out that when entities are left alone for deconstruction, yet never actually deconstructed (being outside roboports' range), they will eventually cause ALL entities marked for deconstruction to reset to not-deconstruct state. It seems not to happen gradually, but makes ALL deconstruct-marked entities to become not-deconstruct entities, even a single random entity just recently marked.
Originally I encountered this behavior only with deconstruction, but recently it seems that it also resets construction planner too. Not enough experience from my side to actually claim it, but if you are researching deconstruction issue, have such hint or something.
No save game file for this, not sure how would it even matter, it's not something you realise right away.
My bet is, there is an array or something storing info about all items planned for (de)construction and there is an exception implemented to reset it when array reaches its defined size. If so, it's not enough for just 'deconstructing' ALL the trees at once in relatively small base.
Then, after marking for deconstruction billions of trees at large area through filter thingy it turned out that when entities are left alone for deconstruction, yet never actually deconstructed (being outside roboports' range), they will eventually cause ALL entities marked for deconstruction to reset to not-deconstruct state. It seems not to happen gradually, but makes ALL deconstruct-marked entities to become not-deconstruct entities, even a single random entity just recently marked.
Originally I encountered this behavior only with deconstruction, but recently it seems that it also resets construction planner too. Not enough experience from my side to actually claim it, but if you are researching deconstruction issue, have such hint or something.
No save game file for this, not sure how would it even matter, it's not something you realise right away.
My bet is, there is an array or something storing info about all items planned for (de)construction and there is an exception implemented to reset it when array reaches its defined size. If so, it's not enough for just 'deconstructing' ALL the trees at once in relatively small base.