Meep Master Posted July 2, 2018 Share Posted July 2, 2018 Trying to set up a water shut-off to open when a Liquid Pipe Element Sensor (attached upstream) does not sense water is a nightmare at the moment. Please add an option for a Liquid Pipe Element Sensor to activate when it does or doesn't detect said element, or perhaps add another less advanced liquid pipe tool that simply activates when it does/doesn't detect fluid (empty pipe). If that idea doesn't tickle your fancy, perhaps (also) add the option to 'mute' automation gates, since I tried using a "NOT" gate to instead disable the shut-off, however all I got was rapid on-off beeping! It seems that a Liquid Pipe Sensor will activate/deactivate every time water moves past it, even if the pipe is full and only small amounts of water are passing. This makes it useless for my application at this time. I hope you see these suggestions and can see it's possible use in your awesome game. Link to comment https://forums.kleientertainment.com/forums/topic/93025-possible-automation-adjustments/ Share on other sites More sharing options...
BlueLance Posted July 3, 2018 Share Posted July 3, 2018 I understand what you are after, I think right now how it acts it is unintended, It should only show active when their is a fluid, and inactive when there isnt. But IIRC it currently saves the state it was last in Link to comment https://forums.kleientertainment.com/forums/topic/93025-possible-automation-adjustments/#findComment-1058861 Share on other sites More sharing options...
Yunru Posted July 3, 2018 Share Posted July 3, 2018 You can filter out pulses with an extra delay gate, not gate, and and gate. That way a signal's only sent if the pulse is longer than (or in sync with :/ ) the delay. Link to comment https://forums.kleientertainment.com/forums/topic/93025-possible-automation-adjustments/#findComment-1058864 Share on other sites More sharing options...
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