Universal water source - allow more conrol and versatility for map makers, freshwater only source
Introducing a separate model for a badwater source unfortunately missed the chance to give map makers some options, how water should flow. My suggestions is to just use the same source blocks and give these blocks plenty of options to control how water flows in different seasons:
1. Let the user toggle between fresh water or bad water source
2. If fresh water source:
- Shall it switch to badwater during badtide or continue producing fresh water?
3. If badwater source:
- Shall it produce badwater during normal weather or only during badtide?
- Shall it continue to produce badwater during a drought or should it stop?
As you can see there would be plenty of options for controlling exactly how and how much to annoy the player in different seasons.
Comments: 8
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22 Oct, '23
CatHighlighted comment
Add new water sources (see image).
We currently have normal and badwater sources.
Also allow an option to make sources less predictable; allow the flowrate to fluctuate over time.
And in-game ensure the player cannot identify or differentiate sources by clicking on them. -
04 Oct, '23
Gin Fuyou AdminIt's a good idea for map maker but how good is it for player?
I mean this way you don't know what to expect. Even if it's said in source description do you have to go around map checking all the sources?
So I wonder about how good is this idea overall. -
05 Oct, '23
TTJI see your point. Letting the player find out the hard way (when the first badtide comes after ~5 cycles) is probably not a good idea.
If separate, visually distintive models are needed, I would propose to ONLY ADD ONE MORE WATER SOURCE BLOCK: A freshwater-only source that sticks to providing fresh water during a badtide. This would already allow for nice scenarios like providing a small, safe water source on a map. -
10 Oct, '23
AntonIt's a good idea for map maker but how good is it for player? - I see your concern, but if the source's look depends on the options (the worse it's for beavers the more red and evil it looks) Maybe add a glow of different color or something. The player will know what to expect and the map designer will also be happy.
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02 Feb, '24
Oli MergedI have spent 180+ hours in-game because it allows you to be creative in a casual, low-stress setting. I understand people may want a more challenging game, but I do not. It would be great if you could be required to set a badwater source in the map creation but have some setting that it would only come from that source. Again, I'm playing games to have a pleasant and creative experience and this was really amazing for that before the badwater came into the drought cycles.
-Thanks
A stressed out gamer. -
07 Feb, '24
Gin Fuyou System"Setting to remove badwater from your existing water sources" (suggested by <Hidden> on 2024-02-02), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Nov, '24
Nacoran MergedWe can already customize how hard water sources flow when we make a custom map (cool stuff like making them just barely strong enough to keep a couple squares irrigated at .01, up to torrential floods at 8. How about letting custom map makers adjust how often bad tides happen on a per source basis. You could add two options in the water source UI. One would let you customize based on the difficulty level (+- % chance during bad tides) and then another that would let you do it completely independently of bad tides.
This would let you do things like create small pure springs that are always good, or chains of springs that switch to bad tides in sequence as if the bad tide was flowing through the progressively groundwater. Good both for challenge maps and for making them look cool. -
24 Nov, '24
Gin Fuyou System"Customize Water Sources for Bad Tides for Mapmakers" (suggested by <Hidden> on 2024-11-18), including upvotes (1) and comments (0), was merged into this suggestion.