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There's a feature now to deactivate exoskeleton via quickbar and maybe via key-combo.
If the option for that is anywhere near the deconstruction one, that would probably be it. Why would you ever want to disable Exoskeletons, though? Weird.
I guess they thought that Factorio customers are insufficiently dedicated to shell out for a HOTAS?
Early in game it's easy for the exo to take more battery power than you have available. The hotkey/button allows for quickly putting it on to run a long distance and then easily toggling off to stay in one place and work on things while your batteries recharge before using it again to run to the next place and so on. The hotkey can be unbound and the button removed from the interface if undesired.
First steps are slow (for those crucial short movements) but it quickly goes to full speed.
Had me searching till i found this post, thanks.