Rescale the water and moisture mechanic (also make sense of water dump)
If not too complicate, I want the radius of green area to be calculated by volume of water
There was already some suggestion that people consider a bug or unbalance mechanic
https://timberborn.featureupvote.com/suggestions/218871/water-dump-revamped
https://timberborn.featureupvote.com/suggestions/218274/exploits-one-square-lake-and-free-warehouse
I too think it not sensible to have 1 square of water hydrate whole area. But if we have large enough hole and put effort to fill it with water dump it should be more rewarding
I don't know how the code in timberborn calculated but I think it more sensible to use water volume and some logarithm/exponentiation to expand the moisture based on whole volume of water. Strictly make 1 square only hydrate no more than 8 square around it. But 2x2x2 volume should hydrate around 6x6 area
And if we made very large flooded reservoir, it should be more rewarding to make it expand farther than strictly the same range as starting river
Comments: 5
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28 Sep, '21
AlcatorSKIn a way, it already works, because the surrounding 'soil' sucks the water in from such hole. You can test this yourself - if you make a tiny hole and fill it with water, and there's a field of Wheat or Potatoes or Carrots nearby, the water will disappear quickly. And, when the drought comes, the water from the hole will disappear even faster. A bigger (deeper, wider) hole holds more water and it lasts longer.
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29 Sep, '21
Gin Fuyou AdminAlcatorSK, nope, that's evaporation, it doesn't depend on plants around (at the moment at least)
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07 Oct, '21
DyledionI don't think an exponential relationship is needed. Even a linear one would give nice verisimilitude. One isolated tile greens a radius of one, two tiles next to each other both green in a range of 2, a 3*3 pond has a radius of 9, a 5 block long canal with a depth of 3 waters a full 15 block radius all along its length. I wouldn't increase the maximum radius beyond 16 either.
Even that much would encourage canals and ponds over single tile dumps, and wouldn't need an exponential search. -
07 Oct, '21
SirMichaelUser Dyledion suggested:
Fix for water dump exploits:
Have each tile of water get an adjacency range bonus when greening land.
One isolated tile greens a radius of one, two tiles next to each other both green in a range of 2, a 3*3 pond has a radius of 9, a 5 block long canal with a depth of 3 waters a full 15 block radius. -
05 Dec, '23
Jcheung AdminU5 experimental comes close, but going by area instead of volume