Advanced water source settings: variable, time-limited, changing strength
Due to very limited control over water sources currently available in the editor, I would like to suggest several additional options for them:
- Split settings for activity during all seasons. Right now we only control over strength, but it could be useful to allow selecting in which season a source is active and set separate strengths for each season.
- "Allow overflow" - right now it is set as default, but turning it off would disable the ability to fill any blocks above the level of source block itself. Useful for making small ponds and lakes that only fill to a certain depth.
- "Source fluctuations" - allows to set a range of water source strength that will be randomly changed every few in-game hours. This is meant to be an option to slightly up the map difficulty.
- "Activity limit/timer" - allows the source to be set only to work in certain hours. This could also be tied to seasons, like the first proposed functionality.
Comments: 19
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31 Dec, '22
ShmitzHighlighted comment
I had very nearly the same thought. Advanced timing options would be wonderful, but at the very least I think a block should have:
- Strength during first season
- Passability (overflow blocking) during first season
-Strength during second season
- Passability (overflow blocking) during second season
This would open up a lot of possibilities like creating a map around floods instead of droughts, a river that changes sources between seasons, or even a river that flows backwards during the second season. -
25 Oct, '21
AlcatorSK MergedWhile the current water source system allows us to adjust the strength of the source, I'd like to see some more options that could allow more varied gameplay or entire 'scenarios' built around it.
Couple of proposals:
1. Timed water source: These water sources have two numerical properties (Alive for: N cycles / Dormant for: X cycles) and a boolean switch ("starts active Yes/No"). The source only produces water for N cycles, then takes X cycles break, and then starts again. If "Dormant" value is -1, it will never start again after N cycles, creating a "Find a new water source before your spring dries out!" scenario.
2. Limited-pressure water source: This water source cannot push water higher than N levels above its own position. If placed into a hole, forces player to invent dynamite and demolish surrounding area to get to it. -
25 Oct, '21
Gin Fuyou Admin MergedCurrent map file format is just zipped json, but it's a hack and not feature for public use.
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26 Oct, '21
Gin Fuyou Admin MergedThere is already https://timberborn.featureupvote.com/suggestions/216006/conditional-water-sources but I leave it for second part for now.
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26 Oct, '21
FuryoftheStars MergedWhen editing a map and you select a placed water source, there is an editable text field with a number in it. This figure seems to affect how much water it generates. Is this not the currentstream?
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19 Sep, '22
VasThis is actually interesting. I do like the idea of seeing additional settings to water sources. I think I suggested this somewhere before with some different ideas.
Overflow should be renamed to Limit Level, however, with 0 being unlimited. That way, if you make a pond, you just set the height limit to the max height of the pond from the source block's position.
There don't seem to be any seasons in this game however. its just on, temperate, off, drought.
I would like to see source blocks that will dry up however, after so many hours of activity duration. Maybe even a scale down setting for that so it scales down as it gets older, after which the source becomes breakable boulders. -
21 Dec, '22
Gin Fuyou System"editable currentstream for watersource / fountain in mapeditor" (suggested by Jojo on 2021-10-24), including upvotes (1) and comments (2), was merged into this suggestion.
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21 Dec, '22
Gin Fuyou System"Add variable/time limited water source to map editor" (suggested by deil on 2022-12-17), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Gin Fuyou System"Advanced water sources - timed, limited-pressure etc." (suggested by AlcatorSK on 2021-10-25), including upvotes (3) and comments (2), was merged into this suggestion.
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26 Dec, '22
underscoreJdawgg MergedMy idea is mainly for designing the maps in the first place. When you're creating a map with at least two different levels where you would intend people to have potential colonies of beavers, water is something you would need to consider no matter what for each colony, right? Well, what if you had a few levels to the map and on this map, you had a timeline for WHEN a water source will permanently run out of water and never give another drop.
This could add another stage of difficulty where as the player you have to do more then just build a few simple dams to start shoring up your water, but you would need to research more items (stairs, platforms) in order to have a plan for when your source runs dry to keep your original colony supplied with water.
Since we have terraformation, making a giant reservoir of water based around water sources and building up walls. I think it would be fun if there was something in the map design aspect where this would be possible. -
01 Jan, '23
Gin Fuyou System"Water Sources that time out." (suggested by underscoreJdawgg on 2022-12-26), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Feb, '23
WhiteRooI think two functions that would be easy to implement are:
-Always flowing
-Inverted (as in, inverted to the way the drought works now) -
05 Aug, '24
Fernando MergedI think that water flow variability would be an interesting challenge. Sometimes there would be more or less flow than usual. Making your town resistant to ocassional floods is an interesting challenge. It would be very easy to program, I would imagine.
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15 Aug, '24
Gin Fuyou System"Variable water flow" (suggested by <Hidden> on 2024-08-05), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Oct, '24
Alcator MergedI think it would be great if we could create some 'scenarios' around water and badwater sources directly in the map editor.
The first set of options would allow us to create fluctuation, essentially throwing a curve ball about the current strength. The source would start at the low value, then climb up to the maximum, then go back to the low value, in a sine curve fashion. The third checkbox would control whether it's always the same sequence, or whether it can start at a random point along the sine curve.
The second set of options would allow sources that would wake up at a later point or stop producing at an earlier point. If the "start" moment would come after the "end" moment, then the programming behind should guarantee at least 1 day of producing.
Third set is for "This water source will die soon!" and "That *volcano* will wake up soon!" scenarios. The third checkbox resets the counting -
12 Oct, '24
Gin Fuyou System"Programmable (bad)water sources" (suggested by <Hidden> on 2024-10-11), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Mar, '25
MEven a rather simple solution like a checkbox "exempt this source from badtides" could give map builders a range of new possibilities