Noticed this shortly after 2.0 launched, but after a year of poking around and waiting, the problem has sadly failed to fix itself.
It's possible that I failed to find the right flag or setting to fix this, but I'm utterly at a loss, so the boolean "random_end_animation_rotation" is my best guess for the problem.
Attached minimum reproduction mods and saves for pre-and-post factorio 2.0 to showcase behavior.
Expected, pre-2.0 behavior: The beam ending is aligned with the orientation of the entity that has created the beam when random_end_animation_rotation is false (see orange arrow in below screenshot), and aligned randomly when it is true (green arrow below).
The graphics for the beam are defined in TestTurretBeam.ground_light_animations.ending, and are shaped as arrows in the attached mod
Buggy, post-2.0 behavior: The beam ending is seemingly randomly-oriented every time the beam is created, regardless of how random_end_animation_rotation is set or the orientation of the originating-entity.
The graphics for the beam are now defined in TestTurretBeam.graphics_set.ground.ending
This is causing an ugly effect for my mod SearchlightAssault, where the spot light it casts no longer matches the turret (it looks especially bad in motion):
[2.0.72] Beam "random_end_animation_rotation" is treated as always true
- bolderbrush10
- Burner Inserter

- Posts: 16
- Joined: Thu Oct 14, 2021 4:12 am
- Contact:
[2.0.72] Beam "random_end_animation_rotation" is treated as always true
- Attachments
-
- BeamOrientationBugRepo.zip
- (2.31 MiB) Downloaded 8 times
-
- BeamOrientationBugRepoPre2.zip
- (203.02 KiB) Downloaded 8 times
-
- BeamOrientationBugPre2_0.0.1.zip
- (13.62 KiB) Downloaded 8 times
-
- BeamOrientationBug_0.0.1.zip
- (13.56 KiB) Downloaded 7 times
Last edited by bolderbrush10 on Mon Dec 01, 2025 12:01 am, edited 3 times in total.
- bolderbrush10
- Burner Inserter

- Posts: 16
- Joined: Thu Oct 14, 2021 4:12 am
- Contact:
Re: [2.0.72] Beam "random_end_animation_rotation" is treated as always true
I suspect that something got tweaked or dropped during the transition to factorio 2.0 and its use of "graphics set" instead of "ground light animations"