Deep Mechanical Fluid Pump, when full, it stutters on/off - fix hysteresis (pump and engine)
Not really a bug, more of a small settings issue that causes an slightly annoying effect.
When a Deep Mechanical Fluid Pump is placed to fill a reservoir or canal, when the water level of the reservoir reaches the "full" state, the water height at which the pump needs to turn off is too close to the height at which the pump needs to turn back on. This results in the pump stuttering rapidly on/off/on/off/on/off/etc... forever until the water level change sufficiently.
This affects the water surface by making is wobble a little which could be making the situation worse but more importantly it affects the power drive readings as it is no longer possible to easily read the power consumption since the pump is constantly switching on and off and therefore the power usage jumps up/down/up/down/up/down at the same rate making it difficult to read the numbers. This effect is compounded when multiple Deep Mechanical Fluid Pump are in use.
Comments: 22
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14 Sep, '24
Gin Fuyou Admin MergedHighlighted comment
Provide a screenshot please, I fear I don't quite follow -
06 Jul, '24
nluomaI'm having a similar issue. At first, I thought I had a too-long connection between the power source and pump, but changing that doesn't affect the issue. It keeps flashing an error that the building needs power, then the error disappears, and the pump appears to be functioning. It's a little annoying, but now that I know that's what's happening, I will just ignore it.
Note: Working on the experimental branch so such errors are expected, but wanted to mention it for the developers. -
18 Aug, '24
NKThis bug also affects production. When it is toggling on/off, it drains the rest of the power network even with sufficient batteries connected, with buildings dropping to 82% power (likely -700 power split between remaining production buildings, producing a -18% across all other buildings) for a split second as (I'm assuming) it triggers on.
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10 Sep, '24
Léa Mergedi have a mechanical water pump and when the water is at floor level where I want it (full) it says it doesn't have electricity supply (which is false), then i guess evaporation comes in and it needs to work a tiny little bit so it pumps for a tenth of a second and so the "one building lacks electricity" tag at the bottom left of the screen disappears for this very short time, then the water recipient is full and the "one building lacks electricity" tag comes back. and so it's popping like that all the time.
it doesn't lack electricity, it's just that the capacity is full. -
16 Sep, '24
Léa Mergedwhen the pond behind is full, the electric system sends a signal that the water pump is lacking electricity. It is not lacking electricity.
You have to delete the signal in this situation - I guess :)
What is happening during water season is that the pond is evaporating, I guess 0.1% every one tenth of a second or so, so the pump is starting and stopping every one tenth of a second to fill the tiny difference. As a result the electrical signal is popping frantically bottom left of my screen, and of course when i'm looking at the pump it is also popping on and off.
Appearing-disappearing very fast. -
19 Sep, '24
Gin Fuyou Admin MergedThanks, got it now. Going on\off is known issue, not about power message though. I'll merge it since it's probably related
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19 Sep, '24
Gin Fuyou System"mechanical water pump sending wrong electrical signal" (suggested by <Hidden> on 2024-09-10), including upvotes (1) and comments (3), was merged into this suggestion.
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03 Oct, '24
Douglas DelbridgeSuggestion for a fix - one thing that could help with the toggling issue is have an adjustable turn on level and turn off level similar to the sluice. the logic would be like a thermostat for an ac unit fill to level .90 turn off then turn on when water drops to .80 with adjustable sliders. this will also let us creators make crazy things with the adjustable depths.
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02 Nov, '24
Gin Fuyou System"Engine power problem" (suggested by <Hidden> on 2024-10-28), including upvotes (1) and comments (1), was merged into this suggestion.
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02 Dec, '24
Andy MergedI connected 2 pumps with 2 engines each. The additional engines were for testing if the phenomenon persists. All 4 engines did not work continuosly. They stuttered.
And in consequence the pop-up warning for insufficient power is blinking.
In the same map I have 2 fermenters combined with 1 engine each. And these work as they should.
Btw. Thank you for a great game. -
04 Dec, '24
Gin Fuyou System Merged"automatic pump bug" (suggested by <Hidden> on 2024-12-01), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Dec, '24
Gin Fuyou System"Ironteeth: Engine stutters in combination with Deep Water Pump" (suggested by <Hidden> on 2024-12-02), including upvotes (2) and comments (2), was merged into this suggestion.
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08 Dec, '24
NotHatlessThis bug is perhaps more severe than you'd think at first glance - if you have the deep water pump connected to a larger power network, all of the engines in the larger network will stutter - and any other power consuming devices also connected to the network won't get any power at all. I have 3 engine, one deep water pump, and a centrifuge connected into a small (but growing) power network, and the centrifuge thinks it isn't getting ay power. Yeah, I can split the power network (and will do so to keep playing) but this does make it tough in some situations when you've centralized power and distribute it to multiple consumers.
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13 Jan, '25
Crafter917 Mergedthe mechanical fluid pump is very glitchy in my world, it stops multiple time per second as if its loosing power but it has a dedicated power source. due to this it does not seem to be moving water.
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13 Jan, '25
Gin Fuyou System"fix bug with fluid pump" (suggested by <Hidden> on 2025-01-13), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Aug, '25
Scott MergedI would like to set the fill value to .8 usually instead of the pump slamming on and off at .95 full causing power havoc. it would also be nice if they could aim to fill .1 higher than they kick on at (similar to a refrigerator or air conditioner thermostat) so it is not constantly switching on and off causing huge power surges
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13 Aug, '25
Gin Fuyou System"Allow pumps to have a fill value instead of always on" (suggested by <Hidden> on 2025-08-11), including upvotes (1) and comments (0), was merged into this suggestion.
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12 Sep, '25
Err79 MergedIn my experience the mechanical pumps tend to twitch out when the downstream depth is at their maximum (0.8 I think?). As evaporation occurs I notice that they will start/stop pumping at least once per second. Not only does it look silly, it messes with power draw calculations and is probably eating more computer resources than necessary with the constant animation toggling.
My solution/request/idea is for the mechanical pumps (and water dumps as well) to have a pair of settings: 1) Minimum downstream water depth. 2) Maximum downstream water depth.
In essence when the downstream depth is above both of the values the pump does nothing. If the downstream depth goes below the first value (the minimum) then the pump activates until it reaches the maximum depth, then it stops. No more twitching out when at the maximum depth.
It may require setting some sort of a flag related to which value was last hit to ensure the proper behavior in between the two values. I'm not a program -
12 Sep, '25
Gin Fuyou System"Mechanical Pump Variable Settings" (suggested by <Hidden> on 2025-09-12), including upvotes (1) and comments (0), was merged into this suggestion.