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clamped pipes in rotated or mirrored blueprints #2
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I will have to see what sort of event is fired when the blueprint rotates and cause a rotation of the clamps. They're just pipes, and pipes don't rotate. |
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I have a solution. Gonna require a rework of the prototypes. Thanks for submitting the issue and please be patient! Might take me a bit, it's Thanksgiving weekend. |
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Take your time, I didn't expect a fix within the hour. Would be nice if in the process you could shrink down pipe prototypes to straight, curve, T and X and rotate those instead of having one per rotation. Currently this adds a lot of prototypes to select in deconstruction planner. |
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That's actually, funny enough, gonna be one of the benefits of the rework. Glad I could solve two problems at once. |
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This is also partly related to the way the mirroring works and will need
custom logic for it on that end.
…On Thu, Nov 22, 2018, 9:42 AM TheStaplergun ***@***.*** wrote:
That's actually, funny enough, gonna be one of the benefits of the rework.
Glad I could solve two problems at once.
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It actually should correct itself with this change, because the type it's being changed to can be mirrored properly. |
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I've gotten the changes written. Im not sure if mirroring will work properly for elbow bend pipes. The mod owner for that might have to change it. Any pipes currently in the world from the old entity will be auto-replaced with the new version for you. Do you have a copy of your save you can upload so I can test and ensure that the fix works in your map without problems? |
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Fixed in 57fbc91 Set up to properly support in blueprint mirroring in |
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Both mods have been updated in mod portal containing the above fixes and other features. |
When rotating or mirroring a blueprint with clamped pipes the result is a mess.
Original:

Rotated 90°:

Rotated 180°:

Mirrored:

As much as I'd love to get rid of flow control and use this instead without blueprint support it's almost useless to me.
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