EDITOR Suggestion: Edge drain level and evaporation settings.
As suggested in MAPS discussion, there should be a way to make a lake that touches the level edge without having to create an artificial wall as well as a way to adjust the evaporation rate of water, for added challenge. Please add the following features:
- Global map setting: Drain level - set a global level (in map layers) that will act as if the map edge is a solid wall that does not allow draining of water. This way map creators can create any arbitrary number of lakes touching the map edge as if they were surrounded by regular blocks
- Global map setting: Evaporation rate - please allow to set custom evaporation rate for the map (a multiplier, fixed vlaue, manually entered value or a mix of all of these).
Attached:
Example edge lake that is currently not possible without spamming water source blocks all over the bottom.
Comments: 6
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21 Sep, '21
Kindred ToastOh, you even used my picture, too. Cool! Thank you for submitting this idea, Zam. I really hope it makes it in so I can make my map the way I want it. Right now I'm holding all the water in with a very artificial-looking and out-of-place wall.
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22 Sep, '21
Zam!Addition form a discord discussion totday : there could also be a simple tool to "paint" or "mark" edge blocks in places you don't want to drain water on the map edge. This way you can specifically mark where your riverbed ends for the game logic.
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22 Sep, '21
LebensgottI think the most used workarounds for that is
either block the whole edge with terrain or blockages
or place lots of water sources around the edge, so it constantly refills the drained water.
But yes, maybe some global water level option or an block drainage tool would be useful for sea maps. -
10 Oct, '21
NacoranMaybe instead of global have it depend on the relative levels of the terrain along the edges, or more simple, have each edge have it's own level. It makes sense that the direction the water is coming from would have higher elevations.
A more full fledged system could show a grayed out area, a sort of 'beyond' where you couldn't build but where you could see the terrain far enough out to see where water would fill. It could even allow you to have a reservoir beyond the normal edge of the map... but only to the extent that you can create backflow. -
12 Oct, '21
Seriously UnseriousI like the idea of both being able to set global levels for water flowing off the edge, as well as marking edge tiles to either allow/deny water from flowing off the map locally. That way you could, eg, create an edge lake, with a river flowing off it on map, and then leaving the map at the same level, but with a local setting allowing the river outlet to flow off map. That way you could have water drain where it's supposed to drain, and remain where it's supposed to remain. This would also create more of a feel of our maps existing within a larger world, rather then being just floating in space and all that exists is what's on the map itself.
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27 May, '23
Jamie CAllow me to place Invisible water sources with negative values to remove water on the edges, and other invisible blocks to prevent water from leaving the map edges as desired.
And maybe a special water source that will give me a visible waterfall on map edges so I can see the water cascading into the abyss.