The bug fixes for the converted infrastructures expanded to the entire Transition ruleset, and required a complete change on how the custom effects for the converted infrastructures are managed.
The implementation of this ruleset was pretty...old and the logic a bit messy, so I re-coded some of its parts.
I also re-wrote completely the design of it in the main document.
For reminder; The transition rules are applied as a buffer delay between an assembling and building (conversions aren't subject to it) and the operational state for any infrastructure having required staff.This delay symbolize the setup time to put the staff members in place and initialize any equipment, which is pretty important e.g. for a factory.
I also updated the rules design-wise by introducing a variable transition time.
Before it was abritrarly set to 2 hours (don't ask me why such value) regardless of the size and required staff.
Now it is equal to: ✓(total required staff) / 2 with an automatic round, in hours
Gameplay wise it is a small detail, but since I don't seek dumbed down abstraction and I look for coherence, it is implemented in it.
So it is done, and the infrastructures can be enabled and disabled without any problem...
...until next time :)
Finally I can work on the last part of this iteration, once I updated the routines for saving/loading game files with the new changes.