This is follow up on 128717
What did you do?
1. Build inserter in horizontal direction
2. Select and copy inserter with ctr+c
3. Rotate ghost in hand
4. Super forced build over inserter with ctrl+shift+click
What happened?
Only on_pre_build event emitted
What did you expect to happen instead?
I expect more events. At least on_player_rotated_entity or maybe even on_player_flipped_entity in case it was flipped
[Lou][2.0.52] Super forced build from clipboard not generate enough events
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root
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Gweneph
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Re: [2.0.52] Super forced build from clipboard not generate enough events
Where'd you get that log? Is there a debug tool for events?
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eugenekay
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Loup&Snoop
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Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
I’m still feeling side effects from workarounds to this bug. I’d like to link the accidental duplicate bug report that I made for this: viewtopic.php?p=674604#p674604
I hope the alternate account for the reproduction (with videos) helps find a solution.
I hope the alternate account for the reproduction (with videos) helps find a solution.
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oobanooba
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Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
I am suffering from this bug as well.
Building an entity with a different rotation on top of another via the clipboard (like one might do when pasting a recipe from one machine to another, or rotating many machines in bulk) doesn't raise on_player_rotated_entity, despite having rotated the entity.
This is a problem for me, since my mod has compound entities which need to support rotations. Right now, with this bug, I can't support those rotations without unacceptable levels of jank.
Building an entity with a different rotation on top of another via the clipboard (like one might do when pasting a recipe from one machine to another, or rotating many machines in bulk) doesn't raise on_player_rotated_entity, despite having rotated the entity.
This is a problem for me, since my mod has compound entities which need to support rotations. Right now, with this bug, I can't support those rotations without unacceptable levels of jank.
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Rseding91
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Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
This is now fixed for the next release.
If you want to get ahold of me I'm almost always on Discord.
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oobanooba
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Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
in 2.0.69 where the bug is reportedly fixed, however, only in situations where a super forced build is required to rotate an entity.
In this example, I rotate a recycler by copying, rotating, and then pasting the rotated recycler onto it. (regular paste) Which causes the entity to rotate in game, but no on_player_rotated_entity event occurs.
The same occurs if I hold ctrl+shift for super force build. no event is generated.
In my case, this is problematic because I need to know when an entity is rotated so I can correctly rotate my compound entities.
I can, however, confirm, for entities which have to be super force built over to be rotated, Like inserters or heat exchangers, the fix does work. except for loaders.
edit:
I did some further testing to see where the issue persists.
Generates Event(requires super force build to rotate): Inserters, boilers+heat exchangers, Fusion generators, Fusion reactors, Splitters, Underground belt pairs, Belts and artillery turrets
Doesn't generate Event(Doesn't require super force build to rotate): All assembling machines (when rotatable), Pumps, Fluid tanks and Asteroid collectors.
Doesn't generate Event(despite super force build being required to rotate the entity): Loaders, Valves, Lane splitters and burner generators.