More than 4 "rotations" of tiles

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justarandomgeek
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More than 4 "rotations" of tiles

Post by justarandomgeek »

While updating the Color Coding mod, I was trying to collapse all the colors of concrete into a single item that could be "rotated" to select all 10 of the colors, rather than 10 separate items. Would it be possible to allow more than 4 rotation states so we can rotate things in ways other than in physical space?

hoho
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Re: More than 4 "rotations" of tiles

Post by hoho »

I would think that the way blueprint book works would make more sense.

Sadly, I'm not sure if it's possible to implement custom things that behave similarly.

justarandomgeek
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Re: More than 4 "rotations" of tiles

Post by justarandomgeek »

Actually, yeah, I'd take a shift-scroll behavior too, but I'm guessing that would take more than a little scripting, and I was hoping to keep it as a prototypes-only mod, since that's *much* more future-proof.

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bobingabout
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Re: More than 4 "rotations" of tiles

Post by bobingabout »

In theory, there are actually 8 rotations programmed into the game The player character is an example), it's just that only 4 of them are used for almost everything. (though, strictly speaking, certain objects like trains, and even biters have many more than just 8 rotations.)
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Supercheese
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Re: More than 4 "rotations" of tiles

Post by Supercheese »

You could try setting the "building-direction-8-way" flag (as seen in data/base/prototypes/entity/entities.lua "straight-rail"). Might not work for tiles, though.

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