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Suggestion: improvement to gui/mass-remove #3369
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Planned constructions are actually buildings, and would be removed with the buildings option. If they're getting removed even with "leave buildings alone", then that might be a bug in itself. |
No, it's the building option. |
Maybe change "constructions" to "built constructions"? |
Perhaps. But that option seems to be the most straightforward. It just removes built constructions. The "Building" option however removes: I don't know which is a game limitation, and which is an oversight in coding. I'd suggest splitting that button into multiple options if possible: Implementation v3: And maybe an undo button/brush to reverse a misclick. At least for stuff that's already built, because planned buildings are cancelled on the fly. |
Note that this "undo" functionality exists, but is currently commented out due to an issue with v50 crashing when we cancel a DeconstructBuilding job |
Edit: I'm an idiot, it already does that if all options are deselected. Maybe add that info into the description?
Issue can be closed.
Allow differentiating between buildings/constructions already built and only in the planning phase.
Use case: I need to remove a couple of walls designated by building planner. The material filter was not correct, and they are never getting built. However there are other construction on the area that the script will want to remove unless I micromanage it.
Implementation v1:
right now the settings are:
Construction: Leave alone/Remove
Updated:
Leave alone/Remove planned/Remove built/Remove all
Implementation v2:
Buildings: Leave alone
Constructions: Leave alone
Suspend: Leave alone
Planned: Remove
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