[Request] Allow container entities to be rotated

Things that we aren't going to implement
sillyfly
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[Request] Allow container entities to be rotated

Post by sillyfly »

After asking this: https://forums.factorio.com/forum/vie ... =25&t=7432
I have come to understand it is not currently possible to make a container entity rotatable.
The request is therefore to allow container-type entities to be rotated. Possibly - make all entities have directional sprite definition :)

I would be happy to know even if you don't plan to make this possible, so I can think of a workaround.

Thanks!
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Re: [Request] Allow container entities to be rotated

Post by Degraine »

The devs plan to make a modular entity whose properties can all be defined in lua (so you could make a splitter that requires power, for instance), so this should be possible regardless of which entity you want to use.

Eventually.
sillyfly
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Re: [Request] Allow container entities to be rotated

Post by sillyfly »

Good to know. Thanks!
xng
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Re: [Request] Allow container entities to be rotated

Post by xng »

3.5 years in the future (June 2018): Is this possible yet?
Rseding91
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Re: [Request] Allow container entities to be rotated

Post by Rseding91 »

xng wrote:3.5 years in the future (June 2018): Is this possible yet?
No and I doubt it ever will be. Adding rotation support to containers currently serves no purpose because they act the same in all directions in the base game. Additionally it would add data to the save file even when not used for every container on the map.

Unless someone can come up with a very compelling reason I’d mark this as won’t implement.
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darkfrei
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Re: [Request] Allow container entities to be rotated

Post by darkfrei »

Rseding91 wrote:Unless someone can come up with a very compelling reason I’d mark this as won’t implement.
Why 2x1 and 1x2 containers cannot be same entities? just allow_rotation = true for some not square entities
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Re: [Request] Allow container entities to be rotated

Post by Rseding91 »

darkfrei wrote:
Rseding91 wrote:Unless someone can come up with a very compelling reason I’d mark this as won’t implement.
Why 2x1 and 1x2 containers cannot be same entities? just allow_rotation = true for some not square entities
That's not how any of this works :P If an entity type supports orientation then all entities of that type must support it, have the property runtime even if they don't use it and store it in the save file even if it's not used.
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eradicator
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Re: [Request] Allow container entities to be rotated

Post by eradicator »

This may be the totally most ugly hack i ever concieved...but what about something i'd call "rotational_variants".

You define i.e. 4 standard chests:

Code: Select all

data:extend {
 {
 type = 'container',
 name ='my-chest-n',
 },
 {
 type = 'container',
 name ='my-chest-e',
 },
 {
 type = 'container',
 name ='my-chest-s',
 },
 {
 type = 'container',
 name ='my-chest-w',
 },
}
and then for each of those you define what other prototype is used when a rotation attempt is made:

Code: Select all

 {
 type = 'container',
 name ='my-chest-n',
 rotational_variants = {
  north = 'my-chest-n',
  south = 'my-chest-s',
  east = 'my-chest-e',
  west = 'my-chest-w',
  }
 },
This way the actual prototypes stay the same, and only when a rotation attempt (pre-placement, post-placement, blueprint, etc) is made the engine can look up if the entity has rotational_variants and replace accordingly. Could even work for other types that don't inheritly support rotation.

/me awaits appaled reactions and insults
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