[Lou][2.0.52] Super forced build from clipboard not generate enough events

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root
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[Lou][2.0.52] Super forced build from clipboard not generate enough events

Post by root »

This is follow up on 128717

What did you do?
1. Build inserter in horizontal direction
2. Select and copy inserter with ctr+c
1.png
1.png (53.25 KiB) Viewed 1962 times
3. Rotate ghost in hand
4. Super forced build over inserter with ctrl+shift+click
1.5.png
1.5.png (58.63 KiB) Viewed 1962 times

What happened?
Only on_pre_build event emitted
2.png
2.png (96.66 KiB) Viewed 1962 times

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
Gweneph
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Re: [2.0.52] Super forced build from clipboard not generate enough events

Post by Gweneph »

Where'd you get that log? Is there a debug tool for events?
eugenekay
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Re: [2.0.52] Super forced build from clipboard not generate enough events

Post by eugenekay »

Gweneph wrote: Sat May 24, 2025 4:01 am Where'd you get that log? Is there a debug tool for events?
Yes
Loup&Snoop
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Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events

Post by Loup&Snoop »

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.
oobanooba
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Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events

Post by oobanooba »

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.
09-22-2025, 23-11-01.png
09-22-2025, 23-11-01.png (1.3 MiB) Viewed 1021 times
Rseding91
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Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events

Post by Rseding91 »

This is now fixed for the next release.
If you want to get ahold of me I'm almost always on Discord.
oobanooba
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Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events

Post by oobanooba »

Rseding91 wrote: Tue Sep 23, 2025 9:21 pm This is now fixed for the next release.
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.
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10-14-2025, 09-47-46.png
10-14-2025, 09-47-46.png (40.57 KiB) Viewed 29 times
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.
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