[1.1.53] Mark for deconstruction not working

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Turtle
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[1.1.53] Mark for deconstruction not working

Post by Turtle »

Whenever I mark something for deconstruction, the red x marks disappear. It's not instant, if I do a large area some of it gets deconstructed. It's as if there is something scanning and undoing the marks. I've turned off all mods and loaded the game and it still does it.
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Turtle
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Re: [1.1.53] Mark for deconstruction not working

Post by Turtle »

Why was this moved to Gameplay help? This is a technical issue, not a gameplay issue.
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Re: [1.1.53] Mark for deconstruction not working

Post by Turtle »

Can someone confirm the deconstruction isn't working on this save? Just load it, mark stuff for deconstruction and watch the red X's start disappearing.
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Re: [1.1.53] Mark for deconstruction not working

Post by SoShootMe »

I did "/time" just after loading the save and it said "828 days, 12 hours and 4 seconds". That's a few minutes less than 2^32 ticks.

The deconstruction orders probably disappear because of an overflow in computing the tick at which they expire (see deconstruction_time_to_live), so they are seen as already expired and removed. It looks like only a single order is checked each tick, so they are not removed instantly.

The root cause seems to be that ~2^32 ticks is the end of time in Factorio.
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Re: [1.1.53] Mark for deconstruction not working

Post by Turtle »

Thanks for the info! I guess I can't just leave the game running forever. :shock: Is it possible to reset the time?
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Re: [1.1.53] Mark for deconstruction not working

Post by Turtle »

So I just found /c game.reset_time_played() and reset my game time, saved, reloaded game and confirmed /time was 17 seconds. Tried to deconstruct and same thing, the Xs just disappear.
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Re: [1.1.53] Mark for deconstruction not working

Post by SoShootMe »

Perhaps there is an internal tick count, and reset_time_played() doesn't actually reset it, just sets the base (initially zero) for computing ticks played. I can imagine various things breaking if it actually reset the tick count (for example, existing deconstruction orders would expire "too late").

There is a lot of guesswork on my part here. I would like to think it is educated guesswork, but it is still guesswork.
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Re: [1.1.53] Mark for deconstruction not working

Post by ickputzdirwech »

Maybe this thread helps you solve the problem: 101341
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Re: [1.1.53] Mark for deconstruction not working

Post by Turtle »

ickputzdirwech wrote: Sat Feb 19, 2022 9:12 am Maybe this thread helps you solve the problem: 101341
That did it! Thanks for finding the solution! Also thanks SoShootMe for finding that the cause was the game's max tick value.
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