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Gas pipe temperature sensor change or bug ?


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Hello guys,

just started an old ranching MK2 base, running the cosmic prieview branch. I noticed that my whole electrolyzer setup wasn´t working anymore.

The reason behind it is that gas pipe temperature sensors are now always active and just turn off IF something is inside the pipe AND doesn´t meet the condition. I usedgas pipe temperature sensors with the setting "above 1K" to detect ANY gas with a smaller footprint than a row of gas pipe elements sensors. With this new change the settings don´t matter if there is no gas inside the pipe. (Before it was just like there was 0K gas inside if it was empty and you could choose your ouput).

 

Hope it´s a bug, but could be a new (and in my opionion bad) feature^^

That´s not my concern here^^

=> Before an empty pipe could give you an active or inactive signal / Now a empty pipe is always an active signal

(Everything else is just a not gate^^)

 

It seems counterintuitive that the only way right now to achiev a valid signal is to set a sensor to the opposite of what you want to detect (cause only an inactive signal in case of an invalid condition results in a usefull signal).

Sure it´s no problem to invert the sensor setting and use a not gate but that´s way more complicated than it could be. (Just gameplay-wise)

 

Build I would like to hear you opinion about that change, why do you like it @Kabrute?

so what you are saying is that an empty pipe reads as a false positive?  before it read empty pipe as -273k which wasn't even the temp of the material in question.  Lemme do some testing and get back to you.

 

My ideal is that the sensor holds whatever the last material value to pass it, regardless of setting to on or off the value should only change if something changes it it shouldn't flicker back to on just because it went back to empty

There are 4 possibilities here:

                                                                                              before                                                        now

1) pipe emtpy and condition true                                           active                                                        active

2) gas inside the pipe and condition true                               active                                                        active

3) pipe emtpy and condition false                                          inactive                                                     active

4) gas inside the pipe and condtion false                              inactive                                                      inactive

 

=> Before the change was your output always equal to the condition. (An empty pipe stills shows 0K but if you set the condition to something false the output stays true)

Liquid pipe thermal sensor floats last values condition on pipe empty, literally ignores empty pipe state, testing gas now.

 Gas Sensor floats last value achieved on gas or liquid, ignores empty pipe state so now useless for your purposes of "knowing its full.
image.thumb.png.aeb5d542e2e22029581d1ee7bb2b5d69.png
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Otherwise I would say it works exactly as I would want it to, only responding to changes in conditions of active contents.

clicking the buttons while the pipe is empty does not change the signal and that is where you may be "experiencing a bug"

actually they stay active if they were last active when the pipe goes empty for me, if they are made inactive by pipe contents they then stay inactive when empty. Right now they don't care if there is nothing inside they aren't "always active" unless your save is bugged or you don't get actual "negative" conditions on your contents.  Set your sensor to active below -270 and let anything go past it, it will turn off and stay off until you change it.  If it doesn't then post a bug report.  It sounds like you want it to do the glitch because you found a use for that o.o but it works "As intended" now by all the ways I can find to test it.  I can not seem to repeat your case, if you make your signal go inactive by settings and contents then let the pipe go empty it should not change, if it does post a bug report.

please and thank you

On 6/11/2018 at 9:37 AM, Kabrute said:

actually they stay active if they were last active when the pipe goes empty for me, if they are made inactive by pipe contents they then stay inactive when empty. Right now they don't care if there is nothing inside they aren't "always active" unless your save is bugged or you don't get actual "negative" conditions on your contents. 

This is exactly what is occurring to me and is a real shame, as there is currently no other way to tell when a pipe is full and was a very useful feature. If this is intended, it would be nice to have a new type of sensor (as clunky as this sounds) which simply activates when the pipe contains fluid (In Pipe Mass Sensor?). I can understand that Klei do not want a sensor capable of telling how much mass is in a pipe, as this could result in really cheap gas compressor setups which I assume will be released in later updates using electricity, but this would definitely not break the game anyways. Maybe just leaving the temperature sensor as it was is a better idea.

You want it broken again for a singular edge case that is only, in my opinion, useful as a warning sign, while its now current state is useful anywhere you want actual thermal control of pipe contents.  If you want a mass detector request that in the suggestions board, it was requests that resulted in the in pipe sensors in the first place.  Please don't ask them to break something they just fixed so that it will once more do something unintended.  You realize that was an unintended exploit right?

@oxygenmissing I started this whole thread just thinking about where the change "broke" my setups. But as Kabrute stated:

15 minutes ago, Kabrute said:

You want it broken again for a singular edge case that is only, in my opinion, useful as a warning sign, while its now current state is useful anywhere you want actual thermal control of pipe contents.

There is a setup currently in the game to tell if something is inside the pipe, namely in-pipe element sensors. (Just a bit more clunky if your pipe contains mixed gasses/liquids.)

 

Before the change it was hard to use the sensors for temperature related purposes. So the only downside is that I need more than one pipe segement to tell if something is inside my pipes (made my builds just a little less compact ...)

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