Flow Configuration


More control over pipes. Similar results as Flow Control, but with the GUI and hotkeys of Inserter Configuration instead of unique items per bend. Run pipes with different fluids next to each other!

Utilities
6 months ago
1.1
421
Logistics Fluids
Owner:
SafTheLamb
Source:
https://github.com/sapphiriza/Factori...
Homepage:
N/A
License:
The Unlicense (Public Domain)
Created:
6 months ago
Latest Version:
1.0.7 (6 months ago)
Factorio version:
1.1
Downloaded by:
421 users

Flow Configuration

More control over pipes. Similar results as Flow Control, but with the GUI and hotkeys of Inserter Configuration instead of unique items per bend. Run pipes with different fluids next to each other!

If you like the Valves from Flow Control but want the interface from this mod, you can use Flow Control Valves Only to implement just the valves from Flow Control!

PATCH NOTES:

  • 1.0.3: Fixed support for Factorissimo, added denylist in case other mods have special uses for pipes that Flow Control should ignore.
  • 1.0.4: Copy pasting flow settings between pipes (default shift+right to copy, shift+left to paste) no longer crashes, and now properly copies the flow config settings over.
  • 1.0.6: Fixed misc crashes, added support for underground pipes mod, pyanodon's, and space exploration.

Roadmap:

  • Rotating pipes doesn't work yet sadly, so working with configured pipes in blueprints or copy-paste is a bit fiddly, I am currently working on a couple different workarounds, but it may take a bit between other projects and mods.

Supported Mods:

  • Krastorio 2
  • Industrial Revolution 3
  • Angel's (tested on Sea Block)
  • Bob's (tested on Sea Block)
  • Factorissimo
  • Hardened Pipes
  • Underwater Pipes

Credits

Huge thanks to the Inserter Configuration by Dr_Pepper for giving me the idea on how to improve the UX and for a great baseline codebase to reference when setting the mod up myself. Also while I created my own icons, I definitely copied your icon graphical style because it looks nice <3

PS@Devs: If you read this, please add something like this in Factorio 2.0! There are some implementation limitations in the modding API that makes implementing this via a mod subpar compared to what would be possible with full source access, which I've partially documented here (at least with the current API): https://forums.factorio.com/viewtopic.php?f=28&t=108482
I have a WIP mod in which I was unsuccessful in cracking the case on making this possible via overriding vanilla functionality. It may after-all be possible, but it's definitely an uphill battle compared to what would be possible beyond the current (already impeccably wonderful) mod API. Much love!