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Unable to rotate assembly 2

Posted: Sat Mar 26, 2016 2:42 pm
by omgimdrunk
I am unable to rotate any assembly 2 building, prior or after lying it down. So far it is the only object that is supposed to rotate that doesn't for me.

Re: Unable to rotate assembly 2

Posted: Sat Mar 26, 2016 2:53 pm
by Arch666Angel
You can only rotate them if you set a recipe which has a fluid input/output?

Re: Unable to rotate assembly 2

Posted: Sat Mar 26, 2016 2:58 pm
by omgimdrunk
Arch666Angel wrote:You can only rotate them if you set a recipe which has a fluid input/output?

OMG, I should realize by now when I can't figure something out the answer will be the most logical reason. I do think however it would be good to allow rotation prior to placing the building down though.

Re: Unable to rotate assembly 2

Posted: Sat Mar 26, 2016 5:54 pm
by Xterminator
omgimdrunk wrote:
Arch666Angel wrote:You can only rotate them if you set a recipe which has a fluid input/output?

OMG, I should realize by now when I can't figure something out the answer will be the most logical reason. I do think however it would be good to allow rotation prior to placing the building down though.
Not quite sure how that would work though. Since you can't select a recipe until you place it down, rotating it beforehand still wouldn't really indicate where the input for a liquid would be, and there is no reason I don't think to rotate one that doesn't require a liquid. :p I could definitely be wrong though.

Re: Unable to rotate assembly 2

Posted: Sat Mar 26, 2016 10:22 pm
by Arch666Angel
Xterminator wrote:
omgimdrunk wrote:
Arch666Angel wrote:You can only rotate them if you set a recipe which has a fluid input/output?

OMG, I should realize by now when I can't figure something out the answer will be the most logical reason. I do think however it would be good to allow rotation prior to placing the building down though.
Not quite sure how that would work though. Since you can't select a recipe until you place it down, rotating it beforehand still wouldn't really indicate where the input for a liquid would be, and there is no reason I don't think to rotate one that doesn't require a liquid. :p I could definitely be wrong though.

You could simply delete the "show_only_when_needed" tag for the fluidbox's.