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Showing results for tags 'flow'.
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Something I have always found lacking on wurm the the absence of springs and streams. So last night, at 3am with a bottle of tequila in my hand I started writing. I woke up this morning, it actually still makes sense (this might be the hangover but it goes seem a workable mech). Simply put it adds 1 new tile type and 2 new "wall" types. New Tile : Spring Notes : Acts like a normal tile, can be drunk from, If a channel is made next to it supplies that channel with water. New Tile : Water Flow/Waterfall Notes : Natural water flow, this edge tile can be built over, disrupting the flow of water. Allows the 2 adjoining tiles to be drunk from and also have reeds spread to them/planted next to them. The waterfall option is just a cosmetic to a very steep drop (>40?) New Tile : Outlet Notes : Forms at the coast, this edge tile can be built over. New Tile : Water Channel Notes : Same as water flow but cannot be built on, must be destroyed. Requires 40 digging to construct (simple right click action). The Rules of Water Flow 1. Water will only flow to an equal or lower elevation, creating water flows as it does so. 2. Flow will have the following preferences : Channel, Lowest open, same direction lowest (so if we have a flow from N to S then it will prefer another N to S flow over an E to W flow if both options are present), rnd chance if 2 different direction lowests, equal same direction, rnd chance if 2 different direction equals (will never return to a height node that has 2 flows already). 3. If water flows from an elevation above water to one below water level an outlet is created. 4. If the height of corner is changed then any water flows adjacent will recalculate, water flows at one tile per hour to prevent mass recalculations. This should always generate a flow that heads downhill (flows can stop (we just assume it goes underground for now) if there are no viable moves.