RimWorld

RimWorld

Atmospheric Water Collection
35 Comments
Mlie 3 Dec, 2024 @ 12:20pm 
verty 12 Aug, 2024 @ 3:50am 
This looks perfect for my mod list. Wish it was updated to 1.5 though ;-;
Thundercraft 23 Mar, 2024 @ 11:49pm 
Any chance of an update for 1.4 (...and maybe 1.5)?

Has anyone else tried running this in RimWorld 1.4?
HIM🐀 6 Jun, 2023 @ 3:29am 
You're creating some smart mods, people, i say.
Speaking of passive efficiency, are you familiar with the Yakhchāl? It is, to put it simply, a "medieval desert persian refrigerator that kept ice frozen all year round", using nothing but the air conditioning via evaporative or radiative cooling (obviously passive), primitive insulating materials and smart architectural design. Your mods remind me of stuff like this - creative and efficient.
Sunlight88 13 Apr, 2023 @ 11:39pm 
Hi OptimusPrimordial, can you please update to 1.4?
My pawns are dying of thirst in the desert... ;-}
HIVEMIND 28 Dec, 2022 @ 11:29am 
wake up samurai
beelzeboops 27 Oct, 2022 @ 8:48am 
@kongkim

i just tested the mod (only 5 minutes), seems to work fine... at least the rain water tank works as intended
kongkim 25 Oct, 2022 @ 7:57am 
will you update to 1.4?
OptimusPrimordial  [author] 8 May, 2022 @ 9:02am 
@random tank
The rain water tank was a result of the buildings being set to rotatable. I've updated it so the tank is now static and I've decreased the footprint of the buildings so you can pack more together. Haven't changed the fog catcher I don't see a problem with that texture.
Lyven 31 Mar, 2022 @ 7:55pm 
does this work on snow? or does it have to be exclusively rain?
Random Tank 28 Mar, 2022 @ 3:18am 
My only issue with this mod is with some of the textures, like the rain water tank and fog catcher are really squished?
OptimusPrimordial  [author] 28 Feb, 2022 @ 4:42pm 
Fair report. I've gone ahead and removed the ice carving spot. I generated ice sheets over and over and they all spawned with some surface water making that spot pointless.
SkylineOdeum 28 Feb, 2022 @ 12:07pm 
I'm getting this message for Ice Carving Spots:

Could not resolve cross-reference to Verse.ThingDef named ThingDef_IceCarvingSpot (wanter=fixedBillGiverDefs)
Tefnut 13 Feb, 2022 @ 8:59pm 
understandable have a nice day
OptimusPrimordial  [author] 13 Feb, 2022 @ 8:54pm 
Settings are expensive, going into the patches folder and deleting "Research_DeepWells" is fast and cheap.
Tefnut 13 Feb, 2022 @ 4:12pm 
Hey, is there a setting to disable your attempt at rebalancing? The additions are neat, but forcing a bundled in nerf to something that could have gone without is excessive.
Get Donked On 3 Jan, 2022 @ 1:12pm 
i never knew i wanted this until i became a space dwarf 10/10
OptimusPrimordial  [author] 20 Dec, 2021 @ 8:55pm 
When I want to play fantasy I have a modlist for it, when I want to realism I have a modlist for that too. This mod is part of the latter, if you'd prefer the former feel free to hang out on the rimworld of magic discord, there's nothing for you here.
AngleWyrm 20 Dec, 2021 @ 8:13pm 
While I was praying to a tree to summon some dryads, my alien science officer from the crashed space ship flew over in his jetpack to have a word with me on the merits of realism. He said "Drink this, Alice."
OptimusPrimordial  [author] 16 Dec, 2021 @ 6:54am 
I'd be willing to redo the AWG to be based off humidity if the mechanic was realistic and while I use Fuuchan's mod, it isn't.
Humidity is highest preceding rainfall not after, humidity changes day by day depending on wind patterns and temperature it doesn't decrease until rain falls. If anything I'd question where the rain is coming from if you're sitting at 10% humidity.
Most importantly humidity rises with evaporation on bodies of water, most commonly the ocean but also lakes and rivers. Fuuchan's mod has no way to take into account whether the player is on an ocean tile or river or really whether there's a body of water at all.
My weather based system isn't realistic either but my system will generate more water during fog and regrowth's overcast weather which is realistic while his will continue to generate less and less.
uerminosa 15 Dec, 2021 @ 5:06pm 
Hey, it'd be nice if you looked into patching this mod to work with [Fuu] Uncompromising Fires 's humidity mechanics. thanks
Mads 14 Dec, 2021 @ 1:19am 
Thank you so much for adding just because of my comments.
I hope that some others will find it nice to have too.
And thank you for this mod again, it is already a standard for me to have along with dbh.
OptimusPrimordial  [author] 13 Dec, 2021 @ 11:32pm 
Update time:
Mads wanted it and it's here. The rain catchment, it's cheap to make and smaller than the other buildings, good for that little extra water when you're limited on space or resources.
Kaiser fixed a bug where you could collect the rain from rainwater tanks, fogcatchers and the new rain catchment which were built indoors. The AWG still works inside but the rest will need to be in the elements to catch the elements.
OptimusPrimordial  [author] 11 Dec, 2021 @ 1:41am 
Yes, these are early game options while the deep well has had the scanner added as a pre-req. As you can see from my image that shallow well provides more water than my new additions and unlike my stuff it produces constant water no matter the weather. The trade off is unless the player builds their colony next to a river or on a water logged biome the water access is location specific and can't be expanded.

The Deep well doesn't have these limitations, the water table overlay it provides is enormous allowing the player to build a couple and effectively ignore water as a mechanic, it isn't that hard to research relatively early on either. I added the additional research so my early game addon would have more time to shine.

To be frank I like the added complexity of needing to store enough water between rainfalls but that deep well undermines me entirely so I took the simplest route to getting it out of the way.
uberjammer 10 Dec, 2021 @ 11:55pm 
You meant that the Deep Well requires the Scanner research, not the AWG (or both)? Could be misleading as it's written.

By 'Deep Well' do you mean the vanilla looking steel wells? They draw from the same source as the shallow ''primitive'' well. It's certainly plausible to do a simple shallow well without any tech, so the second type of steel well shouldn't be any different (again, it's coming from the exact same source, just made with different, and in some ways worse material.) Maybe there are deep wells I never got to in Dubs that are supposed to drill into a limitless aquifer?

The regular wells are cheaty with the water overlay though - maybe disabling the overlay and allowing well digging anywhere is better overall, even if in real situations you could probably tell where an underground river was likely to be. That would force you to dig exploratory wells, which would be balanced and pretty "fair RNG".
AngleWyrm 10 Dec, 2021 @ 4:44pm 
From the description of this mod: "I've added the Ground-penetrating scanner as a research pre-requisite."
OptimusPrimordial  [author] 10 Dec, 2021 @ 3:37am 
The rainwater tank and fog catcher start off unlocked for crash landing starts and come with the 600 point plumbing research with no pre-requisites for tribals. The AWG only requires electricity and air conditioning which everyone will research anyway.
You really should try mods before making nonsensical complaints.
AngleWyrm 9 Dec, 2021 @ 6:24pm 
@OptimusPrimordial,
Yes, that's me point: The tech isn't valuable because it isn't available. This is a problem with a lot of mods charging research, usually called "mid to late game" without any actual idea of when the window of usefulness for a mod is. This is why I have the tech speedup mod, because with lots of mods loaded, developers don't actually know how long it will take a given mod set.
Mads 9 Dec, 2021 @ 1:57pm 
It is probably just me that would like such a thing anyway,.
Just to me a catchment sheet that connect to the tank for more ability to capture makes sense, instead of having to build multible tanks.
As for area I was just thinking each sheet have an increase to captured rain and one could place multible, like I assume one can place multible tanks to capture the rain. But one sheet would be cheaper than a full tank and cant contain water, just adds to the tank.
jeepjumping_jonah 9 Dec, 2021 @ 6:53am 
maybe 25 to 50 liters to provide a buffer while your pawns fuck around with the farm?
jeepjumping_jonah 9 Dec, 2021 @ 6:52am 
the pipe in the fog collector should technically hold a bit of water. nothing major, but nonetheless not nothing.
OptimusPrimordial  [author] 8 Dec, 2021 @ 4:03pm 
@Mads It'd be easy to make a catchment sheet as an object but making one based on area would be beyond me.

@McChicken You're welcome.

@AngleWyrm Have you used Dubs Bad Hygiene? Your colonists aren't going to last three years without drinking water.
AngleWyrm 8 Dec, 2021 @ 5:16am 
Is the need for water optional? Can it for example be put off until year three for tech balance reasons? Because if it can, then I don't need it at all.
McChicken 8 Dec, 2021 @ 4:36am 
that first sentence sounds like the start of a documentary! and great mod thanks a lot for the contribution
Mads 8 Dec, 2021 @ 3:32am 
I will have to start a game to play with this, I have always wondered why there was none of these in bad hygine, at least the rainfall collector is a very common real world item.
One thought about the rainfall collector, not having tried it, but reads like it is a tank, if I understand correctly one would have big catch arears that feed to the tank IRL, so maybe an idea would be some capture basin or tarps one can add to the area around the tank, where the amount collected is based on the area covered?
Just a random thought before I even try the mod, so sorry for being silly.
And sorry for the ramble, thanks for the mod, looks interesting!