[0.18.32] Fluid tank circuit network measurement signals zero is not zero
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[0.18.32] Fluid tank circuit network measurement signals zero is not zero
I want to be able to pump a tank clean based on signal values from reading a tank but the tank reads 0.9 which when presumably it is converted to an integer truncates to 0. On a side note, the UI will report that a fluid entity has 0.0 Petroleum gas, say. The bigger problem for me though is I need to be able to drive a pump to pump all light oil out of a tank. If anything above 0 could cause the signal to be 1 but if it's truly empty then turn the signal off. I'm sure this has been reported in the past for other reasons, but it's especially desirable now that fluid mixing is back if I want to be able to automate pumping a fluid network clean for some reason.
- 5thHorseman
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Re: [0.18.32] Fluid tank circuit network measurement signals zero is not zero
Fluid mixing is back in that it can happen.
It is not back in that you are supposed to build your factory around it.
It is not back in that you are supposed to build your factory around it.
posila wrote: ↑Wed Jun 17, 2020 5:17 am Mixing fluids withing the same pipe system is still not supported and probably won't do what you want it to do once new pipe simulation comes. Point of doing the change to fluid mixing prevention was to make it so the game doesn't crash when pipe systems with different fluids somehow happen to connect, and to simplify the underlying code to something managable so that further changes to fluid system are possible to do.
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Re: [0.18.32] Fluid tank circuit network measurement signals zero is not zero
I don't want to build my factory *around* it -- I just want a signal to output that there is fluid in a tank if there is fluid in a tank. 0.000000001 - 1.99999999 should map to 1 and the rest of everything would work just fine.
5thHorseman wrote: ↑Thu Jun 18, 2020 4:00 am Fluid mixing is back in that it can happen.
It is not back in that you are supposed to build your factory around it.
posila wrote: ↑Wed Jun 17, 2020 5:17 am Mixing fluids withing the same pipe system is still not supported and probably won't do what you want it to do once new pipe simulation comes. Point of doing the change to fluid mixing prevention was to make it so the game doesn't crash when pipe systems with different fluids somehow happen to connect, and to simplify the underlying code to something managable so that further changes to fluid system are possible to do.
- 5thHorseman
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Re: [0.18.32] Fluid tank circuit network measurement signals zero is not zero
You're not going to get an argument from me. I'd like it too.
I just seriously doubt they're going to do one single thing to enable making using pipes for multiple fluids a thing. If you figure out a way using the current system, maybe they won't patch it out. But they're not going to add or change anything.
I just seriously doubt they're going to do one single thing to enable making using pipes for multiple fluids a thing. If you figure out a way using the current system, maybe they won't patch it out. But they're not going to add or change anything.
- 5thHorseman
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Re: [0.18.32] Fluid tank circuit network measurement signals zero is not zero
I had an idea on how to do this in the stock game but I set up a simple multi fluid train station and it works just by default, without me having to fix anything.
Could someone post a blueprint of the simplest setup that doesn't work? I use Creative Mod to create and destroy fluids.
Could someone post a blueprint of the simplest setup that doesn't work? I use Creative Mod to create and destroy fluids.