Water As A Resource


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

1 year, 4 months ago
0.16 - 1.1
2.13K

Changelog

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