RimWorld

RimWorld

Artificial Water Place
115 Comments
GoofyGuy73 28 Sep @ 5:38pm 
just make it compatible with odyssey
Si-Cafe  [author] 25 Sep @ 12:23pm 
@Good Old Jim Ah, thanks for explaining, I didn't understand how fishing worked in Odyssey.
I'll work on this when I have time.
Good Old Jim 25 Sep @ 9:53am 
Well, like I said I don't really have a horse in the race (I came here looking for this to use as decorations for an underground grotto im building but I saw some asking and thought that could make sense from a logic perspective). That being said I would argue that if you used the vanilla (Or rather, odyssey fishing mechanics) it would require a pretty large lake to have some thing akin to unlimited fish which would take a lot of fish to build each tile.
(The odyssey mechanic has the fish run out if you over fish them so it kinda restocks with time and you have to have a minimum sized body of water for fish to spawn which also determines its max population and to some extent respawn rate. ((Explanation Just in case you don't have the DLC/haven't played that particular one))

Of course the catch there being that it would require people wanting it to have odyssey. :conwayshrug: Eitherway great mod, sorry if I over explained my reasoning.
Si-Cafe  [author] 25 Sep @ 9:06am 
@Good Old Jim The idea of ​​building a fishing pond (or fish pond) is great, but ultimately it provides a place to get infinite fish in exchange for a few fish.
It would be possible if someone could create such a patch, but I'm not going to do that.
Good Old Jim 25 Sep @ 8:19am 
Dont really have a horse in the race but you could add in a fishable tile that itself require a chunk of fish (Plus the usual) to build so its like your building and "Stocking" a fishing lake/pond. Just a thought.
Clearwater 31 Aug @ 8:40am 
Aw thank you! And yes, this is wonderful. Either using it for reactors, or decor, or moats, thanks for the awesome mod :D
Si-Cafe  [author] 31 Aug @ 3:09am 
@Clearwater I originally created this mod to improve the landscape of base, but I get the impression that a surprising number of people are using it as a moat. Anyway, I'm honored if you feel that this mod is valuable.
Si-Cafe  [author] 31 Aug @ 3:03am 
@Futstub As I recall, pawns sometime swim in artificial water palces.
As for interactions with other mods, you probably need to set up a dedicated affordance, but if it only check the water tags and works, it can be used in artificial water places as well.
Futstub 31 Aug @ 2:42am 
Can pawns swim in them for recreation? And can you make water growing zones (VFE) on them? :)
Clearwater 29 Aug @ 6:16pm 
Update to the moat idea... i replaced the walls leading into my killbox with deep water... and the road in between with chest-deep water. Now the enemies gets shot while on the way to me and gets slowed down dramatically. This is op and im all for it
Thanks again for the wonderful mod that lets me pull off shenanigans like this, i was just looking for water for my rimatomics reactor in the first place but here we are. :P:P:P
Si-Cafe  [author] 26 Aug @ 3:20pm 
@sindri42 No, you cannot fish in artificial water places. This is intentional.
sindri42 26 Aug @ 2:23pm 
In 1.6 can you fish in artificial shallow water?
Si-Cafe  [author] 15 Aug @ 12:43am 
@Laughing_Dragon That's an interesting idea, I'll look into it and add it if it's feasible.
Laughing_Dragon 14 Aug @ 11:33pm 
Could you add the ability to create lava lakes using the lava added in the odyssey dlc? Perhaps it could cost steel or plasteel to collect?
Clearwater 11 Aug @ 1:50pm 
Oh i can now dig moats around my base. FUCK YEAH! Sapper raids be damned!
Thanks for this OP mod :D:D:D
Si-Cafe  [author] 7 Aug @ 5:38pm 
Corbald 7 Aug @ 5:20pm 
Sweet! Thanks for that, my water feature is saved! While I have your attention: What mod are the brick border tiles from? I've been using Vanilla Props, but it doesn't seem to have those same segmented brick borders, and I'd like to make use of those, too.
Si-Cafe  [author] 6 Aug @ 7:15pm 
Update:
@Corbald Artificial water places other than "deep water", now meet the requirements for royal rooms.
Si-Cafe  [author] 6 Aug @ 8:27am 
@Anker Yes, that's intentional. Natural water sources are nearly unlimited, but artificial water places have a limited amount of water, so it seemed odd to fetching water from them and mass-produce water buckets.
Anker 6 Aug @ 5:03am 
You can't get a water fetching spot at an artificial water spot. I feel like this may be intentional, but it does make fetching water very, very slow if your wood stockpile isn't at some random lake or river.
Si-Cafe  [author] 4 Aug @ 9:12pm 
@Corbald Artificial water place may simply be counted as water surfaces and not as floors like tiles. I'll look into whether there's anything I can do about this issue.
Corbald 4 Aug @ 10:34am 
Are these not counting as 'all floored' with regards to throne rooms? I pre-built my throne room with a nice water feature, and it's saying it's not floored? Any chance this is the issue?
Si-Cafe  [author] 27 Jun @ 8:32am 
@niabymin It would be nice to be able to do it, but if you try to construct a bridge over artificial water, pawns deconstruct the water place, and actually doesn't construct a bridge, which I think is because artificial water features are treated as floor structures.
A solution, would be to build on cell you want to make a bridge with a normal wood or stone floor and then attach a fake bridge deck from VFE-Props or Curb Stone from my mod, which might look better.
niabymin 27 Jun @ 6:20am 
Can these artificial waters support the bridge? I wanted to make a moat.:stress:
Si-Cafe  [author] 18 Mar @ 9:03am 
@SirVivel Artificial Water Place give +1 beauty benefits..
SirVivel 18 Mar @ 5:10am 
Do these water tiles give a beauty benefit / malus? I'd like to create a meditation area, surrounded by water, which also doubles as marriage spot.
Shady Lane 26 Feb @ 9:43pm 
@Si-Cafe Wow! That was so quick. Thank you so much I'm downloading and trying it out now
Si-Cafe  [author] 26 Feb @ 3:43pm 
Updated. This will make it possible to build water vehicles at artificial water places.
Si-Cafe  [author] 25 Feb @ 12:27pm 
@Shady Lane I'll check and try it if possible.
Shady Lane 25 Feb @ 12:22pm 
Out of curiosity could we get a patch for vanilla vehicles framework to recognize the artificial water as traversable terrain for boats? I want to create channels for shipping goods across my map.
LordHelmet 27 Dec, 2024 @ 1:37am 
@Si-Cafe Great! Excatly what I was looking for!
Si-Cafe  [author] 27 Dec, 2024 @ 12:41am 
@LordHelmet By floor tiles surrounding the water, do you mean curbs? If so, it's from my Curbs Stone Mod.
LordHelmet 26 Dec, 2024 @ 11:00am 
@Si-Cafe Which floor tiles did you use to surround the water in the mod images?
Thanks for this great mod!
Si-Cafe  [author] 15 Dec, 2024 @ 7:39am 
@Kirboh It is a result of striving for a certain degree of realism.
Artificial water places should be shallower, cleaner and easier to handle than natural water places.
Kirboh 15 Dec, 2024 @ 5:15am 
Great idea! Any particular reason why you make artificial water tiles differ from natural ones?
TiredAria 12 Dec, 2024 @ 2:04pm 
@Si-Cafe Thanks so much kindly for updating this wonderful mod! It only seem reasonable with dubs hygiene (or without it) that water is movable like soil, cause we do it irl! So why not this world too? I would troubleshoot to see which mod it conflicts with but it seems pong might of found it, unfortunately (for mod conflict finding, but fortunate for me) I have over 600 mods enabled haha
Si-Cafe  [author] 12 Dec, 2024 @ 1:56am 
@Pong I'm relieved to hear that.
I'll put that patch mod in the description, thank you.
Pong 11 Dec, 2024 @ 9:04pm 
Zero incompatibilities and working better than ever. Thank you!

There is a new patch mod that enables VFE fishing in artificial water.
Si-Cafe  [author] 11 Dec, 2024 @ 7:41pm 
Fixed an issue where patches were not loading properly in 1.4.
It should be no more problems...
Pong 11 Dec, 2024 @ 2:06pm 
Updated Harmony: Again everything works, but still Water Freezes deletes the fetching spot after a few seconds. 1.4 issue?

It is possible to quickly grab water before the spot disappears. So I'll be enjoying this mod even as is.
Si-Cafe  [author] 10 Dec, 2024 @ 9:11pm 
@Pong No way...water fetching spots can only be placed on natural water.
I haven't made any changes to the research itself.
Please try unsubscribing this mod and subscribe it again.
Pong 10 Dec, 2024 @ 7:24pm 
I like the texture change. This fetching spot on new game can be placed anywhere, bills are "(none)", and it still disappears when placed on water.

Also new: the research project for building water is missing.
Si-Cafe  [author] 9 Dec, 2024 @ 11:45pm 
Fixed compatibility with Water Freezes (all version):
Note) Harmony Mod required to solve destroys water fetching spot issue in with Water Freezes.

And changed the texture of the water fetching spot to own (in case other mods overwrite the crafting spot texture).
Pong 8 Dec, 2024 @ 3:42am 
Thanks for looking into this. I tested on a fresh map - same issue.

Could you enable fetching spot placement on artificial water? Then at least there'd be a workaround.
Si-Cafe  [author] 8 Dec, 2024 @ 3:28am 
Ah wait, I tested on a dev quick start, but WF tools didn't work for the patch.
It work on a new game and water fetching spot doesn't disappear...

I'll try to check at the internal code the WF.
Si-Cafe  [author] 8 Dec, 2024 @ 3:01am 
@Pong For existing natural water in existing map, my patch doesn't seem to apply unless you use "Clear Natural Water Status" in development mode.

The low depth of the artificial water was intentional, and I believe that artificial water place should be shallower and more likely to freeze than natural water.
Pong 7 Dec, 2024 @ 8:37pm 
Many have said that modifying Evelyn's water requires manually clearing the depth and "Natural Water" status in Development Mode.
Pong 7 Dec, 2024 @ 8:37pm 
Fetching spot still disappears after a few seconds. I'm playing RimWorld version 1.4 with your new compatibility patch for Water Freezes.

Mods include Water Freezes 1.4 (Evelyn's not Mlie's),
Evelyn's Soil Relocation Framework (digging ice reveals land until spring melt),
Evelyn's Consistent Map Stone (changes how layer beneath soil and water is generated)
Vanilla Factions Expanded - Medieval (includes digging soils to create moats).

I could never get a VFE-Medieval moat to stay anyway. Always reverted to marsh after a few seconds.

I can place a fetching spot and quickly get 10x water buckets before the spot disappears. Then I can build the artificial water floors and they don't disappear! But I can't place a fetching spot on your water.

The tooltip on Evelyn's water:
Natural Water
Water depth 100
Shallow moving water (walk speed 30%)

The tootip on your water:
Water depth 50
Artificial moving shallow water (walk speed 30%)
Si-Cafe  [author] 7 Dec, 2024 @ 1:00am 
@Pong Thank you for this important report.
Added compatibility patch for Water Freezes.
Now water fetching spots no longer delete. And artificial water places will freeze
Artificial water place are more likely to freeze than normal water.
Pong 6 Dec, 2024 @ 9:32pm 
1.4 Water fetching spot disappears after a few seconds.

I'm using Water Freezes mod, which is known to revert changes made to water. For example Water Freezes reverts "moat" dug by Vanilla Factions Expanded - Medieval... also after a few seconds.