Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      Server Move   09/13/18

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.

Search the Community: Showing results for tags 'fresh water'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Found 1 result

  1. I'm designing an addon that allows you to create a well so you can draw water out of the ground. I have some basic stuff working but I'm looking to make it balanced and believable, so I'm asking for help with this from anyone who knows anything about earth science or hydrology, or is good at this kind of game balancing. My plan as it is now, is to have the well be a multi block that is assembled on top of a large hole, consisting of rope and wood and whatever else. You'll be able to attach a bucket to the well, lower it into the ground, and retrieve water. I'm thinking the well will have an internal storage of how much water it contains, which will refresh at a specific rate (get to this in a bit) and when you take water out, it reduces by a specific amount, and then replenishes. It also has a cap so it doesn't just fill up indefinitely. I'm also considering having an environmental depletion wherein theres an amount of water in the aquifer, and the wells replenish by draining from that, and if you exhaust the aquifer with too many wells in the same area, then they will start to dry up. I haven't run the numbers to see if this is something that could feasibly occur in TFC's time scale. Which means there are basically two (three) numbers to define: how much water can the well hold, and how fast does it replenish (and how big is the aquifer). Presumably, the capacity of the well is going to be determined by its depth. If a value for the water table can be computed, then the depth of the lowest point of the well below the water table corresponds to the number of buckets the well can hold (1 bucket per block). Which now leaves us with the question of where the water table is. Presumably this should be defined in terms of the y-level (relative to sea level), as well as the rock type, and the ground level. (I.e. areas with higher elevation should have a higher ground level). It also probably relates to the EVT value for the chunk, since dryer areas have a lower water table, right? So something like water-table-level = sea-level + (ground-level – sea-level) * rock-type-mod - EVT-offset. where rock-type-mod is a value between 0 and 1 corresponding to how water-permeable the rock type is, and EVT-offset is a straight offset that just depresses the water table for low EVT values, so you have to dig deeper to get water in dryer areas. And then, as for how fast the well replenishes, that's solely a function of the rock type, right? EDIT: and well depth. If anyone knows anything about how this subject works in real life, has ideas for how this should be balanced in game, or anything else they want to be contribute, please do so in the comments! I'm currently working on getting the multiblock to work, so I'll post the addon as soon at it's ready. Thanks!