Oxygen Not Included

Oxygen Not Included

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SpookySunday Aug 17, 2021 @ 8:51am
Oxygen diffuser automation with pressure sensor and gas element sensor
I set up an oxygen diffuser deeper down my base and wanted to stop the flickering on/off status because the pressure is at 1800g.
(I know it is not really necessary, but I want to mess around with things).

So I put a pressure sensor above it, which sends a green signal at "below 500".
That only moves the threshold down to 500 and there the flickering starts again.
So I use a buffer gate, so that the O2 diffuser starts emitting O2 at "below 500" for 120 s. In Factorio I'd use a memory buffer system, but that time trigger is actually easier.

What happens now is that sometimes a tiny little CO2 comes to the sensor. The sensor correctly measures a low pressure (100g or so) and the green signal is sent. The diffusor is on for 120 s, but that CO2 is actually a false positive.

So I wanted to put a gas element sensor combined with an AND gate. But I have to put the gas element sensor on another tile than the pressure sensor, which is really bad, because this is what is going to happen:

It will likely measure low CO2 pressure at the pressure sensor (1st green signal) and at the same time it will measure O2 at the gas element sensor (2nd green signal). The result after the AND gate will be another false positive signal for the O2 diffuser.

Is there a solution to this? :\
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Showing 1-9 of 9 comments
Thorgrimr Aug 17, 2021 @ 9:01am 
Originally posted by SpookyNooky:
What happens now is that sometimes a tiny little CO2 comes to the sensor. The sensor correctly measures a low pressure (100g or so) and the green signal is sent. The diffusor is on for 120 s, but that CO2 is actually a false positive.
maybe add a signal filter (only sends a green signal after x amount of time of getting a green signal) and set to longer than the CO2 usually is arround. maybe 3/5 seconds?

It will go something like
"pressure sensor" > "signal filter" > "Signal buffer" > "oxygen diffuser"
SpookySunday Aug 17, 2021 @ 9:20am 
Thank you! That is actually quite a simple solution and it works so far! :steamthumbsup:
I don't even need the gas element sensor and AND gate.
Love it!

https://steamcommunity.com/sharedfiles/filedetails/?id=2577564224

EDIT: I set the signal filter to 2 s, just to be sure.
Last edited by SpookySunday; Aug 17, 2021 @ 9:24am
caseyas435943 Aug 17, 2021 @ 11:40pm 
Why put a sensor on it? It automatically turns off at 1800. You get zero waste from one.

It runs when it needs to. It turns itself off when it need to.

It does it perfectly every single time.
SpookySunday Aug 18, 2021 @ 2:41am 
Originally posted by caseyas435943:
Why put a sensor on it? It automatically turns off at 1800. You get zero waste from one.
Did you read my first post? There you will find the answer to your rhetorical question.

There is more to the game than just to rush it the most efficient way possible.
You may find pleasure in building everything like everyone does, because there is this one guide or this one video which shows how things work the most easiest way.

I find pleasure in creativity and ingenuity.
caseyas435943 Aug 18, 2021 @ 10:23am 
Originally posted by SpookyNooky:
Originally posted by caseyas435943:
Why put a sensor on it? It automatically turns off at 1800. You get zero waste from one.
Did you read my first post? There you will find the answer to your rhetorical question.

There is more to the game than just to rush it the most efficient way possible.
You may find pleasure in building everything like everyone does, because there is this one guide or this one video which shows how things work the most easiest way.

I find pleasure in creativity and ingenuity.

Not being mean why build things you don't need? It has a shutoff built into it. It doesn't cost any extra stuff to build to make it work.

It's odd to build something to shut something off when it already will shut off all on it's own. This wastes nothing by doing it.

So a shutoff automation why? Just to build it? Seems a odd waste of time when the building comes with the perfect shutoff.
De Espirit Aug 18, 2021 @ 12:02pm 
Originally posted by caseyas435943:
Originally posted by SpookyNooky:
Did you read my first post? There you will find the answer to your rhetorical question.

There is more to the game than just to rush it the most efficient way possible.
You may find pleasure in building everything like everyone does, because there is this one guide or this one video which shows how things work the most easiest way.

I find pleasure in creativity and ingenuity.

Not being mean why build things you don't need? It has a shutoff built into it. It doesn't cost any extra stuff to build to make it work.

It's odd to build something to shut something off when it already will shut off all on it's own. This wastes nothing by doing it.

So a shutoff automation why? Just to build it? Seems a odd waste of time when the building comes with the perfect shutoff.
You really do need to read the OP's post. The objective is to have the diffuser turn on only when there's less than 500g of pressure, as in it's not supposed to run constantly. It's a backup in case the main oxygen line fails.

Anyway, I would suggest using a memory toggle gate, it's the best for two-threshold systems. Use the one atmo sensor to toggle green at 500g, and use another sensor to toggle red at a higher pressure, say 800g. This works better than the buffer gate, since you don't have to wait for a timer. Even if a rogue packet of CO2 sets off the low sensor, the high sensor will flip it back off immediately once the CO2 drifts away.
AlexMBrennan Aug 18, 2021 @ 12:41pm 
Even if a rogue packet of CO2 sets off the low sensor, the high sensor will flip it back off immediately once the CO2 drifts away.
But then we are back to the memory gate constantly turning on and off again which was the one thing we were trying to avoid.
De Espirit Aug 18, 2021 @ 1:05pm 
Originally posted by AlexMBrennan:
Even if a rogue packet of CO2 sets off the low sensor, the high sensor will flip it back off immediately once the CO2 drifts away.
But then we are back to the memory gate constantly turning on and off again which was the one thing we were trying to avoid.
Only if there is a packet of CO2 sitting on the low sensor constantly, which at that point even a filter gate won't help and false positives/sensor placement becomes the bigger issue. The memory gate at least guarantees that the diffuser will run for the minimal amount of time necessary, even on the small chance that the false positive does happen.
SpookySunday Aug 18, 2021 @ 1:37pm 
The memory gate / flip-flop solution is the more elegant one. That is how I regulate my heavy/light oil production in Factorio.

However, I think AlexMBrennan is right: Without a filter gate, the flip-flop device will start the flickering again when there is CO2 coming to the sensor for the reset signal. When the CO2 diffuses away, the signal will be green again.
Another filter gate should fix that.
(But maybe I am wrong here, it is late and I have to test this.)

For this scenario I stick to the solution from Thorgrimr, because I actually like to see how much O2 gets produced in 120 s. The filter gate is set to 2 s, so there is not really waiting necessary, just the time to be sure that this is not a CO2 tile. :)
Last edited by SpookySunday; Aug 18, 2021 @ 1:55pm
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Date Posted: Aug 17, 2021 @ 8:51am
Posts: 9