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Deactivating entities

Posted: Fri Aug 08, 2014 5:36 pm
by arl85
I found that entities that are going to be removed by deconstruction plans are first deactivated and then removed.

So I thought that would be nice you can activate/deactivate entities even in normal game

An useful situation could be when your factory is shutting down because a blackout and you want to temporary bypass part of your infrastructure.
Even if it may seems not so useful, the same is true for removing wires from poles, so I hope it could be considered

extra feature: create a module (or "something") that could be inserted into assembler in order to enable activation/deactivation by control circuits

Re: Deactivating entities

Posted: Fri Aug 08, 2014 5:44 pm
by FishSandwich
I think something similar to this is already on the roadmap. (Circuit logic)