Git Product home page Git Product logo

water_features_bepinex's Introduction

Water_Features

Deprecated No Longer Supported. Please see https://github.com/yenyang/Water_Features.

In-Game Water Tool - Place and remove water sources. Lakes, Streams, Rivers, and Seas. Optional Opt-out: Seasonal Streams - Flow rates vary with season, precipitation, and snow melt. Optional Opt-in: Waves and Tides - Sea level rises and falls.

Sully has made an outstanding demo video covering the new features related to water. Available on Youtube.

Dependencies

Unified Icon Library

BepInExPack

Change Log

Available on Github

Donations

If you want to say thank you with a donation you can do so on Buy Me A Coffee.

Translations

I am looking for volunteers to help translate the mod into the official languages. For those interested please go to CrowdIn. Sorry the link says tree controller, I accidently uploaded the wrong file to one of the projects so the URLs are swapped. Current Localization Support: Spanish by Nyoko & Citadino, German by Hendrix, Partial Portuguese by Luiz Fernando de Paula

Detailed Descrption

Water Tool

Water Sources: Stream - Constant or Variable Rate Water Source: Emits water depending on the settings for this mod. With Seasonal Streams disabled, the flow rate will be constant. With Seasonal Streams enabled the flow rate will vary with season, precipitation, and snowmelt depending on your settings. Left click to place within playable area. Hover over and right click to remove. River - Border River Water Source: Has a constant level and controls water flowing into or out of the border. While near the border, the source will snap to the border. Right click to designate the target elevation. Left click to place. Hover over and right click to remove. Lake - Constant Level Water Source: Fills quickly until it gets to the desired level and then maintains that level. If it has a target elevation below the ground level, it can drain water faster than evaporation. Right click to designate the target elevation. Left click to place within playable area. Hover over and right click to remove. Sea - Border Sea Water Source: Controls water flowing into or out of the border and the lowest sea controls sea level. With Waves and Tides disabled, it will maintain constant level. With Waves and Tides enabled the sea level rises and falls below the original sea level. Right click to designate the elevation. Left click to place if the radius touches a border. Hover over and right click to remove.

Optional Opt-In Custom Water Sources: (Enabling/Disabling these in the settings requires restarting the game) Detention Basin: Custom modded water source that rises with precipitation and snowmelt and slowly drains when the weather is dry. They have a maximum water surface elevation but no minimum water surface elevation. Right click to designate the maximum elevation. Left click to place within playable area. Hover over and right click to remove. Retention Basin: Custom modded water source that rises with precipitation and snowmelt and slowly drains when the weather is dry. They have a maximum water surface elevation and a minimum water surface elevation. Right click to designate the maximum elevation. Left click to place within playable area. Hover over and right click to remove.

The tool is accessed in the landscaping menu with a tab with a water drop and icons for the different water sources. Small radius water sources will have some extra clickable space for removing them. Large radius water sources will have a small filled circle for removing them. If you are placing a source with an assigned depth you should place them at the intended bottom of the water feature. For now you cannot remove water sources from utility structures.

Seasonal Streams - Optional Opt-out

Seasonal Streams takes Streams (Modified Constant Rate Water Source): and ties them to the climate and weather for the map. For example, if your map features a dry summer, then these water sources will decrease during the summer. Seasonal streams by it-self should not cause flooding since it treats the map's default water source amount as a maximum unless you change it. All aspects are optional and adjustable in the mod's settings.

Waves and Tides - Optional Opt-in

This feature is dependent on map design. Maps with a sea water source and a single shoreline work best. The point of the waves feature is to make the shore move in and out and make sand along the shoreline. A better way to make beaches is to just paint them with surface painter instead. Waves are generated at the map boundary where there is a Sea water source. Once generated they head towards shore. Maps were not necessarily designed for these waves, but the waves will always be lower than the sea level from the original map. Tides are the biggest waves and they cause the sea to rise and fall along the shore. Tides can add sandy graphics along shorelines but the sand may not persist the entire time between low tide and high tide. Option to change the global damping value. The setting is inverted though so higher numbers mean less damping and stronger waves. Maps such as San Francisco with shallow seas will need waves and tides with smaller heights to avoid large swathes of non-playable area becoming dry sand.

Saving

Before saving, the mod always resets all water sources including the custom ones in a manner that can be loaded safely without the mod, so that the mod can be removed at any time.

Additional Features in the Settings

Adjust the global evaporation rate which can be helpful with Detention and Retention basins. Water Clean Up Cycle is an emergency solution for removing water in developed areas by increasing the global evaporation rate for a short time. Better option: Lakes with an elevation below the ground surface drain water faster than evaporation.

Planned Features

Adjust position and depth/elevation of water sources after placement. Option to add polluted water sources...? Rainfall 2 including storm drains might be included as opt-in option eventually. Tying snow melt simulation to snow system graphics.

Support

I will respond on the code modding channels on Cities: Skylines Modding Discord

Credits

  • yenyang - Mod Author
  • Sully - Testing, Feedback, and Promotional Material
  • Chameleon TBN - Testing, Feedback, Icons, & Logo
  • Algernon, Alpha Gaming - Help with UI, Cooperative Development & Code Sharing
  • T.D.W., Klyte45, krzychu124, & Quboid - Cooperative Development & Code Sharing
  • Localization: Hendrix (German), Nyoko & Citadino (Spanish), Luiz Fernando de Paula (Partial Portuguese)
  • ST-Apps - Help with UI & Code Sharing
  • Tigon Ologdring, Dante - Testing, Feedback

water_features_bepinex's People

Contributors

yenyang avatar

Stargazers

 avatar WesterDrive avatar

Watchers

 avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.