... UndergroundIndicatorsFixed 1.3.2 (settings.lua)
1.930 Loading mod settings vacuum-cleaner 2.0.5 (settings.lua)
1.930 Loading mod settings valves 2.1.0 (settings.lua)
1.931 Loading mod settings viewports-by-codegreen 0.0.7 (settings.lua)
1.931 Loading mod settings visible-pollutants 1.4.2 ...
Search found 391 matches: valves
Searched query: +valves
- Thu Sep 04, 2025 9:28 pm
- Forum: Bug Reports
- Topic: [2.0.66] Crash loading save after changing mod setup (AgriculturalTower::postTransferHook)
- Replies: 6
- Views: 18
- Sun Aug 17, 2025 8:12 pm
- Forum: Modding interface requests
- Topic: Allow valve prototype to have circuit network connections
- Replies: 1
- Views: 161
Allow valve prototype to have circuit network connections
As in title. Allow entities of the valve prototype to have circuit network connections, particularly for "Read contents". This would allow valves to do everything that the psuedo-valve tanks of 1.1 could do.
- Mon Aug 11, 2025 5:25 pm
- Forum: Assigned
- Topic: [raiguard][2.0.60] Overflow valve allows pass through if connected to pipe
- Replies: 2
- Views: 363
Re: Overflow valve allows pass through if connected to pipe
Why it's in "Mods" section? Valves are vanilla functionality, available in editor.
- Mon Jul 07, 2025 12:05 am
- Forum: Technical Help
- Topic: Error updating mods: "next InitializeSecurityContext failed: Unknown error (0x80092013)"
- Replies: 17
- Views: 4979
Re: Error updating mods: "next InitializeSecurityContext failed: Unknown error (0x80092013)"
... ModManager.cpp:278: Found duplicate mod underground-pipe-pack, using highest version (2.0.6).
2.388 Info ModManager.cpp:278: Found duplicate mod valves, using highest version (2.0.6).
2.390 Display options: [FullScreen: false] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen ...
2.388 Info ModManager.cpp:278: Found duplicate mod valves, using highest version (2.0.6).
2.390 Display options: [FullScreen: false] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen ...
- Wed Jun 18, 2025 10:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [2.0.51] Messed up fluid connections after loading save file
- Replies: 4
- Views: 1722
Re: [raiguard] [2.0.51] Messed up fluid connections after loading save file
... game, Factorio will temporarily create a "dummy entity" with the default prototype of that type for the purpose of migrations. In this case, the valves mod removed their internal storage tank, so the game would create a dummy storage-tank entity. Unlike the valve tanks, which were 1x1, the default ...
- Sun Jun 15, 2025 12:22 pm
- Forum: Technical Help
- Topic: [2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET
- Replies: 4
- Views: 674
[2.0.55] Crash on load of large texture asset list, DXGI_ERROR_DEVICE_RESET
... 2987153125
7.633 Checksum of show-max-underground-distance: 1201560390
7.633 Checksum of some-autoresearch: 3722645306
7.633 Checksum of valves: 498586394
7.633 Checksum of wagons-quality-raises-capacity: 3008891341
7.633 Checksum of yafla: 2281365090
7.633 Checksum of BottleneckLite ...
7.633 Checksum of show-max-underground-distance: 1201560390
7.633 Checksum of some-autoresearch: 3722645306
7.633 Checksum of valves: 498586394
7.633 Checksum of wagons-quality-raises-capacity: 3008891341
7.633 Checksum of yafla: 2281365090
7.633 Checksum of BottleneckLite ...
- Tue Jun 03, 2025 2:57 pm
- Forum: Assigned
- Topic: [raiguard][2.0.54] Steam input for the steam condensation recipe too slow
- Replies: 5
- Views: 1227
Re: [2.0.54] Steam input for the steam condensation recipe too slow
... between these Versions.
Edit: The behavior/numbers change was introduced with 2.0.48. My guess is that the Fluid code was changed when adding Valves.
Edit: I did some manual Math for the Speed Modules bonuses; I think that “46.94 Cycles” is the correct value. The small bit of extra Production ...
Edit: The behavior/numbers change was introduced with 2.0.48. My guess is that the Fluid code was changed when adding Valves.
Edit: I did some manual Math for the Speed Modules bonuses; I think that “46.94 Cycles” is the correct value. The small bit of extra Production ...
- Fri May 23, 2025 10:48 am
- Forum: Releases
- Topic: Version 2.0.52
- Replies: 4
- Views: 7097
Version 2.0.52
... factorio.com/128875)
Fixed that railguns didn't show the maximum energy consumption correctly. (https://forums.factorio.com/128858)
Fixed that valves would play a working sound when no fluid is flowing.
Fixed that LuaEntity::launch_rocket() did not work with some parameter combinations. (https ...
Fixed that railguns didn't show the maximum energy consumption correctly. (https://forums.factorio.com/128858)
Fixed that valves would play a working sound when no fluid is flowing.
Fixed that LuaEntity::launch_rocket() did not work with some parameter combinations. (https ...
- Fri May 23, 2025 1:32 am
- Forum: Technical Help
- Topic: [2.0.47] DesyncedWaitingForMap Issue for multiplayer save
- Replies: 2
- Views: 664
Re: [2.0.47] DesyncedWaitingForMap Issue for multiplayer save
... squeak-through-2",
"name": "starcraft-music",
"name": "StatsGui",
"name": "Teleporters",
"name": "Toxic_biters",
"name": "tree_collision",
"name": "turret-library",
"name": "valves",
"name": "VehicleSnap",
"name": "visible-planets",
"name": "YARM",
"name": "zerm_postprocess",
"name": "starcraft-music",
"name": "StatsGui",
"name": "Teleporters",
"name": "Toxic_biters",
"name": "tree_collision",
"name": "turret-library",
"name": "valves",
"name": "VehicleSnap",
"name": "visible-planets",
"name": "YARM",
"name": "zerm_postprocess",
- Thu May 22, 2025 4:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [2.0.51] Messed up fluid connections after loading save file
- Replies: 4
- Views: 1722
Re: [raiguard] [2.0.51] Messed up fluid connections after loading save file
Yeah, the bug has something to do with the removal of the internal valve entities - whether that be by migration from valves 1.2 -> 2.0, or removing the mod entirely.
It's not the mod's fault, it is simply triggered by the mod's behavior.
It's not the mod's fault, it is simply triggered by the mod's behavior.
- Thu May 22, 2025 3:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [2.0.51] Messed up fluid connections after loading save file
- Replies: 4
- Views: 1722
Re: [raiguard] [2.0.51] Messed up fluid connections after loading save file
Weird. The valves in the save are old ones (version <= 1.2.1). But the issue happens even when loading the save without any mods at all. Of course in that case everything is broken, but those pipes shouldn't look like that as they're not even the ones adjacent to removed entities
- Thu May 22, 2025 2:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [2.0.51] Messed up fluid connections after loading save file
- Replies: 4
- Views: 1722
Re: [raiguard] [2.0.51] Messed up fluid connections after loading save file
This appears to be related to the Valves 2.0 mod - if I keep valves on 1.2.1 then the issue does not occur.
- Mon May 12, 2025 12:01 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 7185
Re: Version 2.0.48
If you want to play with the new valve prototypes then check out the Valves mod ! It now uses the new prototypes provided by the game engine. Additionally it allows you to easily configure the threshold in-game for every valve you place (based on some default settings), whereas the vanilla valves has ...
- Thu Apr 24, 2025 11:15 am
- Forum: Gameplay Help
- Topic: Foundry logic for railgun shells
- Replies: 15
- Views: 2114
Re: Foundry logic for railgun shells
... casting recipe active and you want to change away from that recipe: it will not change until the input fluid is empty, which needs one more set of valves/pumps. Because of these kind of edge cases, I gave up that general design.
Count the tiles: you already need as much footprint for pipes and tanks ...
Count the tiles: you already need as much footprint for pipes and tanks ...
- Sun Mar 23, 2025 7:33 pm
- Forum: Pending
- Topic: [2.0.42] Crash on desync "Close active window called while game is being saved."
- Replies: 2
- Views: 826
Re: [2.0.42] Crash on desync
... settings SpidertronEnhancements 1.10.8 (settings.lua)
1.301 Loading mod settings tree-healing 1.2.1 (settings.lua)
1.301 Loading mod settings valves 1.2.0 (settings.lua)
1.302 Loading mod settings WhatTimeIsIt 1.0.2 (settings.lua)
1.302 Loading mod settings cargo-ships 1.0.15 (settings.lua)
1 ...
1.301 Loading mod settings tree-healing 1.2.1 (settings.lua)
1.301 Loading mod settings valves 1.2.0 (settings.lua)
1.302 Loading mod settings WhatTimeIsIt 1.0.2 (settings.lua)
1.302 Loading mod settings cargo-ships 1.0.15 (settings.lua)
1 ...
- Sat Mar 22, 2025 8:27 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 22145
Re: Thanks, Py, and a couple of ideas.
... and upwards. We stamp a lot of metal. Down to the smallest details. Corners, nuts, balls, wire, foil, paper clips, rubber bands, pistons, rings, valves, chains, etc., etc. We remember how difficult it was for us to make printed circuit boards and now we will assemble engines, mechanisms, buildings ...
- Fri Jan 31, 2025 10:06 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None
- Replies: 7
- Views: 3094
Re: [raiguard][2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None
... valve (either overflow or top-up) with east-facing output rotates the valve so that the output faces south)
Only flipping the overflow and top-up valves create a CTD, but the one-way valve also does not flip correctly (east-facing valve horizontally flips to face south, for example), which has the ...
Only flipping the overflow and top-up valves create a CTD, but the one-way valve also does not flip correctly (east-facing valve horizontally flips to face south, for example), which has the ...
- Sat Jan 25, 2025 12:17 am
- Forum: Pending
- Topic: [2.0.32] Crash when flipping blueprint
- Replies: 4
- Views: 737
Re: [2.0.32] Crash when flipping blueprint
For a crash when flipping valves from Valves mod see also 121887 Crash flipping modded pump: flipResult.direction != Direction::None.
- Fri Jan 24, 2025 10:12 pm
- Forum: Pending
- Topic: [2.0.32] Crash when flipping blueprint
- Replies: 4
- Views: 737
[2.0.32] Crash when flipping blueprint
... crash whether the blueprint is in the blueprint library or I'm pasting from the clipboard. The crash also happens consistently every time.
The culprit seems to be the Top Up Valve from the Valves mod. I can repro the crash from just copying the valve to clipboard and trying to flip it horizontally.
The culprit seems to be the Top Up Valve from the Valves mod. I can repro the crash from just copying the valve to clipboard and trying to flip it horizontally.
- Fri Jan 17, 2025 4:10 pm
- Forum: Implemented mod requests
- Topic: Hide fluid indicator arrow
- Replies: 8
- Views: 1147
Re: Hide fluid indicator arrow
I'm also running into this bug with the Valves mod. I have three valves (pumps). The one valve has the arrow drawn when selected, but the other two has not because their output connections are linked. From a player's perspective there should be no difference.
01-17-2025, 17-09-44.png
01-17-2025 ...
01-17-2025, 17-09-44.png
01-17-2025 ...