RimWorld

RimWorld

Atmospheric Water Collection
35 kommentarer
Mlie 3. dec. 2024 kl. 12:20 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3377426469
Hope it helps anyone!
verty 12. aug. 2024 kl. 3:50 
This looks perfect for my mod list. Wish it was updated to 1.5 though ;-;
Thundercraft 23. mar. 2024 kl. 23:49 
Any chance of an update for 1.4 (...and maybe 1.5)?

Has anyone else tried running this in RimWorld 1.4?
RAT 6. juni 2023 kl. 3:29 
You're creating some smart mods, people, i say.
Speaking of passive efficiency, are you familiar with the Yakhchāl? It is, to put it simply, a "medieval desert persian refrigerator that kept ice frozen all year round", using nothing but the air conditioning via evaporative or radiative cooling (obviously passive), primitive insulating materials and smart architectural design. Your mods remind me of stuff like this - creative and efficient.
Sunlight88 13. apr. 2023 kl. 23:39 
Hi OptimusPrimordial, can you please update to 1.4?
My pawns are dying of thirst in the desert... ;-}
HIVEMIND 28. dec. 2022 kl. 11:29 
wake up samurai
beelzeboops 27. okt. 2022 kl. 8:48 
@kongkim

i just tested the mod (only 5 minutes), seems to work fine... at least the rain water tank works as intended
kongkim 25. okt. 2022 kl. 7:57 
will you update to 1.4?
OptimusPrimordial  [ophavsmand] 8. maj 2022 kl. 9:02 
@random tank
The rain water tank was a result of the buildings being set to rotatable. I've updated it so the tank is now static and I've decreased the footprint of the buildings so you can pack more together. Haven't changed the fog catcher I don't see a problem with that texture.
Lyven 31. mar. 2022 kl. 19:55 
does this work on snow? or does it have to be exclusively rain?
Random Tank 28. mar. 2022 kl. 3:18 
My only issue with this mod is with some of the textures, like the rain water tank and fog catcher are really squished?
OptimusPrimordial  [ophavsmand] 28. feb. 2022 kl. 16:42 
Fair report. I've gone ahead and removed the ice carving spot. I generated ice sheets over and over and they all spawned with some surface water making that spot pointless.
SkylineOdeum 28. feb. 2022 kl. 12:07 
I'm getting this message for Ice Carving Spots:

Could not resolve cross-reference to Verse.ThingDef named ThingDef_IceCarvingSpot (wanter=fixedBillGiverDefs)
Tefnut 13. feb. 2022 kl. 20:59 
understandable have a nice day
OptimusPrimordial  [ophavsmand] 13. feb. 2022 kl. 20:54 
Settings are expensive, going into the patches folder and deleting "Research_DeepWells" is fast and cheap.
Tefnut 13. feb. 2022 kl. 16:12 
Hey, is there a setting to disable your attempt at rebalancing? The additions are neat, but forcing a bundled in nerf to something that could have gone without is excessive.
Get Donked On 3. jan. 2022 kl. 13:12 
i never knew i wanted this until i became a space dwarf 10/10
OptimusPrimordial  [ophavsmand] 20. dec. 2021 kl. 20:55 
When I want to play fantasy I have a modlist for it, when I want to realism I have a modlist for that too. This mod is part of the latter, if you'd prefer the former feel free to hang out on the rimworld of magic discord, there's nothing for you here.
AngleWyrm 20. dec. 2021 kl. 20:13 
While I was praying to a tree to summon some dryads, my alien science officer from the crashed space ship flew over in his jetpack to have a word with me on the merits of realism. He said "Drink this, Alice."
OptimusPrimordial  [ophavsmand] 16. dec. 2021 kl. 6:54 
I'd be willing to redo the AWG to be based off humidity if the mechanic was realistic and while I use Fuuchan's mod, it isn't.
Humidity is highest preceding rainfall not after, humidity changes day by day depending on wind patterns and temperature it doesn't decrease until rain falls. If anything I'd question where the rain is coming from if you're sitting at 10% humidity.
Most importantly humidity rises with evaporation on bodies of water, most commonly the ocean but also lakes and rivers. Fuuchan's mod has no way to take into account whether the player is on an ocean tile or river or really whether there's a body of water at all.
My weather based system isn't realistic either but my system will generate more water during fog and regrowth's overcast weather which is realistic while his will continue to generate less and less.
uerminosa 15. dec. 2021 kl. 17:06 
Hey, it'd be nice if you looked into patching this mod to work with [Fuu] Uncompromising Fires 's humidity mechanics. thanks
Mads 14. dec. 2021 kl. 1:19 
Thank you so much for adding just because of my comments.
I hope that some others will find it nice to have too.
And thank you for this mod again, it is already a standard for me to have along with dbh.
OptimusPrimordial  [ophavsmand] 13. dec. 2021 kl. 23:32 
Update time:
Mads wanted it and it's here. The rain catchment, it's cheap to make and smaller than the other buildings, good for that little extra water when you're limited on space or resources.
Kaiser fixed a bug where you could collect the rain from rainwater tanks, fogcatchers and the new rain catchment which were built indoors. The AWG still works inside but the rest will need to be in the elements to catch the elements.
OptimusPrimordial  [ophavsmand] 11. dec. 2021 kl. 1:41 
Yes, these are early game options while the deep well has had the scanner added as a pre-req. As you can see from my image that shallow well provides more water than my new additions and unlike my stuff it produces constant water no matter the weather. The trade off is unless the player builds their colony next to a river or on a water logged biome the water access is location specific and can't be expanded.

The Deep well doesn't have these limitations, the water table overlay it provides is enormous allowing the player to build a couple and effectively ignore water as a mechanic, it isn't that hard to research relatively early on either. I added the additional research so my early game addon would have more time to shine.

To be frank I like the added complexity of needing to store enough water between rainfalls but that deep well undermines me entirely so I took the simplest route to getting it out of the way.
uberjammer 10. dec. 2021 kl. 23:55 
You meant that the Deep Well requires the Scanner research, not the AWG (or both)? Could be misleading as it's written.

By 'Deep Well' do you mean the vanilla looking steel wells? They draw from the same source as the shallow ''primitive'' well. It's certainly plausible to do a simple shallow well without any tech, so the second type of steel well shouldn't be any different (again, it's coming from the exact same source, just made with different, and in some ways worse material.) Maybe there are deep wells I never got to in Dubs that are supposed to drill into a limitless aquifer?

The regular wells are cheaty with the water overlay though - maybe disabling the overlay and allowing well digging anywhere is better overall, even if in real situations you could probably tell where an underground river was likely to be. That would force you to dig exploratory wells, which would be balanced and pretty "fair RNG".
AngleWyrm 10. dec. 2021 kl. 16:44 
From the description of this mod: "I've added the Ground-penetrating scanner as a research pre-requisite."
OptimusPrimordial  [ophavsmand] 10. dec. 2021 kl. 3:37 
The rainwater tank and fog catcher start off unlocked for crash landing starts and come with the 600 point plumbing research with no pre-requisites for tribals. The AWG only requires electricity and air conditioning which everyone will research anyway.
You really should try mods before making nonsensical complaints.
AngleWyrm 9. dec. 2021 kl. 18:24 
@OptimusPrimordial,
Yes, that's me point: The tech isn't valuable because it isn't available. This is a problem with a lot of mods charging research, usually called "mid to late game" without any actual idea of when the window of usefulness for a mod is. This is why I have the tech speedup mod, because with lots of mods loaded, developers don't actually know how long it will take a given mod set.
Mads 9. dec. 2021 kl. 13:57 
It is probably just me that would like such a thing anyway,.
Just to me a catchment sheet that connect to the tank for more ability to capture makes sense, instead of having to build multible tanks.
As for area I was just thinking each sheet have an increase to captured rain and one could place multible, like I assume one can place multible tanks to capture the rain. But one sheet would be cheaper than a full tank and cant contain water, just adds to the tank.
Jeepjumping_Jonah 9. dec. 2021 kl. 6:53 
maybe 25 to 50 liters to provide a buffer while your pawns fuck around with the farm?
Jeepjumping_Jonah 9. dec. 2021 kl. 6:52 
the pipe in the fog collector should technically hold a bit of water. nothing major, but nonetheless not nothing.
OptimusPrimordial  [ophavsmand] 8. dec. 2021 kl. 16:03 
@Mads It'd be easy to make a catchment sheet as an object but making one based on area would be beyond me.

@McChicken You're welcome.

@AngleWyrm Have you used Dubs Bad Hygiene? Your colonists aren't going to last three years without drinking water.
AngleWyrm 8. dec. 2021 kl. 5:16 
Is the need for water optional? Can it for example be put off until year three for tech balance reasons? Because if it can, then I don't need it at all.
McChicken 8. dec. 2021 kl. 4:36 
that first sentence sounds like the start of a documentary! and great mod thanks a lot for the contribution
Mads 8. dec. 2021 kl. 3:32 
I will have to start a game to play with this, I have always wondered why there was none of these in bad hygine, at least the rainfall collector is a very common real world item.
One thought about the rainfall collector, not having tried it, but reads like it is a tank, if I understand correctly one would have big catch arears that feed to the tank IRL, so maybe an idea would be some capture basin or tarps one can add to the area around the tank, where the amount collected is based on the area covered?
Just a random thought before I even try the mod, so sorry for being silly.
And sorry for the ramble, thanks for the mod, looks interesting!