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[TIP] [Automation] Water clock timers and counters


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1 hour ago, Katsunari said:

Sorry, Just though It would work great with your counting method.

No worries. It's a nice scanner array design for sure. Just trying to keep the thread somewhat on the topic of water clock timers and counters, and their direct uses.

I’ve always wanted to count 7 cycles and light up a calendar for each day of the week.  Then I can finally force my dupes to eat fish on Friday followed but a night of dancing at the local hall.  I think I could do that with this design by having 7 different sensors.  Right?

Also, I could get the Jewish dupes to honour the Sabbath and stop work until Saturday evening.  Those heathens will finally have to fall in line.

Another tip is that you can string clock sensors together for the counter variant. For example if you have 4 clock sensors strung together and you set them at 0%/1%, 25%/1%, 50%/1%, and 75%/1% respectively you get 4 active signals spaced 150s apart.

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For many use cases this is, or even just using 2 clock sensors for half-cycle precision, plenty precision to achieve the task.

The advantage is that the counter method uses discrete steps as each tick open the shut off valve for one second, and after countless tests that means between 9998g and 10000g* is let through per tick. And it will in most cases also use significant less power as the timer variant pumps 120kg per cycle at 200g/s valve setting while a half-cycle counter clock only pumps 20kg per cycle, or just 0.48W compared to 4.8W.

 

*The variation between full 10kg and up to 2g less happens only on the first tick after loading the game after a save. Thereafter all further ticks are 10kg exactly.

On 10/24/2018 at 9:09 AM, Saturnus said:

 

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Wouldn't the buffer after the water sensor decrease the efficiency of the clock each time it is triggered? say e.g I want an active signal every 5 cycles and expect it to be accurate within +-5 seconds. If the buffer is set to 1 second or even 0.1 second, then what are the chances that that 0.1 second adds up? so the water clock sends an active signal for the first time it is used at exactly 5 cycles, but wouldn't the next active signal be delayed by 5cycles + 0.1 seconds and the next one 5 cycles + 0.1 + 0.1 s?

Secondly, and this might be a stupid question, but do you think the opening and closing of the gate might split the water being dripped from vent? like e.g when the door opens and closes (this might all happen within a single tick) and that exact same instant there is water dripping from the liquid vent, then do you think there is a chance that that water (200g in the example) might get split and 100g says above the door and 100g falls below it thereby ruining the accuracy for all future reads?

21 minutes ago, LordAizen said:

Wouldn't the buffer after the water sensor decrease the efficiency of the clock each time it is triggered? say e.g I want an active signal every 5 cycles and expect it to be accurate within +-5 seconds. If the buffer is set to 1 second or even 0.1 second, then what are the chances that that 0.1 second adds up? so the water clock sends an active signal for the first time it is used at exactly 5 cycles, but wouldn't the next active signal be delayed by 5cycles + 0.1 seconds and the next one 5 cycles + 0.1 + 0.1 s?

No. It's not cumulative as the time from when the door closes to it closes again is always the same. I did mention you need to fine tune it. That's what I was talking about.

21 minutes ago, LordAizen said:

Secondly, and this might be a stupid question, but do you think the opening and closing of the gate might split the water being dripped from vent? like e.g when the door opens and closes (this might all happen within a single tick) and that exact same instant there is water dripping from the liquid vent, then do you think there is a chance that that water (200g in the example) might get split and 100g says above the door and 100g falls below it thereby ruining the accuracy for all future reads?

It think the chance of that happening is virtually zero but if you can prove that it is indeed possible to split a falling water tile in two parts I'd be very interested in seeing it as that would be a bug in the game mechanics. Essentially you're suggesting that one tile can take up two tiles simultaneously.

18 minutes ago, Saturnus said:

It's not cumulative as the time from when the door closes to it closes again is always the same

oh yeah okay that makes sense. I didn't realize that that extra 0.1 would always be the same. So one just has to set the flow rate not exactly equal to the time measured but a little extra.

 

21 minutes ago, Saturnus said:

It think the chance of that happening is virtually zero but if you can prove that it is indeed possible to split a falling water tile in two parts I'd be very interested in seeing it as that would be a bug in the game mechanics. Essentially you're suggesting that one tile can take up two tiles simultaneously.

Well I was doing this for something unrelated. Simple really, dropped 1000g on all 3 tiles when the door was open. Closed the door and just wanted to see if there would be an even split.

But when I saw your post, it got me thinking. This is going to sound highly unrealistic but essentially I wondered if one were to close a door at the exact same instant when you paint 1000Kg water on the tile the door was on, what would happen? Would the water simply get deleted or would the door split the water into 500 Kg both to the left and right tiles.  I couldn't make this happen in debug mode so had to paint all 3 tiles with water but it was still amusing to see that there was extra water on 1 side than the other.

I haven't been playing oni for long so i apologize if i'm unaware of some game mechanic that makes this all simply conjecture.

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5 minutes ago, LordAizen said:

But when I saw your post, it got me thinking. This is going to sound highly unrealistic but essentially I wondered if one were to close a door at the exact same instant when you paint 1000Kg water on the tile the door was on, what would happen? Would the water simply get deleted or would the door split the water into 500 Kg both to the left and right tiles.  I couldn't make this happen in debug mode so had to paint all 3 tiles with water but it was still amusing to see that there was extra water on 1 side than the other.

I haven't been playing oni for long so i apologize if i'm unaware of some game mechanic that makes this all simply conjecture.

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While interesting and well know what you demonstrate. It's not at all the same as a horizontal door splitting a falling tile in two in mid-fall and then split it into something above and something below the door.

I've been using the meteor clock with great success. The example @Saturnus provided is a great calibration clock. Once primed the door signal can then be used with additional water clocks, which are set to send a specific rocket to a specific destination after calculating the travel time and a preparation interval.

I wonder what else can be done with this device outside of ranching and rocketry/meteorology. One thing that comes to mind are geysers/vents but the dormancy problem is simply solved by reservoirs/storage.

Maybe there is something to be done with farming. Duplicant travel time can probably be cut down if all plants of a greenhouse are harvested at the same time. One could cutt off the access to a greenhouse for the right duration and eventually all the plants would synchronize.

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