Water is not infinite


Makes water a finite resource. Uses a depth map: each water tile has a depth based on its type. Pumps drain lakes; depleted tiles become land. Refill with outfall pipes and rain

Tweaks
a day ago
2.0
1.04K
Environment Fluids Power

g Interaction with canal excavator

22 days ago

Does this mod make it so the canal excavator can only spawn new shallow water tiles?
If so, the fact placing pumps makes water of the deepest depth makes this redundant. It would be better if we could just dig regular water tiles ourselves

22 days ago

Also, every minute or so I get quite a large lag spike, and time usage says it's this mod. I only have 2 water pumps in my entire base. Do you know what's going on?

22 days ago

Yeah the lagspikes are insane. I don't know if it's because I connected different bodies of water, or used the excavator mod, or what, but I just have 2 pumps and every minute the script ms time spikes to like 240 ms. And I removed the pumps out of the canals after I filled them up to turn them into impassable water.
I think the idea of the mod is incredibly cool but the performance is just bad, and it's not worth it for my personal game. I'll keep an eye on your work though if you manage to find a solution for a later iteration of the idea.

21 days ago

Does this mod make it so the canal excavator can only spawn new shallow water tiles?

Yes, it does. Maybe I should spawn deep water, or match the neighboring water type, the same way the Canal Excavator does

Also, every minute or so I get quite a large lag spike, and time usage says it's this mod. I only have 2 water pumps in my entire base. Do you know what's going on?

I wasn't aware of that. I actually spent more than 90 percent of the development time on performance, so it is really sad to hear that you faced performance-related issues.

I will try to investigate the lag spikes.

Thanks for the report

21 days ago

I'll just mention the events leading up to it, I basically dug a canal on a narrow passage (connecting two bodies of water) to block the biters there, and then filled up the canal from somewhere to make the tiles become deep water. Since then, every so often the mod did some crazy calculating, needing 150-250 ms at a time, even after removing those pumps. But, removing ALL pumps did solve it, so I'm not sure how much the canal was the cause.

15 days ago

I think there is a bug somewhere. I tried starting a simulation with 15 pumps, and it was still bearable - tens of milliseconds in peaks, not hundreds.

Do you have a save where the problem happens? Could you share it with me, please?

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