Dwarf Fortress

Dwarf Fortress

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Give me water
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6.788 MB
21 Oct, 2024 @ 12:00pm
25 Jul @ 6:46am
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Give me water

In 1 collection by niemst
Niemsts mods
33 items
Description
Water Management Expansion

TL;DR

Adds a variety of reactions to extract water from unconventional sources such as plants, wood, stones, ice, and air. Provides a way to ensure your dwarves have access to water, no matter the biome.


Check my other mods


Introduction

This mod introduces reactions that allow your dwarves to collect and manage water in innovative ways, bypassing the need for rivers. It’s perfect for harsh environments like deserts or frozen mountains, where traditional water sources are limited or unavailable. By utilizing everything from plant materials to saturated stones, this mod greatly expands your fortress’s water management options.




Detailed Content

Reactions

Here are the new water gathering methods, along with their required ingredients:

  • Extract Water from Plants - Water can be obtained by processing certain plants used in the brewing industry. This method provides a renewable water source.
    - Ingredients: Plants, barrel

  • Extract Water from Fruit - Water is gathered from plant fruits using a still. This works best with fruit-bearing plants.
    - Ingredients: Fruits, barrel

  • Press Water from plant trunk - Water can be extracted from specific logs types like fungiwood using a screw press.
    - Ingredients: Logs (fungiwood, saguaro, etc.), bucket

  • Melt Ice - In cold environments, ice can be melted to produce water. This method is resource-efficient and quite intuitive in frozen biomes.
    - Ingredients: Ice boulder, barrel, fuel, cloth

  • Press Out Water from Boulders - Use a screw press to extract water from water-rich stones, such as clay, loam, etc. Ideal for regions with abundant stone formations but scarce surface water.
    - Ingredients: Boulder (clay, loam, etc.), bucket, cloth

  • Gather Condensed Water - Collect water from the air using a cloth and a bucket. This is a slow but reliable way to generate small amounts of water in almost any environment.
    - Ingredients: Cloth sheet, bucket

  • Water Transfer Reactions - Additional set of reactions to transfer water (and small portions of water) between containers (barrels, buckets).


Detailed Ingredients


- Stones: Clay, clay loam, loam, peat, fire clay, silty clay, silty clay loam, sandy clay, silt loam, pelagic clay, calcareous ooze, siliceous ooze, puddingstone, conglomerate, sandstone
- Plants logs: Saguaro, fungiwood, tower cap, tunnel tube




Design Decisions and Remarks

It was very odd for me that in the game, players can produce great amounts of barrels with alcohol but have no way to get water except from direct sources. If players can produce alcohol, they should surely be able to produce water as well.
I decided to add the most basic reactions to gather water from other sources besides rivers or lakes.
Additionally, it is almost impossible to store water in barrels, so I added reactions to transfer water between barrels and buckets. (That said, dwarves will almost never use rivers to get water for barrels.)
I decided that reactions like condensation of water or transfer between containers do not increase skill levels as they are simple and repetitive tasks, with nothing to learn from them (or there is no skill appropriate for gaining experience in them).
Water in buckets may vaporize if left in the open, so it is recommended to store it in barrels.
Barrels are used as containers when large amounts of water are produced, and buckets are used when small amounts of water are produced (sometimes even a fraction of a 'water dose').
The different reactions provide different amounts of water, so you can choose the most efficient method for your fortress given the conditions.
This mod is not designed to be an alternative to a river or lake but rather as a plan B or even C.

Based on feedback, I may balance the reactions.
I'm also considering adding and requiring some water purifying methods (like adding a filter tool, distiller, or just a boil reaction), but I’m not sure if that would overcomplicate the mod (especially since dwarves in vanilla can just use 2-deep ponds to get clean water).
For now, cloth is used as a general filtering tool (and it is not consumed in the process).

Other

Issues

  • There is an issue where the wood is not consumed in processing.

Compatibility

This mod should be compatible with most other mods. It does not remove any existing objects, instead adding new reactions and materials for water extraction and management.

Updates

  • 1.02 - Initial release
  • 1.03 - Other entities, renaming the reaction classes
  • 1.04 - Ice block to ice boulder change (thx Infinite Eyes)
  • 1.06 - fixing ENTITY to SELECT_ENTITY (thx fallout2077)


LICENSE: Creative Commons - CC BY 4.0 License
28 Comments
niemst  [author] 26 Jul @ 5:50am 
oh yes, sorry for typo. Great to here is works for you now :-)
fallout2077 26 Jul @ 5:48am 
@niemst V1.06 of the mod works for me... thanks again!
fallout2077 25 Jul @ 8:12am 
Hmm... there must be something odd about my installation in contrast to yours. Darn. Well, thank you, @niemst!
niemst  [author] 25 Jul @ 8:10am 
Yes I was able to generate w new world with 1.05 version of the mod
fallout2077 25 Jul @ 8:04am 
I'm still seeing the same error message when loading only "Give Me Water". I figured I'd try generating a world with "Portable Mode" set to on and off in the Game Settings and no dice on that front, either. I'm assuming the game's generating world just fine for you?
niemst  [author] 25 Jul @ 6:49am 
@fallout2077 - fixed, please check if it works from you side as well
fallout2077 24 Jul @ 6:45am 
Actually, I just tested this without DFHack and with only Give Me Water and I still get the error.
fallout2077 24 Jul @ 6:27am 
It appears that the newest DF hotfix update v52.02 fixed an issue that sounds very similar to the error that I reported. Here is said fix: "Fixed a logic issue where any duplicated raws detected will cause further types of duplicated raws to no longer print". So, when DF Hack updates I'll be able to test and see whether or not that actually fixed that error.
fallout2077 23 Jul @ 6:58pm 
Hello... I receive the error "Duplicate Object: entity EVIL. Further duplicates will be printed to errorlog; worldgen will abort" when this mod is included in a new world. However, the error goes away when this mod is removed from the list. I receive a similar error when using the "FB's Revised Domestics" mod, except instead of entity EVIL, I see "material_template WOOL_TEMPLATE". Could 50.12 had changed the syntax that your mod and the other mod use and that's why they are throwing the errors? I changed the lines for PLAINS and EVIL in the "entity_niemst_more_bricks.txt" file from "ENTITY:PLAINS" to "SELECT_ENTITY:PLAINS" (did the same for "EVIL") and the world proceeds to generate. I don't know if changing these lines actually fixed the issue or what... Anywho, thank you for your time!
Nyxborne 18 Jun @ 3:03pm 
So I'm melting Ice into barrels in the still using Ice Boulders, but i'm only getting barrels of ice lol