Consider the following blueprint:
Well for some reason you can rotate it:
The one on the left is when placing the blueprint normally, the one on the right is what happens if you first press R (or shift-R) Pressing R/shift-R again changes it back to the original orientation.
Note how the pipe is not connected on the right one.
(You don't actually need a blueprint, you get the same behaviour with control-c + control-v, and control-x)
Attempting to flip the blueprint (with v or h) gives you an appropriate error message:
Which is what I expected to happen when I rotated the blueprint.
(of course it would be nice to flip thrusters horizontally, see 117808, but flipping them vertically or rotating them 90° makes no sense, as thrusters need to point downwards).
[boskid][2.0.28] Strange behaviour when rotating blueprint with thruster
- IsaacOscar
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Re: [2.0.28] Strange behaviour when rotating blueprint with thruster
I find the actual behavior more desirable than the expected behavior, if this is a bug , please don't fix it, i know i can't rotate thrusters, the only time it ever happens is when i try to rotate other things and i have mistakenly selected a thruster with the Ctrl+C tool, in which case it just create a ghost i can remove, instead of forcing me to reselect.
- IsaacOscar
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Re: [2.0.28] Strange behaviour when rotating blueprint with thruster
Ok a very weird argument, but what position do you think the pipe should be in in my screenshots? Because I have no ideammmPI wrote: Sat Dec 28, 2024 1:37 pm I find the actual behavior more desirable than the expected behavior, if this is a bug , please don't fix it, i know i can't rotate thrusters, the only time it ever happens is when i try to rotate other things and i have mistakenly selected a thruster with the Ctrl+C tool, in which case it just create a ghost i can remove, instead of forcing me to reselect.
Re: [2.0.28] Strange behaviour when rotating blueprint with thruster
In my defense, the bug report is weird too as nothing seem broken to meIsaacOscar wrote: Sat Dec 28, 2024 1:41 pm Ok a very weird argument, but what position do you think the pipe should be in in my screenshots? Because I have no idea

I think it makes it easier if you imagine the thruster as an empty box without any input and ouput that is actually being rotated. ( excluding the exhaust part that doesn't require space platform tiles). (5x4).
Then the trajectory of the pipe makes sense to me, it's top right corner, and rotated 180° degree it becomes bottom left corner.
It's easier to understand maybe if you have a bunch of chemical plants somewhere and a single thruster in a corner of the Ctrl+C selection box ?
Re: [2.0.28] Strange behaviour when rotating blueprint with thruster
Every other non-flippable or non-rotatable entity prevents those operations from acting on blueprints. Not just pre-2.0 oil refineries, but also train stops. It *could* flip and place them in invalid or nonfunctional positions, but it doesn't. The user has easy ways to remove the offending entity from their blueprint to explicitly resolve this. I do not think this should be changed, and I especially think there should not be an exception for one specific type of entity.
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
- IsaacOscar
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Re: [2.0.28] Strange behaviour when rotating blueprint with thruster
Ok so I did some more testing:
From left to right, top to bottom:
- Original ghosts (no rotation used)
- After pressing R, but before placing down
- After force building
- After super-force building
- The original ghosts, rotated twice, but with pumps, lamps, and inserters in place of the thruster. The inserters show the part of the thruster's graphics that are in it's selection box, but not it's collision box (the part that doesn't rest on tiles)
- when attempting to copy #4
- Rotation causes some of the entities to overlap, hence why I needed to use (super) force build to place it.
- R rotates a blueprint with thrusters 180°, instead of the usual 90° (hence why I needed to press R twice for #5 above) (are there any other cases in the game where this allowed?)
- If I delete the thruster ghost in 4, and try and undo it, the thruster is not put back: . This is definitely a bug
- #4 above cannot be copied, and you can't even make a blueprint of it: . Definitely also a bug.
- The position of the thruster after 'rotation' is based on the thrusters collision box, not selection box (the red area here, not the blue area): This is probably the correct behaviour, it was just surprising to me as the selection box is much larger and encompises the entire thruster graphic.
Re: [2.0.28] Strange behaviour when rotating blueprint with thruster
Thanks for the report. For 2.0.43 i marked thrusters as not rotatable which will cause blueprints with them to also not be rotatable.
- Twisted_Code
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Re: [boskid][2.0.28] Strange behaviour when rotating blueprint with thruster
I came here after seeing the 2.0.43 changelog entry about it. I have to say I'm impressed one little forgotten field on the Thruster definition led to such a mess. It looks like the player view and thruster had a parent-adolescent argument and the blueprint validator is the other parent that gets stuck playing referee.
How to report bugs effectively (archived version)because everyone should know this.
Factorio 1.0 tech tree, a visual reference guide.
Factorio 1.0 tech tree, a visual reference guide.