This issue has been bothering me (and other mod developers) for some time. in 2.0.69, it was partially solved. (128978) For entities that need to be super force built to rotate, however, entities that *do not* require super force build to be blueprinted/pasted over still display this issue.
In this example, I am running vanilla and this mod https://mods.factorio.com/mod/0-event-trace to be able to see all the events that are being generated, though I originally noticed this bug when my scripts, which listened for the on_player_rotated_entity event, proved unreliable.
What should happen when I paste this rotated refinery 180 degrees on top of the existing refinery is that the on_player_rotated_entity event triggers.
However, the event trace mod shows that only the on_pre_build event is triggered, and nothing else.
This is problematic, since the on_player_rotated_entity is supposed to trigger for all instances of an entity being rotated due to player input; if this event doesn't trigger, my compound entities cannot reliably know that they should be rotated, and they break.
This bug affects all assembling machine prototypes (when rotatable), Pumps, Fluid tanks and Asteroid collectors.
Furthermore, the original bug still occurs on Loaders, Valves, Lane splitters and burner generators.
A fix would be greatly appreciated.
[2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
[2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
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