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Allow rotating placed cars and tanks
Posted: Sun Jan 06, 2019 1:23 pm
by rengels
Placed cars and tanks should be rotated to 90 degree angles with 'r'
What ?
Pressing 'r' should rotate already placed cars and tanks to 90 degree angles
Why ?
When placing long belts, walls or power poles I often do it from inside a car which is really fast.
However the car needs to be aligned reasonable 90 degrees or the belts will have holes and the walls will not longer be straight.
Being able to rotate the car to a 90 degree angle like all other placed entities would make this really easy.
Re: Allow rotating placed cars and tanks
Posted: Sun Jan 06, 2019 2:14 pm
by CJ5Boss
I like this idea. However, you could also just deconstruct the car, then place it down again and use the "r" key to perfectly rotate it 90 degress in any direction from a straight start. This would work for placing down belts as well.
Re: Allow rotating placed cars and tanks
Posted: Sun Jan 06, 2019 5:59 pm
by rengels
Not if the car is already loaded up somewhat.
Then it might be next to impossible without placing a lot of chests.
Re: Allow rotating placed cars and tanks
Posted: Fri Feb 22, 2019 10:29 am
by MoleOnDope
I was going to post the exact same suggestion, no wonder someone else already brought it up.
Rotating vehicles to perfect 90° angles (North/East/South/West) with 'r' seems absolutely essential to me and I wonder why it hasn't already been implemented.
There are so many times I would need to go perfectly straight but always end up wrecking my base because finding the right angle is near to impossible:
- Quickly moving along my main bus
- Driving down my outer defensive "ring", which of course in fact is a rectangle with endless straight lines
- Driving parallelly to train tracks... And not feel like playing russian roulette
- Placing power lines or pipelines over larger distances quickly
Etc.
Of course there's always the option to deconstruct the car and replace it, but there's a fair bit of reasons why that's impractical:
- You would need to empty the trunk first, which can in most cases hold more items than the player. Not even taking in consideration all the sorting that would need to be done after.
- Already loaded but not fully consumed Fuel will be lost. Not really important with solid fuel, but quite a blow with nuclear fuel, for instance.
- it's so time consuming, game-flow breaking and even less immersive, at least for me.
So yeah, this simple fix would make life in the factory a lot easier for me! (and possible many others?)
Also, I just understood how to use the list format option, so here's another one:
- An actual third bullet point
Re: Allow rotating placed cars and tanks
Posted: Fri Feb 22, 2019 11:29 am
by bobingabout
Honestly, it does seem a bit silly that you can't, when I believe you can do it on almost any other entity.
Re: Allow rotating placed cars and tanks
Posted: Fri Feb 22, 2019 2:26 pm
by Koub
bobingabout wrote: Fri Feb 22, 2019 11:29 am
Honestly, it does seem a bit silly that you can't, when I believe you can do it on almost any other entity.
I think you can only (mostly ?) rotate asymetrical entities. (asymetrical non graphically, but functionally)
Re: Allow rotating placed cars and tanks
Posted: Sat Feb 23, 2019 12:30 am
by Jap2.0
Koub wrote: Fri Feb 22, 2019 2:26 pm
bobingabout wrote: Fri Feb 22, 2019 11:29 am
Honestly, it does seem a bit silly that you can't, when I believe you can do it on almost any other entity.
I think you can only (mostly ?) rotate asymetrical entities. (asymetrical non graphically, but functionally)
Asymmetrically functionally, like going in an entirely different direction?
Re: Allow rotating placed cars and tanks
Posted: Sat Feb 23, 2019 8:21 am
by Koub
Jap2.0 wrote: Sat Feb 23, 2019 12:30 am
Koub wrote: Fri Feb 22, 2019 2:26 pm
bobingabout wrote: Fri Feb 22, 2019 11:29 am
Honestly, it does seem a bit silly that you can't, when I believe you can do it on almost any other entity.
I think you can only (mostly ?) rotate asymetrical entities. (asymetrical non graphically, but functionally)
Asymmetrically functionally, like going in an entirely different direction?
You can rotate assembling machines with pipe input on one side, but not assembling machines that have no pipe inpyt.
You can't rorate furnaces, they are identical, feature wise, whichever side you interact with them.
steam engines, boilers, refineries, ... are rotatable, because it makes a difference to rotate them.
Re: Allow rotating placed cars and tanks
Posted: Sat Feb 23, 2019 12:30 pm
by Sad_Brother
I would prefer 45 degrees steps.
Re: Allow rotating placed cars and tanks
Posted: Sat Feb 23, 2019 12:43 pm
by MoleOnDope
Sad_Brother wrote: Sat Feb 23, 2019 12:30 pm
I would prefer 45 degrees steps.
Might make sense in some cases, although I'd say I wouldn't need that personally
Re: Allow rotating placed cars and tanks
Posted: Sun Apr 19, 2020 2:04 pm
by Joe78man
CJ5Boss wrote: Sun Jan 06, 2019 2:14 pm
I like this idea. However, you could also just deconstruct the car, then place it down again and use the "r" key to perfectly rotate it 90 degress in any direction from a straight start. This would work for placing down belts as well.
Brilliant, now what do I do with all the stuff it had in it's inventory?
Re: Allow rotating placed cars and tanks
Posted: Sun Apr 19, 2020 6:50 pm
by Joe78man
bobingabout wrote: Fri Feb 22, 2019 11:29 am
Honestly, it does seem a bit silly that you can't, when I believe you can do it on almost any other entity.
In real world logic you are right, but this game isn't. The car is not an object with traditional physics laws applied. Unless there is a way to change the vector data and update the object (taking guesses here) I don't see this happening. Somebody should create an object that allows walking over it and edit that object properties, such as belts, and instead of modifying the coordenates it should modify the vector's values so it results in a rotation of the object avobe. May be it's possible.
It would be neat to have a roating platform that would rotate the vehicles as the tank rotates if you simply pless A or D while driving it. Connected to a circuit you could make it turn as many degrees as desired when the conditions meet.
Re: Allow rotating placed cars and tanks
Posted: Sun Apr 19, 2020 7:51 pm
by darkfrei
It's rectangle, not the square. But you can always rotate it to 180 degrees, without any problem.
Re: Allow rotating placed cars and tanks
Posted: Thu May 21, 2020 12:34 pm
by ickputzdirwech
darkfrei wrote: Sun Apr 19, 2020 7:51 pm
It's rectangle, not the square. But you can always rotate it to 180 degrees, without any problem.
I agree with that, you should only be able to rotate a placed car by 180 degrees (like boilers). Otherwise you will get problems with the rectangular hitbox.
Another limitation should be that no player should be allowed to be in the car when rotating it.
Re: Allow rotating placed cars and tanks
Posted: Fri May 22, 2020 9:45 am
by Pi-C
ickputzdirwech wrote: Thu May 21, 2020 12:34 pm
Another limitation should be that no player should be allowed to be in the car when rotating it.
Let's make that "no character"! Some mods (AAI Programmable Vehicles and Autodrive are the ones I know of, there may be others) do their magic by inserting character entities into cars. You can't place a player inside a car, just a character entity associated with a player. But character entities can exist independently (one player could be associated with one or several characters, or with no character at all, e.g. in god mode; there can also be character entities that are nor not associated with a player).
Re: Allow rotating placed cars and tanks
Posted: Fri May 22, 2020 10:28 am
by ickputzdirwech
Pi-C wrote: Fri May 22, 2020 9:45 am
Let's make that "no character"!
+1 Sorry for my inaccuracy
