Inspired by Water As A Resource
This is an early alpha version — it’s poorly tested and may contain bugs. Backward compatibility is not guaranteed in future updates.
Features
- Finite water with equalization between cells
- Water depth levels
- Outfall pipes (water refilling): dump water back into lakes or the sea
- Flooded entities are destroyed
Compatibility
- Supported The Shallows
- Supported Enhanced Offshore Pumps (both electric pump and burner pump)
- Multiplayer has not been tested
Known Issues
- ❗Old saves aren’t compatible with this version. Keep the same version for ongoing runs or start a new game with the update. Backward compatibility will come after the core mechanics are stable
- Performance may drop when running 20–30 pumps draining separate lakes. To reduce CPU usage, deconstruct pumps and outfalls in basins that are already empty or full
How it works
- Lakes use a depth map: each water tile has a base depth that depends on the tile type
| Base depth | Tile type |
| ≤ 2400 | deep water |
| ≤ 1800 | water |
| ≤ 1200 | marsh |
| ≤ 600 | shallow water |
| = 0 | sand-1 | - When you place an offshore pump, it periodically scans all reachable water tiles and drains them evenly (at that pump’s own consumption rate). The level drops across the whole reachable area, not just at the intake
- Every few ticks, neighboring tiles equalize (simple averaging). Water moves from tiles with more water to tiles with less, which creates smooth gradients
- Landfill lets you reshape pools. You can wall off a pool, drain it, then open a gap and watch levels even out
- Outfall pipes add water back into a body of water. The added water then spreads through the same equalization step.
Use SHIFT + F10 to toggle DEBUG visualization (CPU-intensive)