Unable to rotate assembly 2
-
- Manual Inserter
- Posts: 2
- Joined: Sat Mar 26, 2016 2:40 pm
- Contact:
Unable to rotate assembly 2
I am unable to rotate any assembly 2 building, prior or after lying it down. So far it is the only object that is supposed to rotate that doesn't for me.
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Unable to rotate assembly 2
You can only rotate them if you set a recipe which has a fluid input/output?
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ

"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ

"should be fixed"
-
- Manual Inserter
- Posts: 2
- Joined: Sat Mar 26, 2016 2:40 pm
- Contact:
Re: Unable to rotate assembly 2
Arch666Angel wrote:You can only rotate them if you set a recipe which has a fluid input/output?
OMG, I should realize by now when I can't figure something out the answer will be the most logical reason. I do think however it would be good to allow rotation prior to placing the building down though.
- Xterminator
- Filter Inserter
- Posts: 981
- Joined: Sun Jun 15, 2014 4:49 pm
- Contact:
Re: Unable to rotate assembly 2
Not quite sure how that would work though. Since you can't select a recipe until you place it down, rotating it beforehand still wouldn't really indicate where the input for a liquid would be, and there is no reason I don't think to rotate one that doesn't require a liquid. :p I could definitely be wrong though.omgimdrunk wrote:Arch666Angel wrote:You can only rotate them if you set a recipe which has a fluid input/output?
OMG, I should realize by now when I can't figure something out the answer will be the most logical reason. I do think however it would be good to allow rotation prior to placing the building down though.
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Unable to rotate assembly 2
Xterminator wrote:Not quite sure how that would work though. Since you can't select a recipe until you place it down, rotating it beforehand still wouldn't really indicate where the input for a liquid would be, and there is no reason I don't think to rotate one that doesn't require a liquid. :p I could definitely be wrong though.omgimdrunk wrote:Arch666Angel wrote:You can only rotate them if you set a recipe which has a fluid input/output?
OMG, I should realize by now when I can't figure something out the answer will be the most logical reason. I do think however it would be good to allow rotation prior to placing the building down though.
You could simply delete the "show_only_when_needed" tag for the fluidbox's.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ

"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ

"should be fixed"