![]() ![]() You have levees built to a height of 1 all around the channel now, and the dam with a height of 0.5 at the end of it, and when the dry season starts the water level will drop to the 0.5 height of the dam. Again, hard to show this in a 2d diagram, but I hope this makes sense. You could replace the levee at the end with a dam (on top of a levee), giving it an outlet to direct the flow down the channel and excess water off the edge of the map to prevent flooding. Now, when water is flowing, the water level will rise all the way up to the levees, and because the height of all of the levees containing it is the same, it will slosh around as it overflows and spill out around the edges again. The lack of 3d space in this text post restrains this model a bit, but now we have the map's ground level height at 0, the channel with a depth of -1, and levees built up to height of 1 all around the first half of the channel. So now let's raise the water level by adding some more levees around the channel: XXXX If you replace the dam with a levee, which have a height of 1, the water will continue building up during the wet season and fill all the way up the edges of the channel and will overflow. So the 2 tiles after the dam will be empty and you retain 0.5 height water in the first 3 tiles. Now, with the dam there, when the drought starts and the flow stops, the water level will drop down to the level of the dam So water flows from the source at 1 tile of height, will reach the dam, the flow stops there until it's filled up enough to go over the top of the dam, and then will continue flowing over the dam and off the edge of the map. So here water will just flow through the channel, all at the same level, off the edge of the map.ĭams block the flow of water but are half-tile in height. I'll try to explain with some makeshift diagrams here. (when there isn't an active drought) Water spawns from the source tiles continuously during wet seasons and will continue to fill the space it can occupy until it can flow off of the edge of the map. ![]() When you block the flow of water it will build up until it has somewhere to flow. In other locations I simply want to create higher rivers and lakes for irrigation. What I would like to do is to build an artificial lake at a higher elevation and then create a channel that exits out into another lake which would create water flow and allow me to build a water wheel farm for power. Maybe I'm wrong, but based on the building outlines when placing this it looks like this type of pump can pump water (up to 6 tiles deep) and then discharge it. I've just researched and am close to completing a mechanical water pump and I feel like this may be the mechanic that I'm looking for. I would think that a water pump would do the trick, but it seems that the basic water pump simply pumps water to a certain quantity and then waits for a beaver to come and empty it into a water storage. I'm aware that adding a levee can increase water height, but at quite a distance from the source I'm not seeing much height increase. I'm playing on the lakes map and experimental build. ![]() Got maybe 15 or so hours into the game so far and I'm still learning how all the mechanics work. ![]()
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