Beaver automators - logic triggers (control dams floodgates automatically)
I would love to be able to automate some tasks in Timberton
The most pressing for me right now would be to be able to automate lowering dams to provide water downstream.
I think it can fit in the game to have "tenders" in the game that you can give simple commands to.
Like if that specific water depth marker goes below 0.20, lower the dam one step until the depth marker is above 0.50 then raise it one step again.
Right now lowering and raising a dam based on a water depth is the only I can come up with but more automation might be relevant, and even more later
Comments: 208
-
17 Sep, '21
Thaina YuI too have similar idea. Maybe we could have a specific building that hold 1 beaver general worker. We can script or make flowchart for that beaver to runaround doing any management job in its area it could go
The depth measurement pole we build can be sensor that output it's value. And we could have script block for "go to depth pole at (21,35)" "if getvalue < 0.5" "go to target floodgate at (22,46)" "set getvalue - 0.5" something like that
Managing building on/off by season is another thing I could think of. We might script beaver that when dry season come it will go shut every water dump and some water pump to save water in reservoir -
17 Sep, '21
Thomas MergedI built a couple of floodgates, they are very useful. There should be some way to have them automatically adjust their height according to water levels.
-
17 Sep, '21
Dusty MergedDuring a drought certain buildings are undoubtedly going to become inoperable. Having a tickbox that controls whether or not a building should operate during a drought would be a massive QoL improvement for most players. It'd be applicable to; Water Wheels and water wheel-powered structures. Pumps. Flood Gates.
-
17 Sep, '21
GeneralUltra758 MergedAdd a option for pumps to not operate during droughts, either by pausing the building and freeing up a beaver or just have the beaver do nothing. This could help for dammed up water to stay for longer and keep nearby crops alive (without irrigation towers)
-
17 Sep, '21
Krufar MergedPretty sure my pumps stop during a draught by themselves...
-
17 Sep, '21
pmduda Admin"Floodgates that don't need micromanagement" (suggested by Thomas on 2021-09-17), including upvotes (2) and comments (0), was merged into this suggestion.
-
17 Sep, '21
pmduda Admin"Automated drought toggling of certain buildings." (suggested by Dusty on 2021-09-17), including upvotes (1) and comments (0), was merged into this suggestion.
-
17 Sep, '21
Yhoko Merged@Krufar: No, they only stop when the river is dry. If you keep the river hydrated the pumps will continue until it's dry - and then all plants die.
-
18 Sep, '21
Seila1111 MergedIt is a simple suggestion. When you have multiple districts it is a little annoying to keep constantly checking if you need to open one of you flood gates to provide it with water. Since there is no ingame notification if you have water pumps not working due to lack of water, or dried crops, you need to keep manually checking. Add a job for a flood gate where a beaver would check the water level of some areas (would need to use the water level device) and if it is under a lower treshold it will decrease the current height of the flood gate to allow water to pass, untill it reaches an upper threshold when it would once again close the gate. It would be nice a nice adition as well to set a max and a min permissable heights. Each gate should, ideally, sync only to the selected water level devices, this way you avoid opening a gate due to low level on a reservoir that it would not be able to fill either way.
-
18 Sep, '21
Gin Fuyou Admin"Flood gate automation" (suggested by Seila1111 on 2021-09-18), including upvotes (1) and comments (0), was merged into this suggestion.
-
18 Sep, '21
Vinny P MergedSo, my idea is to add a Floodgate Control Room; it requires a beaver to operate (so control happens only during shift time) and can be linked to one (or more) depth markers.
Players can then set 'rules' for the set of floodgates that the floodgate control room is adjacent to (re-using the code you already have from adjacent floodgates operating together), and the beaver will change the floodgates to follow those rules.
For example:
If water level @ marker 1 >= 2.5, set floodgate height to 2.5.
If water level @ marker 1 <= 1, set floodgate height to 1.
If water level @ marker 2 < 0.5, set floodgate to 0.
This keeps the water level above 1 but below 2.5, but if the water level at marker 2 gets too low, then they open the floodgate completely to prevent marker 2 from drying out. -
19 Sep, '21
Adam J LloydI agree on this, but make it super simple. I build a lot of depth markers right next to flood gates. You could have a beaver job that always goes around checking them and if its lower than x value (you set at each pole) then lower gate. Then just have if above x value raise gate (or make it y value for raise to allow space for water change) That's it. No command righting things. That's too much for someone like me to enjoy. This would help with multiple districts too. I had just had to deal with flooding that happened because i wasn't there to lower the gates at the end of dry season.
-
19 Sep, '21
NightBeing able to tie floodgates to depth markers with basic logic (and, or, greater/less than, drought status) would be helpful.
I think it would be best done with a new building employing one or two beavers to monitor depth markers and control floodgates within the district. You could link it to specific floodgates and markers, like a distribution post, then specify the conditions. -
20 Sep, '21
PopularBoatI have two solutions for floodgate automation, both requiring a beaver to work a building to set the floodgate height:
1) Ability to tie the "Dam controller" building to a water depth marker & set the floodgate to a target water depth
2) Make the "Dam controller" building have it's own depth marker similar to the deep water pump to measure water depth
I would expect a building the size of the water dump would be ideal, worked by a single beaver and only automated while worked -
20 Sep, '21
Weißbrot MergedThe title says it all, I've played the game for over 25 hours so far and i am currently in cycle 34 and the only thing which really annoys me is the manual pausing and unpausing of the over 45 waterpumps/waterdumps i have set up, an automatic way of handling this, wether its a building or a feature, would go a long way in my opinion. In the early game i really didn't mind it, but it really started taking the flow out of the game
-
20 Sep, '21
pmduda Admin"Automatic pausing of buildings and changing the height of floodgates when the dry season starts/ends" (suggested by Weißbrot on 2021-09-20), including upvotes (2) and comments (0), was merged into this suggestion.
-
20 Sep, '21
pmduda Admin"Add option for pumps to stop pumping during droughts" (suggested by GeneralUltra758 on 2021-09-17), including upvotes (5) and comments (3), was merged into this suggestion.
-
21 Sep, '21
pmduda Admin"Floodgate Control Room - beaver powered automatic floodgate control" (suggested by Vinny P on 2021-09-18), including upvotes (7) and comments (1), was merged into this suggestion.
-
21 Sep, '21
ValdoreA suggestion on how this could look visually, a lookout post with semaphore beaver on top.
Additionally, this could be expanded upon to introduce a new beaver faction, give all factions some limited automation, then a third faction has better capabilities with it, greater ranges, greater numbers of input/output combinations per building, maybe some form of signal light system. -
21 Sep, '21
traicere Mergedit would nice to be able to automic things , Like the flood gate we could Make it work together with an depth marker so when u Mark a specific level of water u want and when it goes lower then a level u dont want it to go lower at the flood gate should go open till u get the level u want , when its back where u want it it should close it self ,
-
21 Sep, '21
pmduda Admin"Automated Floodgates" (suggested by traicere on 2021-09-21), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Sep, '21
Zonaroh MergedBasically, make an improved version of the floodgates that uses power to let the floodgates sink as the water level sinks in the dry season. This way you're not forced to manually move the floodgates and babysit them during the start of the dry season. Or make Dams that control the flow speed of water through them to conserve water movement much better in the dry season.
-
22 Sep, '21
OfficialNecroI really like all these suggestion, the concept of beaver automation sounds pretty good and fits with the game. The only challenge will be implementing it so that it doesn't required a degree in computer science to operate xD
-
22 Sep, '21
Benjamin Twist Mergedsuper loved the game. Would enjoy it if there was automation technology to unlock, e.g. auto-pause buildings based on how much water is around, auto raise/lower floodgates depending on weather or depending on height of water
keep up the great work :) -
22 Sep, '21
Gin Fuyou Admin"Automated Floodgates/Dams" (suggested by Zonaroh on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Sep, '21
Gin Fuyou Admin"automation please :)" (suggested by Benjamin Twist on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Sep, '21
DojandoHere is my idea on how to implement this feature:
I would like to have a new job. The Gate Keeper. He will have a range in which he will set the Floodgates depending on the water level before or after the floodgates. A Water meter is needed that you can set to a specific number.
If the water meter is above or below a certain point, the Gate Keeper will open/close a floodgate to a specified level.
Yeah its a bit more complicated but something like that would be soooo awesome and I can spend much more time building instead of managing huge water reservoirs. -
22 Sep, '21
beaverbob Mergedautomatically adjust floodgate bank to keep depth at certain referenced depth marker to at certain level, ie below flooding
-
23 Sep, '21
Ncc1702I really like the semaphore flag idea!
I could see a 1*2 footprint building that is 3 high with a watch tower like the forester and would require two beavers to work it.
One building would be the reader and another the actor. The reader would have the semaphore beaver on top and another that would run around looking at the monitored building. The actor would have a beaver on top looking around like the forester with the other running to conduct the set action
One could program the reader to transmit a number or true false to the actor building. -
23 Sep, '21
Gin Fuyou Admin"auto floodgate" (suggested by beaverbob on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
-
24 Sep, '21
berni1212 MergedBuildings : Gate Keeper Hut
Job: His job is it to Automatic open/Close Gates.
How it should work:
The Gate Keeper will open and Close gates on the set Depth.
He will check the Depth markers you asgin him too and Will open / close the Gate on the Level of the marker :)
Pro: Auto opens gates and closes them
Cons: because he has to run too the location where the Marker is to check it he can cause Floodage or a Drain of your Storage Area :)
Greetings
berni1212 -
25 Sep, '21
Chris MergedAdd a building in which an employed beaver changes floodgate heights automatically. Can add scheduled height changes based on time to/from season transition and water level (if they can path next to a water level marker, and of course to one of the floodgates). These orders can have a priority list so they are not conflicting with one another. Current floodgate management with multiple reservoir terraces can be time-intensive and time-sensitive, and some automation would be much appreciated.
-
25 Sep, '21
Gin Fuyou Admin"Gate Keeper" (suggested by berni1212 on 2021-09-24), including upvotes (1) and comments (0), was merged into this suggestion.
-
25 Sep, '21
Gin Fuyou Admin"Dam management building" (suggested by Chris on 2021-09-25), including upvotes (1) and comments (0), was merged into this suggestion.
-
27 Sep, '21
Zulius MergedA building that can process some type of logic, based on other buildings metrics.
A beaver is assigned to the Control House and is responsible to check on a depth marker, and if it is below a certain level, the beaver will go to some selected water pumps and pause them to consume less water and free up some beavers to work on other stuff. If the water is above a certain level again then the beaver will unpause the pumps.
This can work with more buildings, if a log pile is full, then the control beaver can go and pause lumberjack flags. If log pile is less than 20%, then the flags will work again.
If population > 100 {pause breeding pod}
etc...
There are already suggestions on controlling multiple buildings at once, but I think employing a beaver for automation is a good trade off and there is also a charm when a beaver goes to each building individually and gives news to the worker that they are now unemployed. Maybe a bit harsh, but true to life if anything. -
27 Sep, '21
Arthur Niculitcheff MergedManaging a group of like dozen floodgates in a river basin can get pretty complex. The game should add Floodgate Automation to ease the burden.
Floodgates levels should be able to be raised/lowered a increment, or to go to a certain level when some conditions are met, like:
Time of day (so you only let water flow to waterwheels when your beavers are working)
Power Threshhold in a network (so you only let water flow to waterwheels when your windmills/thermomill are down)
Water Level at some measuring rod (So you can refill emptying reservoirs for beavers pumps and agriculture, or prevent a emptying reservoir from suplying water downstream, or relieve an overflowing reservoir to a specific place) -
27 Sep, '21
ExceededMerlin MergedLike open gate when below certain level, close when above. Perhaps requires worker to staff the gate.
-
28 Sep, '21
Eliot MergedCurrently when a drought occurs you have to pause the game and manually switch off pumps and raise your floodgates. Maybe you could have some sort of admin office that watches out for different triggers within a district (The start/end of drought, [x] number of buildings getting flooded, buildings not receiving power, [x] number of unmanned jobs, water depth marker falling below [x] etc).
When one of these things is triggered, the admin beaver would travel to the district building to drop off orders that you have specified, such as turning on/off buildings or raising/lowering floodgates to a certain height. The worker beavers will then travel to the buildings to carry out the orders. -
28 Sep, '21
Gin Fuyou Admin"Control House (Simple Logic to Start and Pause Multiple Buildings)" (suggested by Zulius on 2021-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
-
28 Sep, '21
MaxLebMaybe it could be a new "faction" that knows automation or at least has the "Control House" building.
-
28 Sep, '21
Gin Fuyou Admin"Floodgates Automation" (suggested by Arthur Niculitcheff on 2021-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
-
28 Sep, '21
Michael MergedWe could use some simple automation in the game to make some tasks a lot better.
It could use a simple trigger/action system.
So some trigger systems could be:
- trigger on dry/wet season start
- trigger on depth marker reach certain depth
- trigger on certain population reached in district
and with those triggers you could activate actions like
- set floodgate to height
- start/pause buildings
A way I could see this done is with for example an "automation hut" with a single beaver worker, then in the UI for the automation hut you can select the trigger: season, population, building.
and then you can select the building you want something to do based on the trigger. -
28 Sep, '21
Gin Fuyou Admin"Administration office to add automation to your beavers workflow (mid to late game)" (suggested by Eliot on 2021-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
-
28 Sep, '21
petrock9929 MergedSo far my favorite part of the game is building elaborate series of dams and locks to create long-lasting water supplies. While the depth meters are nice to be able see for myself how deep the water is, they don't seem to be as useful as they could be. It would be really cool if the floodgates could receive input(s) from these depth markers and use that to set the floodgate height. Perhaps there could be a sort of dam controller building that requires a beaver to operate, which would then let you set which meter(s) controls the set of floodgates, and depth cutoffs/logic for the floodgate height. This would also mean that the player wouldn't have to constantly adjust upstream floodgates to ensure that riverbeds don't run dry during the dry season. While that sort of manual water control may be seen as a key challenge of the game, setting an automated system could be just as challenging and extremely rewarding when done right.
-
29 Sep, '21
chan3 MergedBasically something akin to red stone signal in minecraft or factorio circuit network. Maybe some kind of mechanical computing mechanism would fit the theme better but I don't know how those would work, whereas a analog/digital circuit system would be straight forward to implement and interact with.
-
29 Sep, '21
Baer MergedRight now the floodgates are really nice to use, but they are limited because the more complicated the build, the more micromanagement it needs
My suggestion is a dam operator hut where a beaver will operate the floodgate (link floodgate with a depth meter). You can set a maximum and minimum water level, and the dam operator will open or close the floodgate accordingly
This will make reservoirs and canals much more attractive -
29 Sep, '21
UndeadFrog MergedEssentially combine the depth marker with the floodgate.
Allow the player to set a desired depth. When the current depth drops below the desired depth, the flood gate slowly opens, then as the water rises back up the flood gate begins to close.
Would probably require smaller increments within the floodgates to have a smoother transition. -
29 Sep, '21
EmielI'll add to this thread as it's close to my suggestion:
Building: Dam command/control post
Purpose: Automate dams through physical beaver operation
Mechanic:
- Control post is coupled to:
inputs: water depth markers, (weather stations, clocks, if added)
outputs: dams and other controllable structures
- Simple rules are created to link inputs to output:
prio1: when drought in progress -> set dam to 2m
prio2: when water depth <0.5m -> set dam to 1m
prio3: when night -> set dam height to 2m
- Higher priority rule will overrule a lower priority rule
- Worker beavers will visit the inputs and output during their work shift to take readings and adjust the level of the dams. If no readings are taken by the beavers, the control post will not update. This will make the mechanic fell less like 'instant automation magic', and more like an interesting and useful activity by the beavers that will also be fun to observe.
- Night shifts? -
29 Sep, '21
Gin Fuyou Admin"Water depth meter trigger floodgate/action" (suggested by ExceededMerlin on 2021-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
-
29 Sep, '21
Gin Fuyou Admin"Automatically control floodgates using water depth meters" (suggested by petrock9929 on 2021-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
-
29 Sep, '21
Gin Fuyou Admin"Automation" (suggested by Michael on 2021-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
-
29 Sep, '21
Gin Fuyou Admin"Depth controlled flood gate" (suggested by UndeadFrog on 2021-09-29), including upvotes (1) and comments (0), was merged into this suggestion.
-
29 Sep, '21
Gin Fuyou Admin"A circuit system that allows for automated control of buildings based on inputs." (suggested by chan3 on 2021-09-29), including upvotes (1) and comments (0), was merged into this suggestion.
-
29 Sep, '21
Gin Fuyou Admin"A dam operator hut" (suggested by Baer on 2021-09-29), including upvotes (1) and comments (0), was merged into this suggestion.
-
29 Sep, '21
MeTwothey could also turn on and of breeder pots cuz population manegement with ironteeth is an absolute pain
-
02 Oct, '21
FreddieI can imagine some type of hydropower station being possible in the late game, with wind power pumping water into a reservoir and then floodgates letting the water out to power turbines. Perhaps this could be achieve by somehow being able to control the flowrate of a dam not just it's height?
-
02 Oct, '21
NetherdanGood idea! Maybe a "Switch" building sub-category under Science that would all take 1 block and have a configurable output depending on the building it's attached to.
I could see how you could have different types of switches based on water level, the power being on/off in a building or a shaft, or even soil fertility! You could have them raising/lowering gates or pausing/unpausing buildings. Maybe also have wooden axles/rods to transfer an action farther away.
You could even have a Useless Machine kind of switch that satisfies Fun for a single beaver. Imagine a beaver just passes by it and flip the switch just for a wooden arm pop out and turn itself off!
This are all huge upgrades in quality of life, so maybe it could be locked under a science oriented faction -
04 Oct, '21
PsychoticLime MergedFor example: Water Pumps could have a "Link to Depth Marker" feature. When linked to a DM, a WP will display an additional text box of the form "Pump water when level is [above / below] [number / slider]". This automates the boring task of switching on and off WPs during dry seasons.
Other buildings which could benefit from a "Link to Depth Marker" feature: Water Dumps, maybe Floodgates too? -
05 Oct, '21
Thelightcosine MergedIt would be great to be able to trigger events off of the depth marker. Turning water pumps on/off, raising/lowering floodgates, etc. it could even require a beaver to do the work.
-
05 Oct, '21
pmduda Admin"Set Buildings automatically on Pause when Dry Season Starts or Ends" (suggested by Losnachos on 2021-10-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
05 Oct, '21
pmduda Admin"Automatic Floodgates set with DepthMarker" (suggested by Losnachos on 2021-10-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
05 Oct, '21
Tonton Sancho MergedExample of in-game implementation:
1- Place a water lock keeper hut near a water lock.
2- Open this hut options, select a water a gauge and link it to this hut.
3- Set an action [open] or [close] lock, select a condition [lower than] or [greater than] select an amout [0 - <water gauge max>]. -
05 Oct, '21
Gin Fuyou Admin"Water lock keeper job to automate closing/opening water lock" (suggested by Tonton Sancho on 2021-10-05), including upvotes (1) and comments (0), was merged into this suggestion.
-
06 Oct, '21
Gin Fuyou Admin"Using depth marker to automate simple tasks" (suggested by PsychoticLime on 2021-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
-
06 Oct, '21
Gin Fuyou Admin"Trigger events from depth marker" (suggested by Thelightcosine on 2021-10-05), including upvotes (1) and comments (0), was merged into this suggestion.
-
07 Oct, '21
Gordon Higginson MergedIt would be great to have a module you could unlock (Science) that would link the floodgates to the water level indicator. Which would automatically lower flood gates to keep water flowing out of dam Eg: always keep floodgates half a step lower than water level, with the option to disable it in game. Also would love to see more colourful items added to decorate your towns.
All in all I love this game its so addictive -
08 Oct, '21
Gin Fuyou Admin"Flood gate module & decorations" (suggested by Gordon Higginson on 2021-10-07), including upvotes (1) and comments (0), was merged into this suggestion.
-
09 Oct, '21
Gin Fuyou Admin"Flood Gate Automation with Depth water measurement" (suggested by Firza Gustama on 2021-10-08), including upvotes (1) and comments (0), was merged into this suggestion.
-
10 Oct, '21
RichardI *nearly* asked that they include some sort of automation, similar to Factorio, but this is a world where smart automation tech doesn't exist... so my next thought was: delegating tasks to beavers.
An expansion on this would be scheduling, i.e. some majestic creature has to go and raise floodgate "B" to 2m when the dry season starts.
Further to other suggestions, said paragon of productivity could be tasked with monitoring water level gauges and taking certain actions. As far as a game mechanic goes, it could be as simple as allowing a task to be created for an object (i.e. a floodgate) to take a certain action ("set to height") when a certain measurement (i.e. "water gauge A") hits a certain level, and then it's fulfilled (or not) based on whether there are any idle workers around. -
11 Oct, '21
Rhys Perkins MergedIt would be really nice if you could link floodgates to depth gauges. A really simple start to more advanced logic. it would simply save me the micromanagement of lowering my dam throughout the dry season to conserve water while keeping power to buildings.
Similarly it would also be really appreciated to be able to have floodgates toggle between the above behaviour and go to a set level while beavers aren't working. This could be implemented in a couple of different ways either linked directly to the working day or alternatively and slightly more useful; if the power draw on a network wasn't set by which buildings were unpaused but rather by which buildings would actually use the power if available, have the ability to link a floodgate to a set power level desired by a network. This would ideally recognise unstaffed due to lack of beavers or night time.
Being able to list these conditions in an order of priority would allow for better automation. -
12 Oct, '21
Gin Fuyou Admin"Logic conditions for floodgates" (suggested by Rhys Perkins on 2021-10-11), including upvotes (1) and comments (0), was merged into this suggestion.
-
13 Oct, '21
AaronI'd like to add a couple things to this:
- Allow automation to accept a variety of inputs such as depth markers, power meters, warehouse contents, and etc; and to provide different outputs such as floodgate management, enabling/disabling various entities, etc.
- If this is too overdone, though, the game would turn into more of an automation game; automation should be resource/beaver/power intensive to limit its use to critical functions such as floodgate control. Also, it should be locked behind lots of research, since it would probably make the most sense as an endgame option. -
17 Oct, '21
Cyber MergedWhen a player gets to the end-game state they don't need to worry about food, water or resources. At this point (If you don't restart) the main goal is usually to simply expand, to try and cover as much land as possible in districts and buildings. You might also try and make advanced systems to try and do some specific things. For example I made a manual wave system using floodgates. But as I said it was manual. That is why I think a "Logistics building" would be a great addition to the game, the building would employ beavers to do things only the player can do at a specific time. This would work like "When x do y". For example they could pause a building (that requires power) during the dry season, and than unpause it when the dry season ends. They could also set floodgates to specific levels.
-
17 Oct, '21
Gin Fuyou Admin"Logistics building" (suggested by Cyber on 2021-10-17), including upvotes (1) and comments (0), was merged into this suggestion.
-
17 Oct, '21
Gin Fuyou AdminCyber, it's not what "logistics" is about, but here is the topic that is just about that.
-
24 Oct, '21
Alex MergedI'd love to be able to do some programming with water and floodgates. A further expansion on the idea could even distribute power or resources. Though maybe that's what Iron Teeth do? I haven't unlocked them yet. I was just thinking about how neat it'd be!
-
24 Oct, '21
Gin Fuyou Admin"Logic Blocks and Sensors" (suggested by Alex on 2021-10-24), including upvotes (1) and comments (0), was merged into this suggestion.
-
29 Oct, '21
FoxI love this idea. Would be a great late game thing to unlock, as especially when managing several districts it becomes hard to keep track of multiple levels of floodgates and such each time the season changes.
However, I'd want this to either be very difficult to earn, or for there to still be some kind of way you have to interact with it. I don't want this so automated that I can just sit back and watch and everything takes care of itself, unless there's new things to keep watch over at that point. -
30 Oct, '21
Dario MergedI would love the option to give some rules linked to the water level.
I.e. when water level is low (1) before the gate it can stay high (2.5) but if level becomes high (2.8 or 3) i want to lower the gate (2) to prevent a flood.
so like a set of rules like if height is equal, lower or higher to something, set this height -
01 Nov, '21
Gin Fuyou Admin"link water gates with water measure" (suggested by Dario on 2021-10-30), including upvotes (1) and comments (0), was merged into this suggestion.
-
03 Nov, '21
ryan MergedIt would be nice to have some tech like a drought switch that turns on and off depending on drought conditions and also light sensors that could be hooked to flood gates. Drought switch turns on during drought and it activates the light sensors so you can automate flow control during drought would be great. Also rain and dealing with flood could be an extra challenge. Not even sure if that's in the game just playing on normal difficulty for now and great job,BRAVO to your team thanks everyone who put their time and effort into this great creation.
-
03 Nov, '21
Gin Fuyou Admin"suggestion for an already amazing game!" (suggested by ryan on 2021-11-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
06 Nov, '21
frisco MergedGive floodgates a check box for whether you want them to automatically close during a drought.
Would allow for less micromanagement while still meaning players can have floodgates that are part of an internal system remain open. -
06 Nov, '21
Gin Fuyou Admin"Floodgates automatically close during drought" (suggested by frisco on 2021-11-06), including upvotes (1) and comments (0), was merged into this suggestion.
-
08 Nov, '21
mrfooglesComing from Factorio and Rimworld, management games need automation once they scale up. If you have 10 or so buildings, manually pausing-unpausing is fine, but with 100 buildings it's a nightmare (not that I'm there yet.)
-
22 Nov, '21
Shukumei MergedCan we have floodgates that rise and lower depending on the time of day?
-
22 Nov, '21
Quantumit would be nice to have a building that would let you set rules for managing the colony I would like to turn buildings on and off, such as
farms, water pumps, inventor huts, and any building that uses power
I would also like to control the height of flood gates
these buildings would turn on / off or in the case of flood gates raise up/ down depending on
season, amount of stored resources, dam level or a power networks supply/ demand.
here are some examples of rules that would be very useful for late game players
if logs < 5000 then pause lumberjack flags
if logs < 5000 then pause forester
if water level > 0.5 then lower flood gate X 0.5
if wet season then pause inventor
if dry season then un pause inventors
is dry season approaching then change flood gate to 3
if unemployed = 0 then pause hauling post
I don't expect these things to just happen for free, I imaging beavers that work in the new building would need to travel in order to make a change -
22 Nov, '21
Gin Fuyou Admin"Timed Floodgates" (suggested by Shukumei on 2021-11-22), including upvotes (1) and comments (0), was merged into this suggestion.
-
26 Nov, '21
Nedaim Merged.. could be used to keep aquatic farms wet or to build batteries in dry areas (huge water consumption to HP)
-
28 Nov, '21
Gin Fuyou Admin"Automated Watergates that react to min. max. waterlevels" (suggested by Nedaim on 2021-11-26), including upvotes (1) and comments (0), was merged into this suggestion.
-
30 Nov, '21
Not AfterCrow MergedSuggestion from Hexen-Feldarzt on Steam:
"If there were an option availabe by clicking on a flood gate, left of the typical eye-icon, I think this kind of management would engage and help players to build up more complex mechanisms without making players to have micromanage every floodgame by hand :)" -
01 Dec, '21
SirMichael Admin"Floodgate Manager" (suggested by Not AfterCrow on 2021-11-30), including upvotes (1) and comments (0), was merged into this suggestion.
-
03 Dec, '21
Svetressito MergedSomething like a hut were you can put a beaver to automatically perform actions during set conditions, like for example lowering flood gates when the water stops flowing over them, pausing flags when their inventory is full or yelling like a madman when the one PUMPING THE FREKIN WATER HAS DIED!!! ... im not sour about it.. just putting it out there..
-
03 Dec, '21
Rémy Bretin MergedLinking depth marker to floodgate: currently, the depth marker is pretty useless. Just use your eyes and it will do the same job for free.
One way to make depth marker useful would be to link them to a floodgate: when the water level is at X put the floodgate at A. When the water level is at Y put the floodgate at B. With as many thresholds we would need.
With that it would possible to leave the game unpaused and manage to floodgate level automatically depending on the weather. -
04 Dec, '21
Gin Fuyou Admin"Automation" (suggested by Svetressito on 2021-12-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
04 Dec, '21
Gin Fuyou Admin"Linking depth marker to floodgate level" (suggested by Rémy Bretin on 2021-12-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
05 Dec, '21
crotch69 MergedNot sure if this is planned or already suggested, I just played a couple of hours. It would be nice if there was a feature that lets me automatically adjust floodgates so I get a constant stream of water as long as there's enough water in my reservoirs available.
Reason: I just build everything up and then accidently dumped all my saved water because I forgot to readjust the height.
best regards and keep up the good work! -
06 Dec, '21
Gin Fuyou Admin"Automated adjustment of dam height/floodgate" (suggested by crotch69 on 2021-12-05), including upvotes (1) and comments (0), was merged into this suggestion.
-
18 Dec, '21
KamI think a new labor work station would work. Maybe a tall, 1x1 or 1x2 Watchtower with a limited range? Players add a Work Order & select 2 buildings (similar to adding a Route in the Distrib/Drop-Off system), create an If-Then statement between them (EG: If Stream Gauge water height is <0.5, Then set Water Pump to Pause, etc), and let the employed beavers automate from there.
Could have multiple tiers with increased range &/or multiple work orders. That way players can choose to spam cheap versions or just consolidate.
Towers with overlapping ranges could affect the same buildings in order to 'chain' operations together. Direct conflicts get a warning and halt progress until resolved. Maybe players could also set priority levels per work order to organize and set up failsafes?
Players might use the multiple height states of floodgates to cheese things, so a cheaper object with more states could fill the niche instead— maybe color coded flags / smoke signals, depending on faction? -
24 Dec, '21
Michael Gitter MergedTo get lower water levels automated wit a defined water level stable add pairing of a indicator with a higher variable dam. So if the water level is too low the dam lowers until this level is reached.
-
25 Dec, '21
Gin Fuyou Admin"Pair water level indicator with dam" (suggested by Michael Gitter on 2021-12-24), including upvotes (1) and comments (0), was merged into this suggestion.
-
25 Dec, '21
Bogdan Soldan MergedHello,
It would be great if the flooding gates would have an option to open and close and specific levels at certain times. :) -
25 Dec, '21
Gin Fuyou Admin"Flood gates timing option" (suggested by Bogdan Soldan on 2021-12-25), including upvotes (1) and comments (0), was merged into this suggestion.
-
26 Dec, '21
Simaris MergedI really like to have dams which can operate autonomously to keep a steady stream of water flowing, maybe even dependent on daytime. I have a bunch of water wheels which provide power to buiildings, but at night... well that power is not needed since the buildings arent staffed anymore.
It would reduce micromanagement to manually adjust the dam on water level/daytime a lot.
Maybe it needs a beaver to operate it, would be fine for me. -
26 Dec, '21
Gin Fuyou Admin"Automated/Staffed Dams" (suggested by Simaris on 2021-12-26), including upvotes (1) and comments (0), was merged into this suggestion.
-
02 Jan, '22
sunyudaiI just wanted to gather a list of mentioned triggers and actions (mine plus those from the thread)
Possible triggers
- [Item] in district above or below [#] threshold
- Is or is not during drought season
- Is day or night
- Reading the water level from depth gauges
- Reading the power level from a power network (possible new building there? "Power gauge?")
- Current population above/below threshold (total population, # adults, # unemployed, # homeless)
Possible actions
- Pause/unpause a building
- Setting floodgate levels
- Connect/disconnect the power network (possible new building? A "Switch Shaft" or such?)
How this might work:
- Just happens automatically as a property of the building.
- A 'watchtower' type building with limited that causes the actions to happen automatically when a beaver is staffing it.
- An office with one or more beavers where, when a condition is triggered, the beaver walks to the building to apply the action. (I vote this one with 6 staff) -
07 Jan, '22
VogelseucheI had some thoughts about automation as well and how to make them more beaver-ish:
How about using swimmers (or the steam gauge) as sensors for water height, ropes as automation lines (they get pulled by the sensors when the water level drops below a certain level) and levers for "AND" (if both incoming ropes pull the level, the exiting rope gets pulled) "NOT" "OR" "XOR" etc.? -
11 Jan, '22
WojtekRight after I've built my first few windmills I've started hoping for that, as it would allow me to actually stabilize the power from them with a pump and a reservoir with water wheels.
With that in mind I wanted to add suggestions (some were already mentioned in similar form here):
- Ability to read the power in grid from a shaft or special shaft object with some kind of measuring instrument
- Another shaft object, that would turn on/off based on a received signal
- Anility to read the amount of resources from storage buildings
- Ability to read amount of beavers/adults/children from District Center (allowing the Iron Tooth to control population growth easier)
Visually maybe the signal could be passed as a pressure through some kind of pipes? This could be send a received by separate buildings, thus increasing the science cost of highly usefull and powerfull tool. -
17 Jan, '22
robbotic MergedAdd two late game buildings:
Signal Tower - allows beavers to check nearby Stream Gauges and signal (perhaps with little semaphore flags) to control towers to change Floodgate levels.
Floodgate Control Tower - allows beavers to receive signals from Signal Towers and change nearby Floodgates based on rules set by the player.
For eg, Signal Tower A has detected that Stream Gauge B has a value greater than 1.0, sends a signal upstream to Floodgate Control Tower C to close Floodgate D and open Floodgate E, diverting water into a different stream, thus stopping a potential flood.
This would allow further depth to the late game by allowing players to fully automate water storage and release during droughts etc. This also adds more jobs for beavers to fill, adding more late game reasons to house/feed/water more population. -
17 Jan, '22
G3NTs MergedGoal: adding logistic operators in the form of buildings to operate more complex water systems. it adds an extra thing to do once you are in the end game. good examples: barotrauma, minecraft (redstone), factorio.
-
17 Jan, '22
Gin Fuyou Admin"Add "signal" and "floodgate control" towers to allow beavers to automate water flow." (suggested by robbotic on 2022-01-17), including upvotes (1) and comments (0), was merged into this suggestion.
-
17 Jan, '22
Gin Fuyou Admin"Logic Operators (water or electricity controlled)" (suggested by G3NTs on 2022-01-17), including upvotes (1) and comments (0), was merged into this suggestion.
-
03 Feb, '22
Baum MergedWe desperately need that dam gates automatically close, when a lower level is filled to 0,5 for the aquatic plants. For example a string attached to a trigger, that closes the gate at a predefined high point and opens at a low point.
Now aquatic plant farms have to be in the mainstream, otherwise the power gets redistributed.
Close dam when another level is filled and triggers the dam automatically. -
04 Feb, '22
Nick Mergedhttps://www.energy.gov/eere/water/pumped-storage-hydropower
Basically it would be a pump/water wheel combo building. When the power grid has a surplus of power it pumps water up. When there is a deficit it lets water run down through it to generate power. Power storage without batteries. Could be a faction specific building for the more tech savvy beaver. -
04 Feb, '22
Gin Fuyou Admin"Automatic Watergate" (suggested by Baum on 2022-02-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
04 Feb, '22
Gin Fuyou Admin MergedNick, I'm merging this suggestion into automation thread, because I don't really see need at the moment in building that duplicates existing ones in game, and aside from that it's down to automating floodgate control.
-
04 Feb, '22
Gin Fuyou Admin"Suggestion Pumped Storage Hydro" (suggested by Nick on 2022-02-04), including upvotes (1) and comments (1), was merged into this suggestion.
-
11 Feb, '22
TTJWhat I would consider very useful is a floodgate which has attached to its front a floating block for measuring water level. If water level X is reached, the floodgate automatically closes. If it is below, the gate automatically opens. The player uses a slider to set height X relative to the ground level of the floodgate.
-
12 Feb, '22
RadCat MergedIt would be great if we could have some sort of logic to connect things like depth gauges and floodgates. At the moment I need to monitor them manually in a couple of places, which is frustrating. Perhaps if we could have a building which can be connected to the floodgate, manned by a beaver, and connected to a depth gauge, which would then operate the floodgate to keep the water at the desired depth.
-
13 Feb, '22
Gin Fuyou Admin"New building to monitor water level and adjust floodgates as needed" (suggested by RadCat on 2022-02-12), including upvotes (1) and comments (0), was merged into this suggestion.
-
18 Feb, '22
Ikke MergedBasically, a way to automate dam management using water gauges and floodgates. I.e. if water is below X, lower floodgate(s) By -.05. If water is above Y, raise floodgate(s) to Z. If current is below A, activate pump B.
This could be some sort of job / building of a beaver checking gauges and running to the floodgates or something. -
18 Feb, '22
Gin Fuyou Admin"Dam Automation (manager Job/Building)" (suggested by Ikke on 2022-02-18), including upvotes (1) and comments (0), was merged into this suggestion.
-
20 Feb, '22
Mark TaylorI had the same idea, but I'd want them for just about every building, but most importantly, anything water-related. Early-game, if you miss turning off some pumps during the dry season, you'll loose all the water you've bottled-up and your crops die. Then Beavers die. its a vicious cycle. LOL
-
03 Mar, '22
Iluvalar MergedIt boils down to this :
Design the game so it can be "completed" on cycle 1 day 1 on pause. Here is why...
I have nothing about micromanagement... controlling the flood gate, sending migrants from one place to the next ,turning on and off various jobs to maximize your days and so on... But I think there should be sub-optimal options available for players who would like to fully automate a part of their map.
It doesn't matter if it would cost more wood. waste time to travel, require more jobs, produce less etc... Actually I think it should have disadvantage vs an active player. But I think the game should not require an "active" player. Simply planning the buildings and roads and looking at the whole game unfold should be possible. Not optimal by any mean, but possible.
No mandatory micromanagement.
Ideas : better floodgates, workers who change jobs, help prevent collapse of district by migration/better trade system, etc...
Do not expect the player to be there at all... -
05 Mar, '22
Gin Fuyou Admin"Automation (but I don't mean necessarily machines)" (suggested by Iluvalar on 2022-03-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
14 Mar, '22
ooN MergedMy idea would be adding events for the dams like: "if the water is above THIS level (allready built-in measureing bar) open the gate to THIS level. I find Isaacs idea (https://forums.mechanistry.com/topic/3187-a-damflood-gate-control-house/) interesting. If you could add his control building for adding events in the game, this would be amazing in my opinion. Stay hydrated
-
15 Mar, '22
Gin Fuyou Admin"Control building (Isaac on Feb 06)" (suggested by ooN on 2022-03-14), including upvotes (1) and comments (0), was merged into this suggestion.
-
20 Mar, '22
David Mergedhave the steam gauge connect to a mechanical water pump to be able to turn the pump off when the gauge hits a certain level and turn back on when the level falls below the setting
-
20 Mar, '22
Gin Fuyou Admin"make steam gauge to be able to connect to mechanical water pump" (suggested by David on 2022-03-20), including upvotes (1) and comments (0), was merged into this suggestion.
-
28 Mar, '22
JonasThis, this would be incredible!
At the current state of the game micromanaging flood gates gets very annoying very quickly. And unfortunately micromanaging flood gates is essential for:
- Playing hard mode as Folktails, because the water pump depth restriction.
- Farming water plants, because they drown if the water is too high or low (very very tedious to micromanage).
- Irrigation canals where the main water reservoir is usually much higher, but the canals have to be regularly flooded so they don't dry out.
- Lidos which especially in hard mode are only active during the wet season.
I really like the previously mentioned idea where the controlled flood gate would be a one beaver job, where you can set the desired logical condition for flooding. For water plants especially helpful logic would be something like "pass water through until the output depth is greater or equal to 1". This would keep the water level consistently at 1.
Greetings from a fellow dam enjoyer -
11 Apr, '22
ISAWHIM MergedThere is a water height marker, but I have found no way to use it for anything useful. If it was an automation element, it could control a flood-gate to "sustain a level" or "sustain a flow", or the reverse.
If we had pause/activate on drought... Many buildings could be freed to have workers do other things in that time. (Run backup power, stop non-essentials, balance-out storage, etc.)
The biggest thing would be the ability to use pumped water, into a reservoir, as a form of "battery storage unit". Wind power, for instance, could pump water up, so it can be used in droughts, for the water power. (A water-pump windmill, not a power windmill. But that would also work too, horribly.)
Also, production-limits for when storage reaches capacity. So more items are not being produced and the workers stop working until storage drops below a set level again. (Anything that reduces the number of workers, so the game has less to think about, is a good thing.) -
11 Apr, '22
Gin Fuyou Admin"Some kind of automation and "pause on drought" or "activate on drought" settings." (suggested by ISAWHIM on 2022-04-11), including upvotes (1) and comments (0), was merged into this suggestion.
-
18 Apr, '22
Ryan Gibson MergedThis would be a 2x2 or 2x3 building to be placed in a riverbed to integrate with a dam.
1. Can be built on dam tiles or ground.
2. Requires a worker to actuate valves/gates, loss of worker or lack of worker leaves building and valves set in current position.
3. Uses current sluice gate system for valves, (2 valves/gates, 1 tile high with 3 settings 0 .5 and 1.)
*this would allow 4 flow control settings per building
4. on the end with the valves allow building on top, to integrate with the dam wall.
I have seen many requests for ability for finer control of water, this is simply allows the creation of a (flow through dam) with controls on the amount of water allowed to go downstream, which is often used in flood prone areas for flood control. This setup should integrate into the current game system seamlessly for both water control and power production in an end game setup.
I would recommend materials as Logs, Wood Planks, and Gears.
A large version would use metal and be -
19 Apr, '22
Gin Fuyou Admin"Water Flow Control Building" (suggested by Ryan Gibson on 2022-04-18), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Apr, '22
RayneThis is a high priority.
It would be cool if it could be linked to depth markers, wind gauges, etc.
Also, being able to build logic circuits might help a lot. -
01 May, '22
RustyDanger MergedUsing the same interface as the distribution post - I suggest a dam administrator hut which employs a dam administrator to open and close floodgates. From the administration hut's interface, one could select an existing depth marker, then set the height condition above or below a certain height and then select a floodgate and the height you want if the condition is met.
The damn administrator would need to physically walk to in range of the floodgate to operate it. Floodgates that are not accessible will be marked as such. This ads an extra engineering dynamic to the game, which if done well would not require player supervision. -
02 May, '22
Gin Fuyou Admin"Dam Administrator Hut : Smart Flood gates" (suggested by RustyDanger on 2022-05-01), including upvotes (1) and comments (0), was merged into this suggestion.
-
06 May, '22
Saucy MergedIf you're kind to your beavers you don't make them work all the time. And when they're not working they're not being productive, this is especially the case at night. Unlock a technology where dam gates will auto lower and raise at night and during the day. This way you're
saving water for the water generating power wheels when the beavers can work, and shutting down at night. -
06 May, '22
Gin Fuyou Admin"Unlock the ability have automatic gate raise/lower and day and night." (suggested by Saucy on 2022-05-06), including upvotes (1) and comments (0), was merged into this suggestion.
-
15 May, '22
Tim MergedHave the possibility of mechanizing its locks so that they can adjust themselves automatically (and that they calculate until time 0 to close)
-
15 May, '22
Gin Fuyou Admin"automatic locks" (suggested by Tim on 2022-05-15), including upvotes (1) and comments (0), was merged into this suggestion.
-
07 Jul, '22
Melissa MergedI would love to have an automatic feature for the engines in Iron Teeth, When the water power falls below the demand, they automatically start running, Late in the game it becomes tedious turning them all on and off. I would be willing to spend science points for this feature. Love the game! You guys are amazing. Keep up the great work,
-
08 Jul, '22
Bibismth missing to be autonomous is to link the floodgate level depending on the water level measured by a stream gauge.
Currently in hard mode, it is impossible to leave you beavers working alone without having to micro manage all the flood gate.
But by linking the stream gauges to floodgates we might have a solution. Currently, stream gauges are pretty useless. Just use your eyes and it will do the same job for free. One way to make stream gauges useful would be to link them to a floodgate: when the water level is at X1 put the floodgate at Y1. When the water level is at X2 put the floodgate at Y2. -
08 Jul, '22
Gin Fuyou Admin"AUTOMATION FOR ENGINES" (suggested by Melissa on 2022-07-07), including upvotes (1) and comments (0), was merged into this suggestion.
-
15 Jul, '22
Chris MergedI would love to see a Beaver Council (or similar) type building added to the late game.
This building would need several beavers to help administrate the colony and allow the player to set rules that would cause actions without the micromanagement.
For example:
IF StreamGauge1 <0.2 THEN Floodgate1 -1
IF Season = NOT Dry THEN Floodgate1 = 2.5
This would monitor the water level in a certain area and automatically set the floodgates to lower and allow more water through.
or
IF GrilledPotato <10 THEN Grill1 = Potato
IF GrilledSpaderdock <10 THEN Grill1 = Spaderdock
This would switch the Grill between Potatoes and Spaderdock to maintain the stocks.
This might be a farfetched idea but I've nearly killed off entire districts when I've focused on a second/third district for too long and the neglected one has gone into a tailspin! -
18 Jul, '22
Gin Fuyou Admin"Beaver Council Building - Set Rules for the Colony" (suggested by Chris on 2022-07-15), including upvotes (1) and comments (0), was merged into this suggestion.
-
21 Jul, '22
Murderface MergedIt would be sweet to be able to open/close floodgates conditionally. Some example conditions:
- Open/close a gate automatically at sunrise/sundown.
- Close/open a gate a certain number of days before/after a drought.
- Open a gate when water flow measured drops below a certain value.
- Open a gate when water height exceeds a certain value.
To balance the game there could be a new beaver building/job "gatekeeper," a beaver would be required to manually operate the gates so that'd also require being able to path to said gate(s). Probably that job should only open up relatively late in the tech tree so the player has to manually manage water levels in the early game. -
28 Jul, '22
Gin Fuyou Admin"Add ability to open/close floodgates conditionally" (suggested by Murderface on 2022-07-21), including upvotes (1) and comments (0), was merged into this suggestion.
-
28 Jul, '22
Pescel MergedAutomate the floodgates depending on water level, so powered floodgates can open or close automatic
-
29 Jul, '22
Gin Fuyou Admin"Automated and powered floodgates" (suggested by Pescel on 2022-07-28), including upvotes (1) and comments (0), was merged into this suggestion.
-
07 Aug, '22
Steven Fuchs MergedI had this idea that I wanted to automate my floodgates based on a water meters setting. A beaver stationed on the floodgates with a telescope could read the meter and operate the gates as long as it had line of sight. You could also make beaver relay towers when line of sight isn’t there. Also could communicate food shortages between districts etc…..
-
09 Aug, '22
Gin Fuyou Admin"Optical tech level for beaver telescopes" (suggested by Steven Fuchs on 2022-08-07), including upvotes (1) and comments (0), was merged into this suggestion.
-
12 Aug, '22
Mad Davo MergedI would like to suggest that there be a research item for On/Off Logic. Once researched, it unlocked the ability for some automation for buildings and floodgates. "Rules" could be assigned by the player to a building like:
- IF an item inventory is greater than or less than or equal to some value THEN turn ON/OFF the building/flag.
- IF selected stream gauge is greater than or less than or equal to some value THEN (select a floodgate) is raised/lowered/set to specific value.
EG:
On a water pump...
If Water is > 300 then turn OFF
If Water is < 50 then turn ON
On another water pump...
If Water is > 200 then priority LOW
If Water is < 150 then priority NORMAL
If Water is < 100 then priority HIGH
If Water is < 50 then priority VERY HIGH
On a Stream Gauge...
IF level is < 0.1 then lower (select floodgate)
IF level is > 0.8 then set (select floodgate) to (select level)
Also need some setting for frequency of the execution of the rules on each building. (every hour, -
12 Aug, '22
Gin Fuyou Admin"Control On/Off/Priority Logic for buildings/floodgates/foraging flags" (suggested by Mad Davo on 2022-08-12), including upvotes (1) and comments (0), was merged into this suggestion.
-
12 Aug, '22
V Mergedopen a floodgate automatically just by connecting it to a depthmarker (or three) and inserting a minimum/maximum height for each.
This could be done with an extra job, much like the distribution center/dropoffpount -
14 Aug, '22
Gin Fuyou Admin"If statements for floodgates using depthmarkers" (suggested by V on 2022-08-12), including upvotes (1) and comments (0), was merged into this suggestion.
-
19 Aug, '22
Andrew MergedThere should be a logic system added into the game to be able to create automatic and complex water control systems. Included in this would be logic gates (AND, OR, NAND, esc.), automatically controlled floodgates, water level sensors, power shaft switches (to disconnect power networks), controlled pumps, esc.
Imagine a downstream lake without outlet, being automatically filled when the water level gets too low, but stops being filled when full. The sensor in the lake would give a signal to the upstream floodgate to manage water level at a consistent level.
The logic blocks could be based off of pulleys or special logic shafts to stay in theme. -
21 Aug, '22
Didgeridoo MergedFlood-gate heights should optionally be set by automation.
It would be nice to open flood gates automatically if there is no drought and to close them if the draught is in progress (on drought [x] open / close
Another automation for opening / closing of flood gates would be if a water gauge will reach a certain level (open below X / close above Y) - therefore a flood gate should be connectable to a gauge.
Example Settings:
(*) manually set to _1.5_
( ) automate on drought
on drought: _3_ - otherwise: _1.5_
( ) automate on gauge
if gauge _X_ is below _2_ set to _1.5_ - otherwise: _3_ -
22 Aug, '22
Gin Fuyou Admin"Logic blocks, water level sensor, and automatically controlled floodgates." (suggested by Andrew on 2022-08-19), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Aug, '22
Gin Fuyou Admin"Add flood gate automation (opening and closing on drought / water gauge)" (suggested by Didgeridoo on 2022-08-21), including upvotes (1) and comments (0), was merged into this suggestion.
-
28 Aug, '22
Ezylryb MergedAdding a feature to control pumps/mechanical pumps/any buildings that require power.
In certain stream speed or water level pump/mechanical pumps will activate and stop -
29 Aug, '22
Gin Fuyou Admin"Suggestion: Stream gauge feature to control buildings" (suggested by Ezylryb on 2022-08-28), including upvotes (1) and comments (0), was merged into this suggestion.
-
01 Sep, '22
arkahys MergedAdd comparator who "read" stream gauge (make stream gauge usefull) link to sluice who open or close "if level (or stream) higher than" or "if level lower than". with a priority settings to make a second gauge prevent empty your dam.
then you can automatically regulate dump dam water during drought and many other utlity.
That's could be usable by mech pump, etc... -
02 Sep, '22
Gin Fuyou Admin"Add logical tools" (suggested by arkahys on 2022-09-01), including upvotes (1) and comments (0), was merged into this suggestion.
-
07 Sep, '22
Stwf MergedI’m using underwater water pumps to provide a fallback in drought emergencies. But it’s so tedious pausing all of the high and dry water pumps and unpausing the ones that were underwater, but are now functional.
It would be great to have something like a ‘pumpers guild’ you could research. With it you just assign beavers to the guild and they make sure beavers are always working at a pump that has water. It would be a good later game addition to make management more automatic. -
08 Sep, '22
Gin Fuyou Admin"Eliminate water pump busy work." (suggested by Stwf on 2022-09-07), including upvotes (1) and comments (0), was merged into this suggestion.
-
20 Sep, '22
David MergedI think it would make more sense for a beaver to have to go adjust the floodgate according to your setting instead of updating immediately as you slide it. Could be builders or haulers who do it or have a dedicated floodgate occupation. This would help in case you move it too low on accident and need time to correct it. Also gives you a reason to leave beavers by a dam to manage it. This could have automation features as well, but my main idea is that the beavers should be doing the work to change anything physically in the world.
-
22 Sep, '22
Jcheung Admin"Have beavers adjust the floodgates" (suggested by David on 2022-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
-
27 Sep, '22
Bezmenov MergedAutomatically adjust floodgate levels following the logics programmed by the player, with linked water level readings as input
-
27 Sep, '22
Jcheung Admin"Programmable floodgates" (suggested by Bezmenov on 2022-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
-
02 Oct, '22
Gin Fuyou Admin"Each drought I rise and lower the dam manually : possible to automate it ?" (suggested by Sombrevent on 2022-09-29), including upvotes (1) and comments (0), was merged into this suggestion.
-
11 Oct, '22
DraythixAs a person with severe ADHD, I would love it if the dams could be programmed and automated. When I have my city spanning over half the map, having to constantly remember to check the water levels and manage the dozen dams I've built during droughts becomes stressful and is often the thing that drives me to abandon a map. Having the ability to program triggers and conditions would help make the late game more relaxing. It would also go a long way towards letting the city feel truly self sufficient instead of needing constant player intervention.
Personally, I'd recommend having the automation be something that has to be researched and built somewhere in the mid game. Dealing with one or two dams during the early game isn't that bad (though I still mess those up because I get distracted and forget to adjust them). It is dealing with a larger number number that gets stressful. -
12 Oct, '22
Skylark MergedIt's fairly tedious doing the same pattern of enabling and disabling posts based on quantities, drought stage, water level, and other indicators.
This would keep automation inside the game but offer a less tedious way to play the game. A beaver needs to go out to perform actions, it needs to check things like water levels, it isn't something that is immediate and it is a good thing to not have things too reliant. For instance if things were immediate it would be trivial to balance water level to .95.
The post can be told to, on the day of a drought, to raise a selection of flood gates. Then after the drought to lower them. You could add in some complexity such as requiring ([in drought] AND [water level < 0.75]) raise flood gates, and ([not in drought] OR [water level > 0.9]) to lower flood gates, so you can avoid flooding your land. -
14 Oct, '22
Gin Fuyou Admin"Micro-manager post" (suggested by Skylark on 2022-10-12), including upvotes (1) and comments (0), was merged into this suggestion.
-
17 Oct, '22
Gary ParkerI would like to see some automation as well. On a simple level this could be a simple 'drought' mode. Maybe have a management building with a beaver or 2 per district. Once built it it will enable a button to be hit to signal drought. All other buildings will then have 2 'states'... A regular state and a drought state. So for regular buildings like water pump it could be off in a drought. Likewise industrial buildings could also switch off as no power.
Flood gates could also have certain level for normal conditions and another level when in drought mode. When the river is flowing for example I would like gates lower to allow water to flow. However, when in drought I could have certain flood gates raise to 'trap' water in.
I like the idea of comments above when the beaver's in the management hut would walk to each floor gate to 'set' it.
Also upvote on flood gauge linked to flood gates. -
08 Nov, '22
wylmccThis kind of addition makes me think about implementation in other sandbox games: Redstone in Minecraft or logistics networks in Factorio. Perhaps this is getting a little more complex than the base of the game, but I wouldn't mind having to build networks where flow meters are connected to adjustable floodgates. Then you could set lift gate x when flowmeter y is below z (or close it when above).
-
22 Nov, '22
Svetlin Totev MergedThis is more of a long term suggestion that would require a lot of work to get it to a polished state but I still think it's good enough to seriously consider.
Currently, keeping track of all the water and flood gate levels and water flows in all my dams requires a lot of micromanaging. It would be really nice if I could set up simple rules between flood gates and stream gauges to automate all that. Maybe with a few basic logic and maths operations.
One common example would be:
If the water level in my irrigation system/water pumping area is below x, set the flood gates on my reserve dam to just below the water level in that dam; else, keep the gates closed.
I have plenty of cases where I would need a bit more complicated relations, but I think automating the common cases would be more than enough.
Currently, the only automation for balancing water levels is to waste energy with powered water pumps and have the water storage below the water consumption. -
23 Nov, '22
Jcheung Admin"Automate flood gates with stream gauges" (suggested by Svetlin Totev on 2022-11-22), including upvotes (1) and comments (0), was merged into this suggestion.
-
26 Nov, '22
Czupak MergedCurrent system fullfills the role, but it seems too micro-managy.
Maybe add schedules and some templates? So you set up templates for different sizes (width) of floodgates:
- 3xFG "1/0.5/1" = [1st: 1; 2nd: 0.5; 3rd: 1]
- 3xFG "1/1/1" = [1st: 1; 2nd: 1; 3rd: 1]
- 5xFG "1/0.5/0.5/0.5/1" = [1st: 1; 2nd: 0.5; 3rd: 0.5; 4th: 0.5; 5th: 1]
- 5xFG "1/1/1/1/1" = [1st: 1; 2nd: 1; 3rd: 1; 4th: 1; 5th: 1]
- etc
Then on FloodGates set you can add a schedule:
- "0.3" before draught: use template "1/0.5/1"
- On draught start: use template "1/1/1"
- etc -
27 Nov, '22
Jcheung Admin"Floodgates management" (suggested by Czupak on 2022-11-26), including upvotes (1) and comments (0), was merged into this suggestion.
-
12 Dec, '22
James HughesIt seems as though we should be able to use the hygrometers to control nearby floodgates. Furthermore, it should probably auto-disable pumps that are dry.
-
12 Dec, '22
J MergedEvery time a drought is coming, the player has to manually raise dams, set farms to harvest, and with the new warehouses, set them to accumulate. This is a tedious and repetitive task, followed by a process of reversal when the drought ends, and could be replaced by an a menu for the player to set the buildings to respond to weather changes.
In addition, production buildings could respond to being choked / blocked by pausing themselves to free up their employees for use elsewhere. -
14 Dec, '22
TheLordEternal MergedFlywheels are usually used to store rotational energy, but this is not a suggestion for a new 'battery', oh no not at all.
Instead the suggestion is about the beavers using it for *automation*. The idea goes as follows:
The Flywheel receives rotational force, the added 'energy' making it spin faster. Once it reaches a set 'high' RPM/energy level (which is adjustable, like floodgates), it switches over to transmit power (or set to stop transmitting power). Which it does until a *second* (also adjustable) lower level of RPM is reached, after which it will flip back. With different sizes for longer/shorter ranges. Acts not unlike a logic gate made of mechanical power and beaver ingenuity. Perfect for timer-controlling power, or floodgates, but that's for another suggestion -
17 Dec, '22
Gin Fuyou Admin"Dynamic building settings" (suggested by J on 2022-12-12), including upvotes (1) and comments (0), was merged into this suggestion.
-
19 Dec, '22
Gin Fuyou Admin"The Flywheel, with a spin!" (suggested by TheLordEternal on 2022-12-14), including upvotes (1) and comments (0), was merged into this suggestion.
-
21 Dec, '22
RAZ Mergedadd a option to automatically turn the pump off in dry season if you wanted to keep your crops alive or dont have the wood to build a sperate dam in early game
-
21 Dec, '22
Jcheung Admin"easy water pumps" (suggested by RAZ on 2022-12-21), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Dec, '22
Tomek MergedIt would be perfect if water gate could be sett base on water flow (for example 5L/h)
or conect this with stream gauge (open gate when stream gauge is below x) -
26 Dec, '22
Gin Fuyou Admin"Water Gate conrols flow speed" (suggested by Tomek on 2022-12-22), including upvotes (1) and comments (0), was merged into this suggestion.
-
27 Dec, '22
harbinaterReally need this QoL improvement. Also, have an automation option for water pumps tied to the water levels in the storage. At least the medium and/or large. Could also do so for other resources as well.
Maybe have a secondary job designation, so when not doing primary job, they jump over to do research or hauling. -
30 Dec, '22
JundiyyIf this goes through, perhaps have it for easy and medium but not for hard, hard shouldn't be just about the droughts but also more management. Even though it can feel tedious, I feel it's quite part of the game to have to do such things. One of the things that make this game really good is having to manage so many things.
-
30 Dec, '22
Jcheung Adminso you're against automation on hard because you want to micromanage your colony '_'
-
03 Jan
WazPerhaps the "if" part is a building (eg. stream gauge, but also clock tower, weather vane, etc.) raising a literal flag (eg. set gauge to raise Blue Flag if above certain height, and a Red Flag if below some other height).
The "then" part them becomes, for any building, what to do if it sees a flag of a particular colour - raise by 0.5 per hour, pause production, etc.
This would allow it to be used as a simple reminder for a player who doesn't want full automation ("ooh. red flag, need to deal with that..."), and for people who want to be able to automate everything while they go have dinner. -
05 Jan
Jundiyy@Jcheung
Yes, I'd rather have it manual, more fun to micromanage. If it's hard mode, it should be harder than the other modes.
Isn't that part of the fun of the game? For me it is.
Yes, of course, there are other things, such as water pumps automatically pumping, that would be too much management to click each pump for every water collected. Wouldn't be able to play the game. But this here, controlling the gates at the start and end of a drought isn't the same thing. -
07 Jan
keyai MergedI wonder if the switch of the mechanical water pump can be connected to the water level meter. Now I need to keep an eye on the water level when pumping water from a two-square-high reservoir to a one-square-high aquatic crop field so as not to drown my crops。
-
07 Jan
NBE224Another example of this type of building is to change recipes on other facilities based on resources and storage space. For example, the Refinery makes both Biofuel and Catalysts. If you only had one Refinery, you could set up a way for the Refinery to make Catalysts until Biofuel is low and then switch back whenever the resource gets over a threshold.
-
12 Jan
stwf MergedI love the game and can't believe how many hours Steam says Ive played lol. So I've come up with a few issues that stick out after that much time.
My favorite water hoarding method is stacked mechanical pumps, buts it's annoying to see them pumping away and using energy when they are submerged.
I feel like a float switch would be an easy thing for the beavers to figure out. Maybe make it a later game upgrade (a good way to start spending the unlimited knowledge points we get to). -
16 Jan
SomaIt would also be cool to add an option on buildings so that beavers help out with hauling/building while the current building is unable to function because of lack of energy/resources/storage space. Said beavers could have a decrease carrying capacity/speed for balance purposes. This wouldn't be used in every building since sometimes you need that building start producing ASAP, and the beaver would have to finish the hauling task before coming back to the building.
-
17 Jan
Gin Fuyou Admin"Mechanical water pump switch and water level gauge" (suggested by keyai on 2023-01-07), including upvotes (1) and comments (0), was merged into this suggestion.
-
22 Jan
Gin Fuyou Admin"#1 - Improvement - Mech Water pumps pump underwater" (suggested by stwf on 2023-01-12), including upvotes (1) and comments (0), was merged into this suggestion.
-
23 Jan
Per1. Make it so that the water pump need no beaver but needs to be powered
2. Feed power from water wheel -> only on when river is flowing
3. Feed power from manual wheel -> works like the current water pump -
31 Jan
Bagins MergedSuggestion 1:
Add option to give condition when to open/close floodgates (śluzy) depending on specific watermeter level (maybe new building type, new jobplace: water guy - who handles those in his range)
Suggestion 2:
build scaffolding which are cheap to build, can't support anything, but only the builders can walk on them -
10 Mar
Gin Fuyou Admin"Two suggestions: Add watermeter + floodgate conditions; Add scaffolding" (suggested by Bagins on 2023-01-31), including upvotes (1) and comments (0), was merged into this suggestion.
-
10 Mar
MarbausAlready having a 'flow meter' or 'stream meter' is half of this development done. The concept can be a challenge for beginner users, but is this kind of thing is expected in the 'advanced' or 'late game' aspect to increase the challenges of 'efficiency' as resources and 'micromanaging' becomes more of a burden rather than the part of the creative challenge.
If beaver culture is to have automatons, then it is only logical to perceive this culture to know how to automate simpler 'sensory input reactivity' to things like flood status to gate heights, energy displacement in power management, and the refilling when an isolated pond/lake becomes low. One could even set up 'charges of dynamite' to ignite as per a value of input. This would be something that is already in the game, as in the battery exchange of power as far a programming is concerned. The functionality is already there, just not applied to other aspects of the game. It would likely be easier to implement this, considering. -
15 Mar
JimmyLogic gates and interactions between all flood gates and other powered items would be awesome. At the moment more complicated setups (particularly in dams) simply aren't viable because of the headaches they cause, particularly on maps like Helix Mountain where you spend an inordinate time managing water particularly if your using water wheels for power - which quite frankly is half the fun in a game about beavers.
Depending on implementation of this suggested mechanic you could, with some difficulty, build a basic CPU using just wood and water. The way the beaver gods intended!