This was reported here, but the issue seems to be with this mod, since rotating literally any entity has the same result.
I think the problem is that the event handler for on_player_rotated_entity
doesn't check if the rotated entity is actually a factory and instead relies on position, which is not accurate. This is really just a quick observation from looking at the code for a few seconds, so take it with a grain of salt.
Cheers TRK