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Liquid shutoff does not close despite red automation signal, even without power


zirrboy
  • Branch: Live Branch Version: Linux Pending

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The shutoff in question is simply meant to prevent a geyser from clogging up my water tank (and thus toilets using the same sieve). The logic is about as simple as can be, a reservoir set to 50/10 that buffers the sieve output, so I couldn't figure out what could be going wrong here besides a bug. Neither search via google nor the bug report forum yielded any matching descriptions.

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It worked fine for tens of cycles after I built the system then I noticed the "leaking" since the toilets couldn't expel their wastewater. The issue persists through reloads (even complete restarts of the game/my pc), only de- and subsequently reconstructing the shutoff makes it behave as (I believe to be) intended again, at least for a while. This is the second time this has happened. The first time I rebuilt it and just kept playing, but some 50+ cycles later it happened again. Obviously there are other ways to get the behavior I want without using a shutoff here, but if it actually is a misunderstanding on my part I'd like to at least find out what I'm doing wrong.

There is no animation when liquid goes through and even cutting power to the building does not stop the flow. Temporarily sending a green signal in an attempt to get the shutoff to reset its internal state with a switch did not help either, though by the time I tested that I had already reloaded the save in the bugged state at least once. 

I have a few other shutoffs in this save and none of them malfunction in the way this one does. The only meaningful difference I can tell is that this one has by far the longest on/off cycle out of all of them.


Steps to Reproduce

Unfortunately, the long timespans involved also mean that I only notice it happening once it's been going on for a while and thus have no real idea how to reproduce the bug intentionally.

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Hi @zirrboy!

I don't believe anything is wrong here. There are some things to take into account going further.

A water sieve can process up to 5 kg/s of polluted water, so half a pipe's worth at any given time. If there is any kind of interruption in, say, providing filtration medium to the sieve so it can operate normally then its input pipe will stop receiving liquids and stall the flow into it. This may be creating the backing up that is seen in the first screenshot.

The second screenshot shows that the shutoff's output pipe is blocked and what I described above is mostly what's happened. Once liquid finds itself on the output side of the shutoff it's no longer in its control. The visual effect that's seen is that liquid continues to flow, but that will only be for the remaining amount of liquid in the pipe on said port.

Then again, I am working off static images here. It'd be great if you could provide a video showing more of what's going on.

Food for thought:
Water sieves can be automated to throttle production instead of using the liquid shutoff, this will avoid this particular situation you're describing.

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Yeah, a video would've probably been better, @JRup. The screenshots were taken at different times and it didn't occur to me how confusing that would be. From what I understood from your comment you suspected it was simply backed up fluid already past the shutoff that kept flowing. And my screenshot does indeed only show that side moving. But the issue is that the shutoff keeps sending packets of fluid through.

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I am seeing the exact same bug: liquid shutoff with automation signal set to red still allowing partial flow (my consumers after the shutoff consume < the 10kg/s liquid pipe maximum). in 1 case the consumers are oil well.s in another the consumers are thimble reeds. i can also temporarily work around the bug by deconstructing and reconstructing the shutoff, but eventually the bug manifests again.

automation_overlay.jpg

pipe_overlay.jpg

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I am experiencing the same issue. 

 

In my case I have 2 shut offs in different parts of my starting asteroid that sometimes do not shut off after loading the save. They both feed petrol boilers that will catastrophically fail when the shut off doesn't shut off. One will fill completely with crude, and the other will overflow and flood the base with sour gas, if they don't shut off. So, I have made it a habit to watch them after each load. The fix is simply to deconstruct them and reconstruct them and then they work fine until the next load when they might fail again.

 

In each case the arrangement is a simple pipe of crude into the shut off, then a 2-tile pipe to a valve after the shut off to restrict the rate of flow into the boiler. There are no parallel pipes or loops involved. The shut off is controlled by the signal from a hydro sensor that is green when there is no liquid 1 tile away from where the crude drips. If that hydro sensor goes red and the shut off doesn't shut off, the boiler floods and overflows.

 

I know the pipes are correct, and not joined behind the shut off valves because I deconstruct and reconstruct the bugged-out shut offs on a regular basis. 

 

I didn't notice this happening before the recent update, but then I was building this base when the update dropped, and the boilers might not have been able to overflow yet.

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