... know that they should be rotated, and they break.
This bug affects all assembling machine prototypes (when rotatable), Pumps, Fluid tanks and Asteroid collectors.
Furthermore, the original bug still occurs on Loaders, Valves, Lane splitters and burner generators.
A fix would be greatly appreciated.
Search found 394 matches: valves
Searched query: +valves
- Thu Oct 16, 2025 12:31 am
- Forum: Bug Reports
- Topic: [2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
- Replies: 0
- Views: 122
- Mon Oct 13, 2025 10:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 6
- Views: 2077
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
... Doesn't generate Event(Doesn't require super force build to rotate): All assembling machines (when rotatable), Pumps, Fluid tanks and Asteroid collectors.
Doesn't generate Event(despite super force build being required to rotate the entity): Loaders, Valves, Lane splitters and burner generators.
Doesn't generate Event(despite super force build being required to rotate the entity): Loaders, Valves, Lane splitters and burner generators.
- Tue Sep 23, 2025 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Consistency of the loader
- Replies: 2
- Views: 318
Re: Consistency of the loader
... this same fix.
Mods are required to use Loaders to begin with? The ones available in Vanilla Editor Mode have very obvious "Developer Graphics", just like the other Creative tools (Infinity Chest, Heat Interface, Valves). Depending upon these items in a share-able Blueprint seems like a Bad Idea.
Mods are required to use Loaders to begin with? The ones available in Vanilla Editor Mode have very obvious "Developer Graphics", just like the other Creative tools (Infinity Chest, Heat Interface, Valves). Depending upon these items in a share-able Blueprint seems like a Bad Idea.
- Thu Sep 04, 2025 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Crash loading save after changing mod setup (AgriculturalTower::postTransferHook)
- Replies: 7
- Views: 1230
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 ...
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 ...
- Sun Aug 17, 2025 8:12 pm
- Forum: Modding interface requests
- Topic: Allow valve prototype to have circuit network connections
- Replies: 1
- Views: 235
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: 639
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: 6186
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: 1840
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: 821
[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: 1379
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: 7617
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: 852
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: 1840
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: 1840
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: 1840
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: 7837
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: 2450
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: 976
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: 23726
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: 3274
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 ...