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Hi yenyang

i am mastering now this mod... or i like to think this way :)
can i ask... that tooltip that appears with your mod, reading the values entered for whater resources... as they can be very precise up to 3 places after decimal point, would you be able to extend it as well? i added and modified some values that precisely while playing the game to see what works best on a certain map, but then forgot to write them down and the values were rounded up or down giving stronger flooding (or not that strong).
I can tell that up to the second place is definitely noticable, but thousandths values might be for someone really observant. Whatever is easier or looks better there.
Thank you :)
 
Hi yenyang

i am mastering now this mod... or i like to think this way :)
can i ask... that tooltip that appears with your mod, reading the values entered for whater resources... as they can be very precise up to 3 places after decimal point, would you be able to extend it as well? i added and modified some values that precisely while playing the game to see what works best on a certain map, but then forgot to write them down and the values were rounded up or down giving stronger flooding (or not that strong).
I can tell that up to the second place is definitely noticable, but thousandths values might be for someone really observant. Whatever is easier or looks better there.
Thank you :)

I can look into expanding the decimal places at some point, sure.
 
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the lake/constant source, the one with the brown circle
Yes, I have heard about that issue. I need to actually try it some more and see if I can figure out what's happening.

In-game I have them start out as a stream source until they're like 95% full then they switch to an actual lake source. What I don't know if there's some disconnect between where I think the elevation should be and where the game decides the elevation should be. Or if the lake source just doesn't output enough water to counteract evaporation.

Another idea I have for this is making an alternative water source that is more custom that switches from stream or lake as needed to maintain the desired level. Haven't gotten around to that either. . .
 
we need remove flood. sewage drain is the answer. and water going pipes
I would love to do storm drains. I had a CSL1 project with runoff and storm drains that I worked on for years. It’s something I’ll do eventually I’m sure. It’s niche though so may be awhile.
 
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Hello,
thank you yenyang for this nice mod. Can anybody explain the two basins to me? I dont know what the are doing...

A detention basin will dry if there isn't enough rain, they fill up with water when it rains. They have a maximum elevation so they hopefully don't overfill and flood an area.

A retention basin always has some water in it. It represents high ground water. They fill up higher when it rains. They have a minimum and a maximum elevation to handle the ground water elevation and the maximum to avoid flooding.

I'm a Civil Engineer in real life and most modern projects for me involve a detention basin or an underground equivilent. These two basins would be more interesting with a simulated storm drain network. I made that for CSL1, but haven't done so yet for CSL2.
 
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Can you explain what the Fluidness Setting is for? Also do you think of maybe finding a solution for the Water clipping through cliffs, when it gets too steep? For example when making a waterfall?

I don't have much of an explanation for fluidness other than be careful with it. No I'm not going to find a solution for the way the water behaves. The mod doesn't have that level of control over the water. Adding / Removing / Editting water sources or variables is what the mod can do. I can't directly control the water simulation.