Several of us from the Discord are attempting to mod in the ability to virtually-rotate and flip kitbashed compound entites that cannot normally be rotated and flipped according to the base engine.
It turns out that through a series of black magicks we have largely been able to implement this; however, the immersion of the UX gets broken because the engine does give a "Cannot be rotated" pop-up message and a buzzer sound, even though the virtualized system is able to perform the rotation.
It would be nice if there were an entity-prototype-flag or boolean that would allow these engine feedbacks to be disabled by mods wanting to virtualize orientation in this way.
Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
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The_LORD_thy_GOD
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- protocol_1903
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Re: Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
+1
pY and pYblock developer, wielder of fluid networks and subtick events in arbitrary ways. I make mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
Buy me a coffee
https://mods.factorio.com/user/protocol_1903
Buy me a coffee
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MeteorSwarm
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Re: Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
+1. This would help me improve the UX of Muluna's Burner roboport.
Re: Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
+1 This would allow me to pretend to rotate my agricultural-tower with modded fluid inputs.
Even better would be if we could simply enable rotation for prototypes that don't currently allow it..
Wouldn't be a problem for the few agri towers we place, but I understand memory is a concern for more numerous entities.
Even better would be if we could simply enable rotation for prototypes that don't currently allow it..
Wouldn't be a problem for the few agri towers we place, but I understand memory is a concern for more numerous entities.
Re: Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
+1
For the Cargo Ships Oil Rig sub-entities, I ended up making it rotatable (so blueprints work) and have a script that immediately un-rotates it. This suggestion would add options for how to handle cars like this.
For the Cargo Ships Oil Rig sub-entities, I ended up making it rotatable (so blueprints work) and have a script that immediately un-rotates it. This suggestion would add options for how to handle cars like this.
My mods: Multiple Unit Train Control, RGB Pipes, Shipping Containers, Rocket Log, Smart Artillery Wagons.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.

