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Hm, that makes things....interesting to try to plan out. Ideally I was aiming to have some SDS rivers (S = shallow, D = deep). I'll have to play around and try to test out if that's doable.
Yeah. Ideally they could just add a bit of functionality so the dredger can be used on shallow water to create deep water, so it's easily controllable.
Not in the current build. The shallow area expands (the deep water tiles immediately surrounding the shallow tile you're filling in turn into shallow tiles as soon as you get to the "swamp" stage, as an example).
Two reasons:
1 - Pathfinding - Without the ability to create deep water, I have to literally fence off the entire water feature (natural or bot-made) to get the bots (and player most of the time) to use bridges and that's visually horrible looking. Otherwise they will virtually never use bridges and instead cross the water which is incredibly slow.
Though the way pathfinding works (shortest distance instead of shortest travel time) is the main culprit here, even if it were the other way around instances of this would still happen, so actual barriers to force the use of bridges solves the issue entirely.
2 - Aesthetics - Making pretty lakes and rivers. It's visually boring when all the water features I make or edit become shallow water.
3 - Fishing with the fishing rod - We unlocked the tech so we may as well use it even if we probably already have bots set up to get the resources the fishing rod allows you to collect.
I didn't realize that the fishing rod needed deep water.
I've been looking at making a mod to add explosives. The idea was to be able to remove clay/iron/coal/stone deposits that you didn't need. If I ever make the thing I don't see why it couldn't turn shallow water into deep.
I was looking into mods to handle the deep water, but didn't see a way to actually add functionality to an item. There's an API to change tiles (ModTiles.SetTile(X,Y, Type)) but that doesn't do much good if I can't either add an item that calls it or attatch a function to the dredger to call it when used on shallow water.
I could gather up the coords of every single tile I want changed and write a modscript to do a one time change to them I suppose, but that sounds too much like work (and work that isn't reusable) for my tastes.