The most balanced and configurable waterfill mod to date!
Ever wanted to add a waterfill mod to your playthrough but you don't trust yourself or your crew to exploit it to oblivion?
Ever wanted a waterfill mod that acts exactly how you want it but can't be bothered searching through the entire mod list?
No more! It's exploit proof by default and highly configurable!
Fully compatible with modded content!
What makes it so different from other waterfill mods?
- It places shallow water which can be walked over by players and biters, slowing them down instead.
- It knows exactly what it should and shouldn't fill. It doesn't override cliffs, nests, player buildings, resource patches, or other pre-existing bodies of water.
- It can only be used nearby other pre-existing bodies of water, preventing you from using it in water-less environments
- Almost every aspect of the mod is configurable to your liking!
What does it look like?
Waterfill being unable to delete key map features:
Waterfill being unable to act as a bridge across deep water, even when placing shallow water:
Waterfill unable to create water in dry areas (water is not within 100 tiles)
Waterfill working with ghosts & construction robots
What can be configured?
Map settings
Fill radius
Changes how far out your waterfill stretches out from the detonation (in tiles).
0 (minimum) is a max total of 1 block being changed.
1 (default) is a max total of 9 blocks being changed.
The maximum is only limited by what your computer can handle.
Fill tile
Changes the tile that will be replaced by the detonation.
'water-mud' is the default.
'water-shallow' is similar and is much brighter.
'water' is the normal water that cannot be passed through (Cheese Alert).
'refined-concrete' is a funny one if the factory must grow (Cheese Alert).
A full list of base-game tiles can be found here
Fill shape
Changes the waterfill shape (makes no difference with a fill radius of 1 or 0).
'square' is the default and is superior for factory building.
'circle' is the prettier alternative with no other advantages, it's an option because I could make it one.
I can add more shapes in the future but it will be a lot more complicated than these two.
River explosive restriction
Changes where you can waterfill.
'direct' only lets you place explosives right next to pre-existing bodies of water.
'indirect' lets you place explosives anywhere BUT you can only waterfill when less than 100 tiles away from other pre-existing bodies of water.
'global' lets you place explosives and waterfill anywhere, which you should only use if you have no choice (Cheese Alert).
Avoid distances
Changes how many tiles the waterfill spares a tile is occupied by anything of interest.
Higher values will increase the gap between what tiles can be waterfilled and the thing of interest.
0 (minimum) will completely ignore said thing of interest and delete it as well (Cheese Alert).
This applies to the following settings:
- Player & structure avoid distance
- Enemy avoid distance
- Cliff avoid distance
- Resource patch avoid distance
Enable explosions
Determines if explosions appear on explosive detonation (purely aesthetic).
true is the default.
false lets the mod act the exact same way without the explosions (if you have peformance problems or just find it annoying).
Override water tiles
Determines if waterfill can change pre-existing water tiles.
true lets the mod change the water tiles (Cheese Alert).
false is the default.
Startup settings
River explosive fuse time
Delays the detonation of each explosive after they've been placed (in ticks).
The game runs at a max of 60 ticks per second so 60 ticks will equal roughly 1 second.
1 (minimum) is the default and is pretty much instant.
The maximum is only limited by your patience.
Recipe cost multiplier
Lets you multiply the cost of the recipe if it's a little too cheap for you.
1 (minimum) is the default.
The maximum is only limited by your sanity.