... A mistake regarding player.can_reach_entity(entity) guarding, which does not work for ghost entities.
I found more things regarding pumps/valves in combination with blueprints. Where (Circuit Condition) UI panels do not show up when clicking a pump ghost, or when manual building overwrites ...
Search found 403 matches: valves
Searched query: +valves
- Tue Aug 18, 2026 12:58 pm
- Forum: Modding discussion
- Topic: [2.0.77]Cannot configure blueprint inserter
- Replies: 2
- Views: 281
- Sat Aug 01, 2026 9:34 pm
- Forum: Not a bug
- Topic: [2.0.73] FluidWagonPrototype::tank_spacing does nothing
- Replies: 4
- Views: 469
Re: [2.0.73] FluidWagonPrototype::tank_spacing does nothing
... since you are showing fluid wagon with 2 tanks, you will not see any behavior changes. There are 2 sets of tank spacing: one is visual related to valves (https://lua-api.factorio.com/latest/prototypes/FluidWagonPrototype.html#valve_to_valve_offset_when_horizontal, https://lua-api.factorio.com/latest ...
- Fri Jul 31, 2026 7:38 am
- Forum: Not a bug
- Topic: [2.0.73] FluidWagonPrototype::tank_spacing does nothing
- Replies: 4
- Views: 469
Re: [2.0.73] FluidWagonPrototype::tank_spacing does nothing
... since you are showing fluid wagon with 2 tanks, you will not see any behavior changes. There are 2 sets of tank spacing: one is visual related to valves (https://lua-api.factorio.com/latest/prototypes/FluidWagonPrototype.html#valve_to_valve_offset_when_horizontal, https://lua-api.factorio.com/latest ...
- Thu Jul 16, 2026 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Updating a disabled mod that has new dependencies should disable the new dependencies automatically
- Replies: 3
- Views: 325
Re: Updating a disabled mod that has new dependencies should disable the new dependencies automatically
... disabled might cause the opposite problem: if the setting is disabled but Muluna had been enabled while it was updated, the newly-installed Valves mod would probably be disabled by default and so would need to be manually enabled for Muluna to work. So it would still be nice if new ...
- Wed Jul 15, 2026 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Updating a disabled mod that has new dependencies should disable the new dependencies automatically
- Replies: 3
- Views: 325
Updating a disabled mod that has new dependencies should disable the new dependencies automatically
... mod's new dependencies will be enabled even though the mod itself is disabled.
As a concrete example, Muluna recently added a dependency on the "Valves" mod. I have Muluna disabled, but when Muluna was updated, the Valves mod (and its dependency) was installed automatically and enabled by default ...
As a concrete example, Muluna recently added a dependency on the "Valves" mod. I have Muluna disabled, but when Muluna was updated, the Valves mod (and its dependency) was installed automatically and enabled by default ...
- Tue Jun 30, 2026 6:05 am
- Forum: Ideas and Suggestions
- Topic: A Purpose for Fluid Wagons
- Replies: 13
- Views: 1292
Re: A Purpose for Fluid Wagons
... like pipe buses and networks, using pumps to redirect fluid around when throughput is limited, etc."
By the way, do you know that Factorio has valves prototypes which allow quite interesting design? I would suggest to try mods like Nullius if you want to play with complex fluid flows. And after ...
By the way, do you know that Factorio has valves prototypes which allow quite interesting design? I would suggest to try mods like Nullius if you want to play with complex fluid flows. And after ...
- Fri Jun 19, 2026 9:16 pm
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 177
- Views: 40783
Re: Friday Facts #443 - More Planet Deliveries
... going, in some cross between an engine and the inserter arms. At tier 3, you take all that and squeeze in some very prominent vertical pistons/valves/whatever they are.
The new concept art, from the still image? It looks like every their has, functionally, the same mechanisms. All the same arms ...
The new concept art, from the still image? It looks like every their has, functionally, the same mechanisms. All the same arms ...
- Sat Feb 07, 2026 11:19 am
- Forum: Modding interface requests
- Topic: Add energy_source and energy_usage to the valve prototype
- Replies: 0
- Views: 471
Add energy_source and energy_usage to the valve prototype
Currently valves behave kinda like free pumps, it would be great to have the possibility of having them consume electricity
- Thu Dec 11, 2025 5:32 pm
- Forum: Ideas and Suggestions
- Topic: Solenoid valve
- Replies: 6
- Views: 1426
Re: Solenoid valve
... disable on condition. But it only lets the fluid flow one direction, and throttles the flow to 1200/s or more likely less
Real-world Solenoid valves are (usually) directional flow as well. The diaphragm (B) is held-closed by the Fluid’s pressure, until the back pressure is released by activation ...
Real-world Solenoid valves are (usually) directional flow as well. The diaphragm (B) is held-closed by the Fluid’s pressure, until the back pressure is released by activation ...
- Thu Oct 16, 2025 12:31 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
- Replies: 1
- Views: 961
[2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
... 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.
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.
- 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: 5403
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: 1
- Views: 1032
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: 4466
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: 534
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: 1297
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: 13095
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: 2884
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: 1711
[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: Duplicates
- Topic: [2.0.54] Steam input for the steam condensation recipe too slow
- Replies: 6
- Views: 2391
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: 11002
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 ...