BlockReplace game event doesn't respect block rotation

bdubyah

Hunter
Version
2.3b9
Platform
Windows
Using this for my mod, but I'd imagine it's the same on vanilla as I've seen some it talked about before. But if you use the BlockReplace event to swap blocks, it doesn't keep the same rotation the original block had. In my example I am swapping a custom retro fridge block to another block using the same model to use another lootlist for a specific quest. But the original fridge block is facing you and when it swaps it, it rotates it, I think usually to face north but it may just be random. Not a huge bug, but annoying. Haha. My game event just to show it looks like:

XML:
<action_sequence name="WLC1_fridge_swap">
    <property name="action_type" value="Game" />
    <property name="allow_while_dead" value="false" />
            
    <action class="BlockReplace">
        <property name="min_offset" value="-20,-2,-20" />
        <property name="max_offset" value="20,3,20" />
        <property name="block_to" value="cntRetroFridgeLQ" />
        <property name="block_tags" value="WLC1Swap" />
        <property name="allow_terrain" value="true" />
        <property name="phase" value="1" />
    </action>
</action_sequence>
 
Reproduction Steps
Setup BlockReplace game event to swap a block with another block using the same model or a similar one, such as a closed fridge to an open one, and notice when the event fires and swaps the blocks it rotates the new block instead of keeping it rotated the same as the original.
Link to Logs
https://community.thefunpimps.com/forums/bugs-7dtd
Link to Screenshot/Video
https://community.thefunpimps.com/forums/bugs-7dtd
I realize this may not be considered a bug in the way vanilla uses the BlockReplace action, but maybe at the least a "keep_rotation" property could be added to the class so it's an option? Would be helpful. :)
 
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