Cities: Skylines

Cities: Skylines

Immersive Water 0.9.0.0 (beta release)
57 Comments
slyx 17 Dec, 2022 @ 2:13am 
use rainfall instead
Runaurufu  [author] 15 Jul, 2022 @ 3:27am 
:crafting:
thetechangel 21 Feb, 2022 @ 5:22am 
if you like to play with WATER, checkout Rainfall !!!
unforgiven3091 19 Feb, 2022 @ 6:11pm 
aww so this is broken? i was really wanting to use this
LemonsterOG 29 Oct, 2020 @ 8:19am 
:redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare:

:vright: :vright: THIS MOD MAY CAUSE PROBLEMS IN-GAME :vleft: :vleft:

Broken Mods/Assets (read description)

Outdated Mods/Assets (read description)

Problem Mods/Assets (read description)

How to Find Broken and Bloated Assets

:redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare: :redflare:
Dave 10 May, 2020 @ 9:52am 
I hope someone picks this up. For me not having this anymore is game breaking and I haven't really played it since last summer.
leftbehind 9 May, 2020 @ 5:43pm 
Which version of the game did this stop working?
Chaos_02 24 Apr, 2020 @ 11:55am 
nop. unresponsive. sad. maybe someone wants to pick this up and make it not-breaking the game when uninstalled. sourcecode is provided, if you do it please post link in Comments.
Chaos_02 16 Sep, 2019 @ 12:49pm 
I assume this doesnt work anymore? :/
[TTV]gaminggeek85 5 Jul, 2019 @ 4:03am 
This mod completely froze my game up when I would load the map. If I removed the mod, I get errors and it still froze the map when I loaded the city. That file was trashed because of it.
ZombieKiller96 14 Mar, 2019 @ 3:09pm 
What I would like is for my seas to freeze when temperatures are cold.
ScientistMan96 31 Oct, 2018 @ 2:04am 
and by rainy season, I mean it was literally over a single night in game of non-stop rain, from the entire river being bone dry and requiring the use of a water tower, to biblical floods that wiped the city off the map.
ScientistMan96 31 Oct, 2018 @ 2:02am 
Not sure if a glitch/poor map parameters, but a rainy season on the Grand river map with preset will create a biblical flood, turning the map into an ocean with a few surviving hilltop islands. Played with climate control for weather, and the sequal mod to rush hour, whatever it's name is, which messes with the timescale.
divr1974 27 Oct, 2018 @ 6:29pm 
when will tthe next update be
Mvek 21 Oct, 2018 @ 1:04am 
Good idea, although I have experienced flooding of some buildings near the water during long rainfall even without it or any other climate mod. But perhaps it was some strange combination of different factors (and yes, the building was very low thanks to Move It).
Stargazer 11 Sep, 2018 @ 6:56am 
I have a suggestion, why not make the water sources have in-game editable presets? there must be some way to do that.
Kirilla 29 Jun, 2018 @ 2:42pm 
game keeps not responding whenever i click a button on the preset window in map
Dave 18 Jun, 2018 @ 2:25pm 
I absolutely love this mod! It should be part of the main game! I'm looking forward to you adding water points for the other maps!
Ugga 10 Jun, 2018 @ 1:20pm 
Changing sea levels Climate Сontrol causes the game to crash with this mod when loading a saved.
exothermic 21 May, 2018 @ 6:26am 
I wanna see a mod slowly raise sea level over decades of game time, to simulate climate change. We then have to move our city to higher ground or build sea walls ect.
Menz Agitat 17 May, 2018 @ 10:38am 
I'm having an issue when enabling this mod:
- all my 3 water pumps stops working until I bulldoze/rebuild or move them.
- after moving or rebuilding water pumps, they start to work again, but one of the 3 pumps emit a polluted water spike at its base (even if I turn the pump to off).
- when adding additional water pumps, they start emitting polluted water too; only the two first pumps remain clean.

Any idea would be welcome since this mod is a must have :)
Tex 29 Apr, 2018 @ 4:30pm 
No, even if i chose a preset, i get water spikes like the old tusanami mod caused. And if i accidently dont choose a preset, all water spawn points cover the map and it becomes covered in water spikes, tho, i assume that you knew that.
Runaurufu  [author] 29 Apr, 2018 @ 4:51am 
@Debit most likely yes... although when you first time load map it should create "default" preset with some variation on each existing water source... so if your water sources are in the same position but just are giving you more water then probably it works as intended.
Tex 29 Apr, 2018 @ 4:05am 
Question, this mod seems to cause any workshop map i load to flood by way of making every water spawner biget then the map. would this be cause by the lack of a default set?
PinballWizard79 30 Mar, 2018 @ 11:34pm 
Runaurufu: A question. can you manipulate what I presume are PID loop settings for the ground wetness variable? If so, I would like for themes to include this feature. Let me give an example:

If I am in the desert and I dump a bunch of water on the ground, it is gone in a minute. If I am by my house in the Eastern US and I dump a bucket of water, it makes a mud puddle. If I come back an hour later, the mud puddle is still full of water. The same goes for rivers and streams. In the desert, they dry up after a short time without rain. In the East, they flow and flow and flow, even during periods of relative drought. As I see it (I'm using CC as a reference), the ground wetness variable changes very quickly--something I'd expect in the desert.

Your thoughts? Thx. PBW79
McFarrell 13 Mar, 2018 @ 8:35am 
So I concluded that's your feature of managing water on BOTH mods that is the origin of the problem. As in the past I got this error without knowing what is the origin, now I'm pretty sure it was coming from the water features of CC as I played with it and water features ON.

So, to resume:
Climate Control only with water features: dry river, probable array index out of range error.
Climate Control only without water features: no dry river, no errors.
Climate Control without water features + Immersive Water: I got an array index out of range error related to Immersive Water.
McFarrell 13 Mar, 2018 @ 8:35am 
I followed instruction back when I first installed IW. I disabled CC water features, everything was activated in IW. I started a game on a custom map, no preset selected.

Really constant dry rivers as I understand since patch back in summer, rainfall was really reduced in the weather engine. That's the first problem on your water features in both mods but as I understood it's not your fault, you're working on a update.

Anyway, managed to develop my city with those empty rivers, everything went fine. Saved my game, loaded up the next day, and boum, the array index out of range error was there (as I previously mentioned). I looked on the log files, and saw that your mod was related. Sadly, as I explained I removed the log file without making a save.

Then, I unsubscribed, I launched a new game without IW, but with CC (except water features). I tested this game over 3 days without any problems regarding an array index out of range error.


Runaurufu  [author] 13 Mar, 2018 @ 8:25am 
@McFarrell oh.. yeah if they both work at the same time then things can get unnice... If you ran IW with CC then please disable water alteration in CC :d
McFarrell 13 Mar, 2018 @ 7:36am 
I'll do another run test to help you. I think the problem is coming from the altering source process. Because I remember to had array index out of range times ago and never found what was the origin. But now I figured your mod give me one error, I think it was Climate Control same process of altering water level that caused this error.

Anyway, let's do another run.
McFarrell 11 Mar, 2018 @ 4:44pm 
I don't have any logs of runaurufu in my game directory, is that normal? (I didn't delete any of your log files, it seems that my game doesn't generate your logs).
Runaurufu  [author] 11 Mar, 2018 @ 1:14pm 
@McFarrell could you please check if is there any Runaurufu.CitiesSkylines.ImmersiveWater log file in your game directory? :ghsmile:
McFarrell 11 Mar, 2018 @ 12:42pm 
Ok, so:
I build a new city with your mods, everything went ok. Today I loaded the save and got a simulation error array is out of index. Looked on the output log and find that your mod was linked to the error. Sadly I cleaned up the log without any backup and uninstalled your mod to do a test without it. Apparently my saves now are ok (new city).
Runaurufu  [author] 11 Mar, 2018 @ 11:35am 
@McFarrell please kindly provide error stack trace :)
McFarrell 11 Mar, 2018 @ 3:00am 
This mod cause an array out of index error.
Runaurufu  [author] 8 Jan, 2018 @ 9:20am 
I will investigate it then as it is very disturbing. For now only possible reason of this which comes to my mind is that some of latest updates changed something in core game causing issues with game saves loading with altered waters sources :/ but it is just guessing for now.
DKK007 7 Jan, 2018 @ 6:30am 
"Like paused but all UI is working?" Yes. And no build possible.

I go 3 saves back, to one with out this mod, and this work.
Runaurufu  [author] 6 Jan, 2018 @ 10:25pm 
@DKK007 what other mods do you use? And what be "world is freezed" you mean? Like paused but all UI is working? Because there is no way to halt timelapse when mod is not working... and even if by some very darky magic it could be possible - I am not alteriring anything related to timelapse in this mod.
Also game hang is very bad news but as it never happened to me I need to know what is causing it :/
DKK007 6 Jan, 2018 @ 3:11pm 
Mod can crash save. Game hang with "Select Map Preset" when loading of a save is finished.
After mod deactivation and delete mod, the world is freezed.:steamsad:
Saki 26 Dec, 2017 @ 10:00pm 
I have to say i like the idea but it does generate way to much water i'm using boreal base map and within 1 hours time i have reloaded 3 times do to sumomi like waves from all rivers crushing my city

i didnt find a preset for boreal but i tried several most just flooded worse the drylands ( i think ) was stable for a bit until the forementioned super waves.
sr4frankie 8 Dec, 2017 @ 2:11pm 
Floods too much ! i cant play 20 mins without a flood .
WHR | TMaekler 26 Nov, 2017 @ 10:18am 
@Runauruf Let me see, if I understood you.
I used the map setup for "Regal Hills" in IW. So far so good. But then, I don't understand what you mean with "good water sources coming back to"...?
Runaurufu  [author] 25 Nov, 2017 @ 10:50am 
@tmaekler I wanted to tell you to use map setup for regal hills.... but there is none in that version... so... well... You can try to use other map setup and deal with weirdly places water sources?... because if you had CC enabled then IW do not have backup version of "good" water sources so I have nothing to restore to :/
WHR | TMaekler 25 Nov, 2017 @ 9:52am 
Hi, after figuring out that I have to disable "prcipitation alter water sources" in "Climate Control", I thought that would solve my problem with loading savegames (got a water rush everytime I loaded, even though there was no rain before or at that time). So I turned that off and used "Immersive Water". No more water rush. However, when I load now, the game runs for 2 seconds and then halts completly. I am playing on "Regal Hills" with the same setup. Any ideas, how to solve that problem?
Runaurufu  [author] 17 Nov, 2017 @ 11:58pm 
@rhia.holley I would bet that there is place where water washes out polution from your land. The thing is that in this game there is no water or land polution - there is just a polution and when water moves across your land it "convert" land polution into poluted water. So check your coast line if there are no washed out piecies of land.
Confuzed Penguin 17 Nov, 2017 @ 2:04pm 
I keep getting sponateous polution in my waterlines. I have no water towers, indusrty is way away from my water sauce and my waste pipes are entire squares away from my intake pipes ans the water is flowing strongly so it doesnt mix... this has happened on 3 different maps since I installed this and climate...am I missing something obvious.
Runaurufu  [author] 9 Oct, 2017 @ 8:58am 
@Pslytely Psycho thanks for your words :)
As for custom presets - they will be allowed together with default preset generator (i.e. you will be able to generate preset to file from current settings). I just need to finish mod base ground so it all would be coherent with everything else.
Pslytely Psycho 8 Oct, 2017 @ 11:03pm 
Marvoulous mod, especially paired with the climate mod. I love the concept and look forward to it being dynamic by placement.
As I tend to use real world heightmaps as a basis for fantasy maps, I have a question,Is there a way to write presets ourselves for custom maps? As much as I love the premade maps I find I enjoy the game much more with a custom map for each game.

I used it on two custom maps to see what happened, It almost works on one I made called rivers source that features dozens on small streams resulting in a raging river with no water sources at all other than the streams. And the resultant tidel wave on my waterfalls map was amusing as hell! My strings of small cities on a two lane highways got the full tidel wave treatment as the two rivers are fed by a total of 15 maxxed out water sources! Which, of course inspired my leading question.

Thanks for your hard work on this, it is an amazing concept that gives the envionment real meaning.
ZyloxHD 4 Oct, 2017 @ 6:30am 
nice idea but it lags
Runaurufu  [author] 27 Sep, 2017 @ 9:36pm 
Yep. Thanks!

For now Unknowns are combination of rain, clouds and fog...
Stargazer 27 Sep, 2017 @ 2:19pm 
Sounds ambitious.Best of luck to you!
Well, this is a great mod, and actually brings meaning to the environmental effects.

Last question, and probably a silly one, but how to the "Unknown" sources react? River ones are crazy at 1.0 rain.