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[Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Posted: Sun Mar 02, 2025 3:25 pm
by Quezler
Steps to reproduce:
1) install the mod or add this code somewhere
Code: Select all
table.insert(data.raw["furnace"]["recycler"].flags, "not-rotatable")
2) start a new world and place a recycler
3) create a blueprint (either a blueprint or ctrl + c)
4) press rotate, notice how the preview hasn't rotated yet
5) build the blueprint, notice how it snaps to the blueprint's rotation
Re: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Posted: Tue Mar 18, 2025 11:00 am
by Lou
Thanks for the report, fixed for 2.0.42
Re: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Posted: Thu Mar 20, 2025 4:26 am
by avitkus
This seems to have broken any mods that had radially symmetric sprites marked not-rotatable. It the very least break blueprints from the Pyanodon mods with many of their tanks, but I assume it is a wider issue.
Obviously this is a correct behavior vs mod compatibility issue, so not I'm not sure if it really counts as a bug.
Re: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Posted: Thu Mar 20, 2025 7:35 am
by robot256
avitkus wrote: Thu Mar 20, 2025 4:26 am
This seems to have broken any mods that had radially symmetric sprites marked not-rotatable. It the very least break blueprints from the Pyanodon mods with many of their tanks, but I assume it is a wider issue.
Obviously this is a correct behavior vs mod compatibility issue, so not I'm not sure if it really counts as a bug.
The mod authors will have to try and update their flags to make it work. (I may have to do the same for Cargo Ships Oil Platforms) If there are other side effects they should be posted as a separate report.