Water As A Resource Extended


Turns water into a finite, depletable resource in Factorio 2.0+. Waterbodies shrink visually as pumps drain them, regenerate over time, and can be extended with waterfill technology.

Tweaks
4 days ago
1.1 - 2.0
379
Environment Fluids Power
Owner:
diabolicwolf
Source:
https://github.com/PiotrKaszuba/Water...
Homepage:
https://mods.factorio.com/mod/WaterAs...
License:
MIT
Created:
3 years ago
Latest Version:
2.0.3 (4 days ago)
Factorio version:
1.1 - 2.0
Downloaded by:
379 users

Turns water into a finite resource in Factorio 2.0+

Offshore pumps now deplete the waterbodies they draw from. Waterbodies visually shrink as they're consumed, and water slowly regenerates over time. Research technologies to reduce water consumption, use waterfill to extend water sources, and manage your water supply strategically.


⚠️ Beta Release Notice

This mod is currently in beta. You may encounter debug messages, unexpected behavior, or errors during gameplay.

Contributions welcome! Help improve this mod by:
- Reporting bugs or error messages on the Mod Portal discussion page
- Opening issues on GitHub
- Submitting pull requests with bug fixes, code improvements, or new features
- Suggesting design changes, functionality additions/removals, or graphics/content enhancements


Core Mechanics

Finite Water System

  • Waterbody Tracking: Connected water tiles form "waterbodies" with unique IDs, scanned asynchronously when pumps are placed
  • Per-Pump Usage: Each pump's actual fluid extraction is tracked individually using Factorio 2.0's pumped_last_tick API
  • Water Tile Capacity:
  • Shallow water: 50L per tile (configurable)
  • Deep water: 150L per tile (configurable)

Visual Depletion

  • Water tiles "dry out" as the waterbody depletes (starting at 80% depletion, configurable)
  • Depletion spreads from the edges toward the waterbody's center (centroid)
  • Custom tile types are used for depleted areas to avoid conflicts with other mods.

Regeneration

  • Waterbodies slowly regenerate water over time
  • Non-linear scaling for strategic resource management:
  • Best regeneration at 75% depleted (150% of base rate)
  • Reduced regeneration at 0% depleted (75% rate) and 100% depleted (50% rate)
  • Configurable base regeneration rate

Pump Behavior

  • Pumps automatically deactivate when their waterbody reaches 100% depletion
  • Pumps reactivate when water returns above threshold (default: 99% depletion)
  • Water usage is multiplied by the force's technology bonus

Technology Tree

Yield Boost Research

Reduce water consumption through research. Each level reduces water consumption of offshore pumps by 15% (multiplicative).

Tier Effect Science Packs Cost
1 85% usage Automation 100
2 72.25% usage + Logistic 200
3 61.4% usage + Logistic 300
4 52.2% usage + Chemical 400
5 44.4% usage + Utility 500
6+ -15% each + Space 1k, 2k, ...

Waterfill Technology

  • Prerequisites: Landfill, Explosives
  • Recipe: 1 Explosives + 500 Water = 3 Waterfill
  • Places shallow water adjacent to existing water tiles
  • Cannot be placed on dried (depleted) tiles

Waterbody Dynamics

Merging

When waterfill connects two separate waterbodies, they automatically merge into a single tracked body. Water amounts and statistics are combined.

Splitting

When landfill divides a waterbody, the mod detects this and creates separate tracked bodies for each disconnected region. Water is distributed proportionally.

Map & Notifications

Map Markers

  • Display waterbody name, remaining water, and percentage remaining
  • Shown per force at pump locations
  • Can be disabled in settings

Depletion Alarms

Configurable notifications at various depletion levels:
- Low level alarms: 50%, 75%, 90%
- High level alarms: 95%, 97%, 98%, 99%

Performance Features

  • Update Budget System: Configurable operations per second (default: 2000) prevents lag spikes
  • Async Scanning: Initial waterbody scans spread over time (configurable tiles/second)
  • Lazy Data Migration: Large data operations spread across multiple game ticks

Multi-Surface & Multi-Force Support

  • Waterbodies are tracked separately per surface
  • Each force maintains separate technology progress and water usage multipliers
  • Map markers are shown per force

Credits & Copyright

This mod was inspired by "Water As A Resource" by TreefrogGreaken under MIT License, found on the Factorio Mod Portal: https://mods.factorio.com/mod/WaterAsAResource

Water As A Resource noted that:
"This mod was inspired by finitewater by Luke Perkin, found on the Forums: https://forums.factorio.com/viewtopic.php?f=94&t=14506"
which also was published under MIT License.

From "Water As A Resource": updated, refactored, and extended for Factorio >= 2.0 versions by PiotrKaszuba.
Some of the original graphics are still used under the MIT License.

Waterfill icon is borrowed from Waterfill by untraceablesmurf under MIT License, found on Factorio Mod Portal: https://mods.factorio.com/mod/Waterfill_v17 or Github: https://github.com/un-smurf/waterfill.