Flush fluids with automation?

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Locane
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Flush fluids with automation?

Post by Locane »

I'm trying to play with a solid fuel making setup that automatically selects the recipe based on the most available oil type.

I'm having trouble figuring out what the fluid pumps "filter" purpose is for - if we can't ever mix fluids to begin with, what's the point of the fluid filter?

In my testing I was able to get multiple fluids in to a line system by toggling signals manually and having the pumps turn on for the various different sources, but I couldn't figure out a way to flush the contents of the system automatically.

Is there a command somewhere I'm missing that lets me somehow automatically flush fluid contents based on a certain set of conditions?
Tertius
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Re: Flush fluids with automation?

Post by Tertius »

In case you're searching a simple custom solution just for solid fuel, I made an example for recipe switching that doesn't need to flush fluids, because it uses both inputs of the chemical plant, one for light oil and the other for petroleum: viewtopic.php?p=629758#p629758

A selection path for heavy oil isn't required, since it's more efficient to crack heavy oil to light oil than to directly use heavy oil for solid fuel. So to get rid of surplus heavy oil, don't use solid fuel but do use cracking.
Zaflis
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Re: Flush fluids with automation?

Post by Zaflis »

Locane wrote: Wed Nov 06, 2024 11:09 amI'm having trouble figuring out what the fluid pumps "filter" purpose is for - if we can't ever mix fluids to begin with, what's the point of the fluid filter?
Even if there is only 1 type of fluid at the time, you can have several filtered pumps taking different ones out to different directions.

If you want to get rid of some oil produce you can also make it into solid fuel and void the excess. That can be done using recycler or dumping it to lava or throwing off space platform (but all these only as items).
Tertius
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Re: Flush fluids with automation?

Post by Tertius »

This is a setup that naively switches to the oil with the most quantity. It does flushing previous fluids back into their tanks.

- the selector combinator determines the oil with the most quantity
- the pumps facing right activate dependent on selected oil
- the flushing pumps have a filter for their corresponding oil type and activate if their oil is NOT selected
- there is guaranteed space for flushing, because if there was no space, this would be the oil with the most quantity and thus being selected and no need to flush
- the recipe is picked by the decider combinators dependent on the selected oil type




out.mp4
(3.09 MiB) Downloaded 11 times
Flushing takes about 2-3 seconds. Could be reduced by reducing pipe volume, for example by replacing as many pipe pieces with underground pieces as possible.
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Locane
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Re: Flush fluids with automation?

Post by Locane »

Tertius wrote: Wed Nov 06, 2024 1:07 pm This is a setup that naively switches to the oil with the most quantity. It does flushing previous fluids back into their tanks.

- the selector combinator determines the oil with the most quantity
- the pumps facing right activate dependent on selected oil
- the flushing pumps have a filter for their corresponding oil type and activate if their oil is NOT selected
- there is guaranteed space for flushing, because if there was no space, this would be the oil with the most quantity and thus being selected and no need to flush
- the recipe is picked by the decider combinators dependent on the selected oil type





out.mp4

Flushing takes about 2-3 seconds. Could be reduced by reducing pipe volume, for example by replacing as many pipe pieces with underground pieces as possible.
Ahhhhhh - that's the piece I was missing; pump it back out when the recipe switches. Thank you!
myridium
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Re: Flush fluids with automation?

Post by myridium »

Tertius wrote: Wed Nov 06, 2024 1:07 pm This is a setup that naively switches to the oil with the most quantity. It does flushing previous fluids back into their tanks.

- the selector combinator determines the oil with the most quantity
- the pumps facing right activate dependent on selected oil
- the flushing pumps have a filter for their corresponding oil type and activate if their oil is NOT selected
- there is guaranteed space for flushing, because if there was no space, this would be the oil with the most quantity and thus being selected and no need to flush
- the recipe is picked by the decider combinators dependent on the selected oil type





out.mp4

Flushing takes about 2-3 seconds. Could be reduced by reducing pipe volume, for example by replacing as many pipe pieces with underground pieces as possible.
How did you make this animation...? Is this some kind of modding tool for Factorio?
Tertius
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Re: Flush fluids with automation?

Post by Tertius »

For recording, I use the Windows 11 snipping tool. The current versions are able to record videos in addition to just screenshots. The recordings are quite large, so I send them through some video compression tool before I upload to the forum. Personally, I use ffmpeg command line for this, but there are also websites that just do this - you upload a big video file and get a smaller one back.

To include the video in a forum post, use the attachments function to attach it as *.mp4 file. Click preview to preview your unfinished post. The video will appear as link in the preview. Right-click the link and copy the link destination. Click the mp4 button above the editor window to insert the mp4 link tags and insert the copied link. Preview again, and the video should be visible and playing.

In case you're asking about the checkered lab tile environment:
- Create some new freeplay map. Disable enemies and pollution. Start it.
- In the console, enter /editor twice to switch to the map editor. The "Map editor" widget appears.
- In the Map editor, switch to the surfaces tab.
- Click "Remove all entities"
- Click "Fill with lab tiles"
- enable "generate new chunks with lab tiles"
- To unlock all research, so all items are available for this sandbox, enter /cheat

As default, time is stopped in map editor. To actually make this map run like an ordinary game, click the Time tab in the map editor widget and start with clicking on the Play icon in the Speed category. This menu also enables you to single step though ticks, invaluable for debugging circuit contraptions.
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