Autonauts

Autonauts

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Tizferatu Feb 14, 2020 @ 3:57pm
Dredging deep terrain
Is it possible to dredge down to "deep" tiles.

I'd like to build some rivers and lakes (complete with deep tiles, so I can make bridges that actually get traversed), but I'm not seeing any way to actually dig down to the "deep" level.
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Showing 1-13 of 13 comments
DarthNemesis Feb 14, 2020 @ 6:16pm 
Dredged tiles will become deep water if there is a deep water tile touching them. Not sure on the priority if there are 2 tiles of different types touching them.
Tizferatu Feb 14, 2020 @ 8:17pm 
Originally posted by DarthNemesis:
Dredged tiles will become deep water if there is a deep water tile touching them. Not sure on the priority if there are 2 tiles of different types touching them.

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.
Tizferatu Feb 14, 2020 @ 8:22pm 
I can't replicate that behavior. Since deep tiles don't spawn directly next to land, and filling in a shallow area next to a deep area seems to expand the shallow area to prevent land meeting deep tiles, I'm not sure how I could pull that off.
Zigmeir Feb 14, 2020 @ 8:43pm 
It was possible around month ago with method descripted earlier. But now you cannot do It. I hope developers will return possibility in future patches
Tizferatu Feb 14, 2020 @ 8:56pm 
Originally posted by Zigmeir:
It was possible around month ago with method descripted earlier. But now you cannot do It. I hope developers will return possibility in future patches

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.
Zigmeir Feb 14, 2020 @ 9:52pm 
Originally posted by tizuby:
Originally posted by Zigmeir:
It was possible around month ago with method descripted earlier. But now you cannot do It. I hope developers will return possibility in future patches

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.
Yes. You are right
Geothermal1159 Feb 15, 2020 @ 1:35am 
Can't you just fill in the shallow around the deep water sections?
Tizferatu Feb 15, 2020 @ 2:50am 
Originally posted by BFTPaul1159:
Can't you just fill in the shallow around the deep water sections?

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).
Leost Feb 22, 2020 @ 10:07am 
Why would you ever want deep water? Planing to use a river as an animal pen? That's the only benefit I can see.
Tizferatu Feb 22, 2020 @ 1:32pm 
Originally posted by Leost:
Why would you ever want deep water? Planing to use a river as an animal pen? That's the only benefit I can see.

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.

Last edited by Tizferatu; Feb 22, 2020 @ 1:33pm
Geothermal1159 Feb 22, 2020 @ 2:33pm 
Originally posted by tizuby:
Originally posted by Leost:
Why would you ever want deep water? Planing to use a river as an animal pen? That's the only benefit I can see.

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.
Leost Feb 23, 2020 @ 7:55am 
Originally posted by BFTPaul1159:
Originally posted by tizuby:

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.
Tizferatu Feb 23, 2020 @ 2:41pm 
Originally posted by Leost:
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.
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