[17.66] Unable to rotate assembler before selecting fluid recipe

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joha4270
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[17.66] Unable to rotate assembler before selecting fluid recipe

Post by joha4270 »

It is impossible to rotate an assembler before a fluid recipe has been selected. When a pipe with wrong fluid is present above the assembler, this will prevent selecting a recipe and rotating, making it impossible to rotate it to the correct the orientation.

Steps to reproduce:
1. Create setup in screenshot or paste .
2. Open the recipe menu for the unused assembler
3. Select Electric Engine
4. This will fail with a message of "can't mix fluids."
5. Close the crafting menu again
6. Hover over the still unused assembler
7. Press R to rotate the unused assembler
8. Open the recipe menu for the unused assembler again
9. Select Electric Engine again
10. This will fail with a message of "can't mix fluids." even if should have rotated

Expected behavior:
Rotate works on assemblers even if no fluid using recipe is selected.
OR
When selecting a recipe using a fluid, the assembler rotates to the correct input pipe if present, otherwise to an direction with no wrong pipe, only showing the "can't mix fluids" error if all 4 directions are blocked.

Workarounds:
Remove the offending pipe, select the recipe, rotate the assembler, reintroduce the offending pipe
Create another assembler, select the recipe, rotate, use copy-paste tool to apply the rotation to the original assembler
Attachments
Screenshot_2019-08-30_12-24-56.png
Screenshot_2019-08-30_12-24-56.png (650.2 KiB) Viewed 1366 times
Bilka
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Re: [17.66] Unable to rotate assembler before selecting fluid recipe

Post by Bilka »

It is impossible to rotate an assembler before a fluid recipe has been selected
Yep, that's how they work.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
joha4270
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Re: [17.66] Unable to rotate assembler before selecting fluid recipe

Post by joha4270 »

Yep, that's how they work.
And this is intended behavior?
Assemblers obviously have an internal rotation, even when not having any fluid ports.


We should be able to manipulate this property the obvious way (R), even if the fluid port isn't present. We can so on every other building.
I'm not saying it should rotate visibly, merely that the place the fluid input appears should be changeable.
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