Suggestion on water power
Waterwheel should also work like windmill, which it can have power fluctuation, not just constantly 180. But if water still running it should not ever stopped, just let it output lower value
If possible, when water pass the wheel it should decrease in power. If there are many waterwheel on headwater it should have more power than later one (in the same body of water, separate by waterfall)
My idea is, we could have maximum water power capacity for each body of water (start from waterfall or watersource). And each waterwheel would cut into the percentage of those flow powers, sort by upstream first, the downstream will got less share, but waterfall will gain energy back. And so we somehow have conservation of energy and limitation of water power. Also if we have ability to lift water by power later, this will not make perpetual motion machine
Comments: 5
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20 Sep, '21
Jcheungi will be sad if this happens, but i do agree with it. i want power storage to come with this though, if it happens.
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22 Sep, '21
Thaina YuI forgot to elaborate that, in my idea, water would much have more power than that, so normally it will output 180 on the most map in early game
It should just start to dwindle a bit, from 180 to 140-160 if you have one full row of waterwheel block the headwater (and each in that full row would still output 180)
And I wish that the waterwheel at the slow water would still output 30-40 or at least 10 power, not flat 0 unless water is completely still -
29 Sep, '21
NullPointerAll for that being Implemented since it would avoid the Waterwheel turning either full speed or not at all. However, the Values of Power produced should be determined by the water physics. And please show beforehand how much power to expect with the current water level and flow. It's annoying to build a Waterwheel to then realise it's not turning.
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30 Sep, '21
sukunabikonaI agree that controlling the flow of water is what makes Timberborn interesting.
For example, the player can narrow the river width with Levee to increase water flow and power generation. (instead of spamming the Waterwheels in parallel).
If Waterwheels are placed in series, they can cause flooding due to water resistance.
However, I think it's a feature that will be needed when the gameplay for the late game expands, but I don't think it's a high priority at the moment.
The benefit of implementing this right now would be to stop perpetual motion machines, but using water wheels and water dumps to create perpetual motion machines is currently limited to the late game (otherwise the player would spend a very long and tedious time) and is not enough to break the game balance.
There are many things that need to be implemented at the same time, such as energy storage, pumping, and water pipes. -
15 Feb
Jcheung Adminmarked 'done' due to rework of water wheel system, eliminating fixed power generation