Search found 391 matches: valves

Searched query: +valves

by Loewchen
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

Re: [2.0.60] Crash loading save after changing a mod startup setting (GameView::openTechnologyGUI)

... 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 ...
by protocol_1903
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.
by korneev123123
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.
by TYBXGH
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 ...
by raiguard
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 ...
by WildWolf
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 ...
by eugenekay
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 ...
by FactorioBot
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 ...
by Aermis
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",

by raiguard
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.
by Osmo
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
by raiguard
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.
by Stringweasel
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 ...
by Tertius
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 ...
by Loewchen
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 ...
by factoriogame1121
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 ...
by Toruk
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 ...
by Muche
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.
by TopFu
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.
by Stringweasel
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 ...

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