Conditional Water Sources (unlockable sources, wells, springs)
Water sources that you can "unlock" via different actions, for example clearing debris from it or putting a water pump on it
Comments: 32
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20 Sep, '21
Vinny PPlan 'lets throw dynamite into a hole until we hit the water table' go! :D
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20 Sep, '21
Zam!Sounds hard to balance, but has a lot of potential for maps that"grow on you" the more you explore and expand. This would be a great map making tool as well.
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23 Sep, '21
Bliitziii Mergedwoudl be intresting to some buried water sources which you have to dig up with dynamit to get them going. Not sure how it would be marked but a small wetspot in a obviously water source place (end of a valley or so).
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24 Sep, '21
Gin Fuyou Admin"Buried water sources" (suggested by Bliitziii on 2021-09-23), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Sep, '21
Fof36 MergedUnlocking a new water source in middle/late game can be fun.
feat. description:
- add a new "inactive water source" block. Player can interact with it to make it start spawning water
or
- allow "water source" block to be buried. When buried, it stops generating water.
Interest :
- it will create a new exploration goal
- it will add some drastic change on map topology, either good or bad if managed in a good way (new river to feed your growing horde) or wrong way (low altitude town become a lake).
- portions of 256x256 maps are simply ignored if they are too far away form any water source.
- blowing up a whole mountain (thousands of blocks) to create a new soil isnt' fun -
26 Sep, '21
Gin Fuyou Admin"Exploration - add activable "inactive water source" or "buried water source" blocks on map" (suggested by Fof36 on 2021-09-26), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Sep, '21
Andreas MergedTrees and good plantations give rain and more watersources in real life. Rain seems way to big to implement. But a late game research where we can research more watersources is a way to implement it in the game with rather small-
My idea:
1. In mapeditor ad "watersource to be activated later".
1.1 The map creator in this stage decide if, how many, and where more watersources can be activated.
2. A late game tech gives the "water finder house" (only possible to research if extra watersources exist)
3. In the water finder house there is repeatable jobs for a high cost (lots of dynamite?) that can activate more watersources. When no extra watersources are left to activate "no extra within reach/map" message come up just as for the woodcutter without trees.
the image is a rough edit of the plains map as I imagine it with two extra activated watersources -
29 Sep, '21
Gin Fuyou Admin"Late game - Research and activate more watersources" (suggested by Andreas on 2021-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Sep, '21
Gin Fuyou AdminAdded image from Andreas suggestion
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29 Sep, '21
AndreasSeems like we was a couple who liked this idea - but at least I couldn´t find the others when I searched for it before writing my feature suggestion =)
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06 Oct, '21
Falci MergedThere are some places in the map that seems suitable for a river source. But for some reason the game starts with just one. Which is fine.
I'd like to have an option drill an artificial well.
It could have 2 versions:
1. a regular artificial well. Like the pump, but no need to bring the water.
2. a powered version. This would provide a constant stream.
Features:
* It should be expensive in science points.
* It should be affected by the drought.
* It should require a beaver to operate.
Opcional:
* It could be allowed in just some predefined places (like mountain's peak). Anywhere is fine too. -
07 Oct, '21
Gin Fuyou Admin"Water source/artificial well" (suggested by Falci on 2021-10-06), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Oct, '21
Purser MergedIt would be very interesting if there were inactive/dead water source blocks at the top of the other rivers and if there was some way your beavers could revitalize these old rivers to rejuvenate the land and expand their settlements.
I thought of this idea while playing on the 'Mountains' map, which appears to have multiple dry rivers in its landscape and only the one central river with active water source blocks. -
19 Oct, '21
Gin Fuyou Admin"Add dead water source blocks (suggestion)" (suggested by Purser on 2021-10-18), including upvotes (1) and comments (0), was merged into this suggestion.
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31 Oct, '21
YamabiibaaAquifers, yes please!
Can be both a blessing and a curse if you accidentally dig into one, as every D̶beaver knows... -
01 Dec, '21
Neffsteragree on unlockable water sources. there could be natrual ones that you preform an action to to unlock. i also suggest a well that provides minimal water that would work through the dry season. i mean that is what people have been doing for 1000s of years go get consistent water
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21 Jan, '22
CamasiaA simple suggestion for an implementation. If negative water sources exist. (the mechanics are mostly implemented, but not available in the map editor yet). a water drain, single space, water source, and natural barrier would act as a well, all the water is drained out, until you managed to climb up to it, destroy the barrier, and block the drain.
Currently it seems that water drains get disabled during the drought, but if that gets fixed, it would open up some map potential. I could imagine the mountain map having a spring at each peak. -
11 Aug, '22
TomaszCurrent water source/s are limited to only having an On and Off switch. This should be expanded to increase the variability of water flows on maps. The suggestions to sources are:
1. Have the water amount be in flux. Some wet seasons, a source has only 50% of normal flow or 4x as much (see below). This includes a chance to stay Off during a wet season or On at a reduced rate during the dry season.
2. Add a monsoon season where the water flow is increased significantly to stimulate river overflow.
3. Sources could have either a percentage chance of activating during the wet season or activate only every second, third, etc... wet season.
4. Sources can either stay active the entire temperate season or a percentage of it. For example if the wet season is 5 days long, but a water source only remains active for 3 days and dries up.
This would allow more flexibility in map creation and allow the additional difficulty scaling beyond increasing the length of the drought. -
11 Aug, '22
Jcheung MergedOn some maps, it might be interesting if there was a hidden water source block or two deep underground to simulate an underwater river or aquifer.
Instantly flood or wreck any dirt excavator present (doesn't apply if uncovered via explosives)
To add a fun surprise element, on discovery it could trigger a geyser (column of water spawned in its tile and/or surrounding tiles) that risks temporarily flooding nearby settlements!
Sadly I don't think the surprise part will last for long since unless these source blocks can move randomly on map generation they'll be mapped out pretty quickly. -
13 Aug, '22
FuryoftheStars MergedWhile I would like to see some additional methods of getting water, I’m not 100% convinced on this one.
Typically with drilling for water, like for private home wells, you dig the hole deep enough to get below the ground water table plus some for storage, because the water level will never really fill above the ground water table level. My home’s well is over 400 ft deep to accomplish this.
Unfortunately, you’re not actually going to typically find something that once you unbury will overflow or even spray up like a geyser with water. And I’d imagine in a post human world where the planet’s climate is wrecked that these would be even rarer. -
18 Oct, '22
PouffyPlaceboI like the idea of researching a "Water dowsing" building and then once you detect the water you have to dig for it. you could detect water in the middle of nowhere or smack dab in the center of your town. Could be a slow trickle or a geyser; you won't know until you dig it up. I like the potential for chaos late game with this option.
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21 Dec, '22
Gin Fuyou Admin"[suggestion] Hidden buried water source block(s)" (suggested by jcheung on 2022-08-11), including upvotes (3) and comments (1), was merged into this suggestion.
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04 Jan, '23
Mark MergedThis should be a relatively small change that when combined with independent draught cycles for each source allow for a migration game play element or rivers could change flow direction making the gameplay more complex.
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09 Jan, '23
Gin Fuyou Admin"Multiple water sources" (suggested by Mark on 2023-01-04), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Feb, '23
Mephistokles MergedIt came to my mind very late in the game. Since the science points are more useless than when the game starts, why not add a researchable water source? I think it will be a nice feature for builders like me who want to do landscaping and such things in the late game. Of cause the cost should be very high and for every other source you should be researching again. Also the costs could be growing for each additional water source, so one will be forced to build research centers. I think with a mechanic like this, it wouldn´t feel like cheating.
I apologize if my spelling is not correct, I am not a native speaker -.- -
12 Mar, '23
Gin Fuyou Admin"Researchable Water Source" (suggested by Mephistokles on 2023-02-24), including upvotes (1) and comments (0), was merged into this suggestion.
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02 May, '23
Wilwur Mergedcomplementing a spot with a new way of getting water.
In said spot he gave a solution to find underground water in the late game that seems good to me since in my case I cannot exceed 1000 beavers without having to sacrifice 80% of them at the end of the drought (24 days). Another Alternative are new trees and crops that provide even a small amount of water satisfaction, for example, orange trees, tomato plants, watermelons, fruits with high levels of water. Also a rain system that when a drought ends or every 2 o 3 cycles it rains on the whole map, so you can increase the water level faster and adding a bit of complexity since if you do not have a drainage system it can destroy the crops. Sorry if what I write is not well understood since I am from Argentina and I am using the google translator to be able to share these suggestions. Have a good day and don't forget to drink water. -
13 May, '23
Gin Fuyou Admin"different sources of water" (suggested by Wilwur on 2023-05-02), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Jul, '23
LucasAs a more simple solution a new well building could extract water when placed on bedrock. For balancing the wells could extract a new resource called ground water which can drunk be beaver or used in recipes but not by the water dump or irrigation tower.
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17 Jan
Tak MergedFor now, beaver population is closely tied to the water source. Total number of beaver is quite limited due to limited amount of total water output in some map with low number of water source. It also causing severely bot-dependent late game. (Yes, for now, there is absolutely no reason to use beavers over bots)
I think the game needs a form of highly advance water pump that does not depend on the water source. Another word, a groundwater pump / source building for the late game. -
18 Jan
Gin Fuyou Admin"Add deep groundwater source in the game" (suggested by <Hidden> on 2024-01-17), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Feb
ZI'd suggest faction-specific options for wells. The folktails get a pretty classic well that works like a water pump, but just needs to be built on the ground. The iron teeth meanwhile would get one based on the mechanical water pump - takes a somewhat considerable amount of horsepower, but spits the water out directly onto the ground (and in somewhat larger quantities). During droughts they'd slow down but not stop entirely. During badtides the folktails one would be less efficient while the iron teeth one would spit out contaminated water.