Turns Water into a non infinite resource. Water bodies get removed and replaced by solid ground. Offshore Drains allow water & oil to be put back into these depleted areas. 0.8.0 - 1.1 Factorio Compatibility, Multiplayer Multiple Forces Update, Krastorio2 Support, Reworked MapMarkers
Version: 0.8.8 Date: 04. 07. 2023 Mod Feature(s): - Added Infinite research to boost the amount of fluid and regen rate of fluid areas - /WAARClearData added to remove all data tables with no restoration
Version: 0.8.7 Date: 08. 03. 2022 Bug Fix: - ScanOffshores error looking across multiple surfaces in looking for pumpjacks - UpdateScript trying to use a table instead of a value for PlayerForces number check
Version: 0.8.6 Date: 03. 03. 2022 Bug Fix: - Changed Krastorio 2 Offshore Pump Detection so that it can run along side other Mods - Fixed K2 logic so that it fully works as a standalone alongside this mod - Map Markers are created on the surface that the WaterArea is on, rather then always "Nauvis" Mod Change(s): - Offshore Drain will be unlocked, if the research has been completed when Mod is first loaded into save - Industrial Revolution 2 Compatibility with Copper Pumps - Merged CheckEdge and SearchPattern into EdgePattern (Improves Script Performance)
Version: 0.8.5 Date: 06. 04. 2021 Bug Fix: - Changed DeapletedWater Area game.prints to use force name rather then ID - Changed DepleatedWater Area to run through Active Pumps forces - Corrected Typo in CorrrectPump variable when assigning Player
Version: 0.8.4 Date: 03. 04. 2021 Bug Fix(s): - On FluidArea Deletion check for valid MapMarkers before removing them - Assign WGAID to OPLocate WA for first found WA - Typo in DepleatedWA variable - PumpJacks entity creation checks for force instead of last_user.force Mod Change(s): - Reworked ScanOffshores so it makes a queue, and goes through Offshores 1 at a time - Adjusted Offshore Drains and Regen to calculate to 6th ticks instead of every tick - EverySec now activated once CheckWater has gone through 10 times, prevent potential race condition with MapMarkers - RemoveWAOPOD moved inside DepleatedArea function, eliminating a loop
Version: 0.8.3 Date: 23. 03. 2021 Bug Fix(s): - Added exception for AbandondedRuins Mod - Changed ScanOffshores so its also entity.force removing player
Version: 0.8.2 Date: 22. 03. 2021 Mod Change(s): - 5.6x Active Performance Improvement moving to every 6th Tick instead of Every Tick (0.17ms to 0.03ms) - Built & Destroy Offshore uses entity.force removing player
Version: 0.8.1 Date: 19. 03. 2021 Mod Change(s): - Removed Sorting Function, amended to direct comparisons, to get around nil positions - Modified Update Script, so that it also includes these functions - Added Player set upper limit on FluidAreas so that is stops scanning past Ocean Detection as minimum - Upper Thresholds now stop the scanning, but allow the found edge areas to be added - Added Command To stop all active scans (/StopScan) - Updated some game.print to game.force.print - Mapmakers use thousands separator (e.g 10,000) - Rewrote detection of events for building entities via scripting Bug Fix(s): - RemoveWaterAreaOffshorePumpOffhoreDrain wasn't using variable, rather table reference - MapMarker removal now working on RemoveWAOPOD - Correctly Assign Player and Force to Offshore entities when upgrading - WaterAreas to show if Drain built first - Destroy Offshore Drain logic fix - Offshore Drains no longer create erroneous WaterAreas via being attempted to be built on land
Version: 0.8.0 Date: 20. 01. 2021 Mod Feature(s): - Factorio 1.1.0 Support - Now Supports Multiple Playerforces, i.e. Multiplayer Support - PlayerForces command to track the different forces, there Pump and Flow amounts Mod Change(s): - Split Map Marker creation and update into separate tasks, for better MP support - Mod Compatibility (Krastorio 2) Bug Fix(s): - If Krastorio2 and AAI Industries are installed, Offshore Drain is put into correct technology - Removing a Pump after using RestoreWater whilst mod still active, would cause a crash as it couldn't find a player whom built the pump
Version: 0.7.7 Date: 30. 05. 2020 Bug Fix(s): - Removed FluidProducers update in update script as its done on runtime
Version: 0.7.6 Date: 24. 05. 2020 Mod Feature(s): - Added Map Markers, indicate the Name, and real time Amount and Percentage left in fluidarea - Setting to disable Map Markers Mod Change(s): - Offshore Drain is now locked behind fluid handling technology Mod Compatibility (AAI Industry): - Offshore Drain locked behind basic fluid handling, also changed recipe to match offshore pump Bug Fix(s): - RegenWater replaces tiles in fluid areas after change to edgearea - Removed changing forces on the update script - Offshore Pump spritepos is now correct for upgrading 0.17 saves - Offshore Drain Direction was trying to use Offshore Pump direction in GetWater function - Offshore Pump WA only update if nil or 0 - Offshore Drains check for fluidarea edge before being built - AddedWaterArea function had missing table variable when Below 0 replacing tiles from WaterRepArea table
Version: 0.7.5 Date: 01. 04. 2020 Bug Fix(s): - Added in IF statement to search for pumpjacks when doing mod update - Pumps now copy the original builders force - Offshore Pump No Fluids are "neutral" force - Player ran commands only print to the player typing
Version: 0.7.4 Date: 04. 03. 2020 Bug Fix(s): - Replaced game.print with game.player.print on commands to try and prevent desyncs - Update Script incorrectly overriding some current fluid areas data causing issues - CalcWater accepts FluidType "None" as Type - Placing Offshore Pumps Assigns FluidType from tile to WaterFluidArea - Drains places deepwater if nothing else can be placed rather then water
Version: 0.7.3 Date: 04. 03. 2020 Mod Change(s): - Removed WaaRs Icon from Offshore Pump - Removed event handler for PlayerID Bug Fix(s): - Landfill Message no longer appears if not found in any area and respects setting - RestoreWater fixes for issues if used and attempted to build new offshore pumps - RestoreWater correctly restores crude oil fluid areas to water Factorio Compatibility: - Find Water Tile after OffshorePump entity changes
Version: 0.7.2 Date: 05. 02. 2020 Bug Fix(s): - Update Script required reworking with WaterEdgeArea
Version: 0.7.1 Date: 03. 02. 2020 Bug Fix(s): - Filtered Out Creative Mods Event with the use of the Magic Wand
Version: 0.7.0 Date: 26. 01. 2020 Major Feature: - Uses Edge Detection on FluidAreas, rather then saving the entire area to a table, improves save/load times - Uses Circle equation and edge to replace tiles (Random & FromToPump are only for 0.6.XX and below) - Mod Setting to allow depleted FluidAreas to be removed from mods data table (Prevents Refilling FluidArea & Restoring FluidAreas) - Alien Biomes Support - Bob's Electronics Support (Changed Recipe of Offshore Drain Replacing electronic circuits with basic circuit boards) - Custom Terrain Generation Support (Like SeaBlocks restricts FluidAreas to 60K tiles) Mod Change(s): - WaterAreas Command now includes a total tile count - Added Lake-Shallow and Lake-Deep tiles, deep copied so that depleted FluidAreas have tiles to use if other mods change base tiles - Added on_entity_died event just in case an offshore pump/drains gets destroyed by biters/player so correctly decreases the count of the pump/drains - Added WaterEdgeArea as new table within WaterGlobalArea table - Created separate functions, allowing old and new fluid area depletion methods to work together - Restore Water updated to new replacement method and will only activate the tile replacement if over 80% used - Take into account script raised / destroy events to catch if other mods build / remove offshore pumps and pump jacks - Number of settings changes to be global, so server admins can only change. Alarms are the only Per Player setting - Re arranged GetWater so it performs as well as previous version and respects SearchAmount values set by player - Find OPs That may have offset positions for new OP assignment into FluidAreas - WaterAreas now have a unique ID - Removed Offshore Drains emptying neighbours fluidbox, Fluid Mixing is now prevented as Base Factorio Feature - Updated old depletion methods and other various functions for backwards compatibility with 0.6.XX and below - Added Debug option to view FluidAreas Search Queue remaining when scanning Bug Fix(s): - Assigns a value to Shallow and Mud water if present, Shallow is /2 and Mud is /4 of shallow water variable - An Offshore Pump, that had been converted to a Crude Oil Pump, that was being placed next to a pipe/tank with a different fluid no longer crashes the game - Placing Landfill no longer crashes the game, picks up the landfill tile instead of item - SearchPattern was ignoring Water-Shallow, Water-Mud, Water-Green and Deepwater-Green - Infinite Scanning Fix - If Drains Fluid is not either water or crude-oil, assume its water when replacing tiles Factorio Compatibility: - Changed Icon Sprites for Pumps and Drains, as well as entity and icon data properties - Added Pollution Absorption Per Tile for Crude Oil tiles
Version: 0.6.17 Date: 30. 03. 2019 Bug Fix(s): - Offshore Drains East-West connections covered by sprite, amended and changed bounding and collision box - Pump rereplace amended, to search for pumps at end of the list rather then the 1st Mod Change(s): - Regen moved to 1 per second as too powerful being 1 per tick - Changed Tiles.lua to only include the crude-oil tiles, cleaned up the other code - Data.lua updated to insert new tiles in water types table, borders now work correctly - Added fluidlist.lua to support all base fluids (Green/Shallow/Mud) - Removed unneeded graphics, saving 14 mb :)
Version: 0.6.16 Date: 29. 03. 2019 Bug Fix(s): - Moved around global references so that /RestoreWater works as required in all cases
Version: 0.6.15 Date: 28. 03. 2019 Bug Fix(s): - Changed tables that store surfaces to store the surface, instead of just the name - Typo in Compare function would have assigned surface of an offshore pump not drain - Changed functions to use surface.name - Pump replace takes into account neighbours in case of fluidmix errors - Removed Drains Deactivate % as causing issues with reactivation - Drains now clear there contents when inactive and no neighbours, to allow easy reconnection to the fluid network - Restore Water now clears oil fluid areas
Version: 0.6.14 Date: 26. 03. 2019 Mod Change(s): - Landfill Task Now Runs 1 per second instead of on every tick Bug Fix{s}: - Now marks landfilled tiles as landfill, meaning no issues with finding tiles - Landfill takes into account the bonus value applied and correctly recalculates the fluidarea size - GlobalWaterArea stores the bonus amount in case required, Update script updated - Immediately deals with tiles outside area so UPS isn't affected over a long period - Only landfill tiles are considered, all other tile placement is ignored - Removed message about updating mod internals - Added surface to continuing search function in case required
Version: 0.6.13 Date: 25. 03. 2019 Mod Change(s): - Offshore Pumps/Drains take into account the surface they are created on - WaterGlobalArea takes into account the surface it is created on - Other Functions take into account the surface for calculations etc Bug Fix(s): - Removed Debug message "Found In Area"
Version: 0.6.12 Date: 24. 03. 2019 Bug Fix(s): - Removed Landfill size message, Check message and count message
Version: 0.6.11 Date: 24. 03. 2019 Bug Fix(s): - Fixed New/Mid game variables not linking correctly, now reference the global
Version: 0.6.10 Date: 22. 03. 2019 Mod Change(s): - Changed Mod Init, splitting Globals and there References - Added 4 More Compass Points to search - Removed unrequired search in GlobalWaterArea function - Changed FoundExt to a boolean - Removed RegenWater and unrequired variable from CreateWaterArea - Removed unrequired checking in FluidAreaContinue - Renamed local variables in CalculatedWaterTotal - RegenWater variable names changed - EverySec function has logic checks applied - Rebuilt New/Mid Game logic checks - FluidRate Checks readded to stop high usage just after load game - Removed unrequired logic checks in Landfill function - CheckWater uses more logic checks - Many variable name changes to link with globals - Added function to clear landfill table if used in a scenario
Version: 0.6.01 Date: 13. 03. 2019 Bug Fix(s): - Added check for no nil InstallTick variable, and to set it if so
Version: 0.6.0 Date: 12. 03. 2019 Major Feature: - 0.17 Compatibility New Factorio Version Fix(s): - Remove Flag "Goes to Quickbar" from Item Prototypes - Remove Count from Crude-Oil HR sprite settings - Fixed Offshore Pump not removing water from pipes - Offshore Drain is now a "pipe-to-ground" entity to work around fluid mixing logic - Offshore Crude Oil Pump set output filter to crude-oil - Fluidentities calculation amended to use new get method Minor Feature: - Offshore Drain / Pump Item Icons updated to easily tell them apart Bug Fix(s): - Reference Global.NewInstall not NewInstall so OP/OD's remove on reload of save game - OD's get replaced on mod update to update the entity saved in global.ODLocate - OP's get replaced on mod update to update the entity and prevent fluid mixing issues, offshore pump gets refunded
Version: 0.5.16 Date: 16. 02. 2019 Minor Features: - Warning Prompt on Mid-Game Install about depleting FluidArea Bug Fix(s): - On Mid-Game Install don't instantly deplete the FluidAreas - The fluid "Fluid" cannot be barrelled - Mod Update Script wont affect active OP/OD count on install - Mod Update Script replaces OPs to correct FluidArea type - Mod Update Script other misc fixes
Version: 0.5.15 Date: 05. 02. 2019 Minor Features: - Offshore Pumps NoFluid Replace themselves with Offshore Pumps when FluidArea refills to players chosen percentage - Offshore Drains deactivate at 0% used, then reactivate after a FluidArea has been drained on player chosen percentage Bug Fix(s): - Water Calcs off through unrequired checking of flow rate - Offshore Drain depletion message on 100% & 0% - Offshore Drains no longer drain more per tick then a Pump provides
Version: 0.5.14 Date: 08. 01. 2019 Bug Fix(s): - Removing Landfilled Tiles from table only happens after searching through all FluidAreas - No Longer displays Landfill message if not affected a FluidArea
Version: 0.5.13 Date: 08. 01. 2019 Bug Fix(s): - Remove landfill from table if not found in any FluidAreas
Version: 0.5.12 Date: 30. 12. 2018 Major Features: - Landfill Support (FluidAreas will now ignore landfilled tiles) Minor Features: - Rewrote Mod Update script to avoid issue with Mod numbering scheme Bug Fix(s): - Added Entity valid check for FluidProducers and initial scans on mod added to game - Back/To Method Kept ground tiles when more then 1 fluidarea was present
Version: 0.5.11 Date: 28. 11. 2018 Minor Features: - Added Pumpjacks command to see how many pump jacks you have in the world Bug Fix(s): - Fixed issue with Mod Update script, removed unneeded code
Version: 0.5.10 Date: 28. 11. 2018 Bug Fix(s): - Fixed issue in Mod Update Script not correctly getting the Entity from find_entities_filtered for pumpjacks
Version: 0.5.9 Date: 27. 11. 2018 Bug Fix(s): - On Robot Placement/Removal of Pumps/Drains/Jacks Mod will check for these and run the correct functions
Version: 0.5.8 Date: 25. 11. 2018 Bug Fix(s): - Fixed issue with Detecting PumpJacks
Version: 0.5.7 Date: 24. 11. 2018 Major Features: - On First Install Scans for Offshore Pumps and Pumpjacks and sets up FluidAreas - Can Choose Tile Replacement Method, either Random or From/To Pump - Compatibility with SeaBlock, Limits Area to 60,000 tiles (A Sea!) Bug Fix(s): - Offshore Pump No Fluids would continue to Pump, Fixed DeepCopy
Version: 0.5.6 Date: 14. 11. 2018 Major Features: - Offshore Pump No Fluid and Crude-oil are now deep copied for Mod Compatibility Support - Compatibility with AAI Industry for the Gfx + Power on Offshore Pumps - WaterAreas now Regenerate a fixed amount per tick Minor Features: - Added Per Player Setting for Alarm - Continuing Search - Added Global Setting for the Regenerative amount - Added Global Setting to Enable Regeneration of WaterAreas
Version: 0.5.5 Date: 03. 11. 2018 Minor Features: - Added alert to show scan is continuing, triggers every 20 seconds Bug Fix(s): - Check for Valid tile before using it in the search function
Version: 0.5.4 Date: 01. 11. 2018 Minor Features: - Nth Ticks function to continue searching for tiles after the initial area is created - GetWater Function amended to support continued tile searching - FluidArea Name + Amount Popup delayed on a continuing search, new popup to say a search is ongoing - Modified boundaries for fluid area type (Pond/Lake/Great Lake/Sea/Ocean) - Warning Alarms and Commands have correct fluid types - Per Player Settings for the FluidArea - Initial Size (Tiles) and FluidArea - Additional Tiles per Second in Mod Settings - Per Map Settings for the Tile Fluid Amounts for Shallow and Deep tiles Bug Fix(s): - Max Tile Limit Removed, No More Diamond areas - AssignTiles only runs once, instead of on every tick - AssignFluid no longer double loops, so existing areas don't change to new area fluid type - FluidAreas, Pumps and Drains have had there FluidType and PipeFluid checked for Nil and amended in Mod Update Script - AddedWaterArea now only changes tiles for every 0.1% change between 100 and 80 instead of on every tick
Version: 0.5.3 Date: 25. 10. 2018 Minor Changes: - CorrectPump now runs without a loop and checks for a valid entity - Entity Creation checks for validity before setting up tables
Version: 0.5.2 Date: 25. 10. 2018 Bug Fix(s): - Tile Correction only took Deepwater into account, now accesses both types and returns a fluid name
Version: 0.5.1 Date: 25. 10. 2018 Bug Fix(s): - Mod Update Script would crash if you had no PumpJacks in the world, now checks before using entity value
Version: 0.5.0 Date: 24. 10. 2018 Major Features: - Drains/Pumps can now use Crude Oil - Created Crude-oil and Crude-oil tiles types - FluidProducers table created to track pumpjacks crude oil fluid production, and will track other entities soon - FluidEntities.lua created to calculate fluid being created by external entities that would effect calcs - Rewrote Calcs and many other functions to take into account multiple fluid types Minor Features: - Updated Mod Update Script Bug Fix(s): - Multiple Drains will now correctly stop/fill depleted fluid areas - Storage Tanks no longer empty instantly when connected to Drains, empty at rate of 20 per tick - Drains now partially fill a fluid area instead of 0% it when pipe runs dry - Drains now reset the fluid area Warning Alarm flags - Prevent Crude Oil tiles from generating at map creation - Pumps and Drains can run at the same time and not cause loss of fluid
Version: 0.4.0 Date: 16. 10. 2018 Major Features: - Added Offshore Drain to fill up fluid areas (Water Only) - Added Offshore Drain Command to see number of Drains, position etc Minor Features: - Mod Update Script updated to force a check on active OP areas, resetting it - Rewrote Many functions to enable them to be used for both pumps and drains Bug Fix(s): - Infinite water if removed an inactive pump before any were active - DesOP function had typo, would always find its own Y co-ord - Other Bug issues relating to the new feature
Version: 0.3.4 Date: 26. 09. 2018 Other Features: - Reduced Number of calls to global variables, trying to improve performance Bug Fix(s): - Removed Player Mod settings as not working - Adding the Mod mid-game would throw an error in the Mod Update routine
Version: 0.3.3 Date: 25. 09. 2018 Bug(s): - Player Specified Map Settings aren't Remembered between Save/Load Bug Fix(s): - Fixed ActiveOPs Bug, rewrote the function and now reinitialises the ActiveOPs variable during OnTick
Version: 0.3.2 Date: 24. 09. 2018 Minor Features: - WaterNames are now there own names, without the WaterArea prefix - Added Configurable Shallow & Deep water volumes Bug Fix(s): - Massive Waterbodies cause the game to hang, then the mod fails to generate an area and crashes (Now has a slight pause on 3000+ tile WaterAreas)
Version: 0.3.1 Date: 23. 09. 2018 Minor Features: - Removed Unneeded files from inside mod, reducing the file size.
Version: 0.3.0 Date: 23. 09. 2018 Major Features: - Added Offshores command to show the position of all the Offshore Pumps - Added WaterAreas command to show the % Used of all Water Areas - MOD Configuration Changed Script for updating of the mod Minor Features: - Add Notification on WaterBody creation, its name and size - Add Notification on additional Offshores added, will show % depletion of built into WaterArea - Add Notifications on 50/75/90/95 to 100% Depletion - Add on screen text when command RestoreWater is used - Add Mod Settings so player can turn on/off RestoreWater Command, High and Low Alarms on WaterAreas Bug Fix(s): - Fixed errors with Offshore Pump Deletion Code - Fixed errors in checking for the same location in Offshore Pump function - Fixed Restoring Water on Partially Filled in WaterAreas Fails - Fixed trying to remove an offshore from a partially filled WaterArea crashes game - Fixed RestoreWater command now correctly removes Inactive OffshorePump artefacts - Fixed Calc errors when more then 1 offshore in/and more then 1 WaterArea - Fixed wrong number of active offshores when offshores are removed Other Changes: - Saves OPsurface into OPLocate if required for future reference - Created WtrName in WaterGlobalArea & WaterBodies.lua to give large water bodies their own names - Reworked the WaterArea/OffshorePumps Functions to reduce delay when building into the same body of water - Removed unneeded functions & variables - Rebuilt CheckWater OnTick Calcs 3 times, Now Assumes Factorios Calcs are always 100% accurate
Version: 0.2.0 Date: 03. 05. 2018 Major Features: - MOD Portal Release Changes: - Amended Shallow and Deepwater Amounts (Attempt at Balance)
Version: 0.1.10 Date: 26. 04. 2018 Major Features: - ReWrote OnTick Functions - Added Command "RestoreWater" - Restores All depleted areas back to water Changes: - ReWrote Many Functions to do with calcs of WaterAmounts - Offshores only count fluid if connected to a fluidbox entity (Work Around for lack of entity.active on Offshores) - Amended Random Function
Version: 0.1.9 Date: 22. 04. 2018 Major Features: - Works with any number of Offshore Pumps in any number of Water Areas - Changelog now works from within Factorio! - Save/Load Support Changes: - Fixed Pump Removal for Multiple Offshores in same Water Area - Added Entity Name
Version: 0.1.8 Date: 21. 04. 2018 Changes: - Get Count of How Many Offshore Pumps Assigned to Which WaterArea - Removed Loop in Depleted function
Version: 0.1.7 Date: 21. 04. 2018 Changes: - Random Function Amended - Changed How Offshore Pumps and WaterAreas Are stored, now separate from one another - Only stores the unique water areas, reducing table size
Version: 0.1.6 Date: 12. 04. 2018 Major Features: - Mod Working Using 1 Offshore Pump Changes: - Random Function Added - Fixes to Add/Removing Offshore Pumps
Version: 0.1.5 Date: 11. 04. 2018 Major Features: - Mod Now Works at a Basic Level - Changed to using FlowStatistics Changes: - Get FlowStatistics for Water Amount - Replace Used WaterPump with Non Working Version
Version: 0.1.4 Date: 07. 04. 2018 Changes: - Control Offshore Pump Refill Rate - Access Offshore Pump Water Amount
Version: 0.1.3 Date: 02. 04. 2018 Changes: - Rebuilt WaterSearch functions - Finding & Replacing Tiles Works
Version: 0.1.2 Date: 22. 03. 2018 Changes: - Added Changelog - Stores Offshore Pump Location in table
Version: 0.1.1 Date: 18. 03. 2018 Major Features: - Initial Mod Creation Changes: - Detect Pumps Being Created - Detect Pump Creation Location