Dynamic Water/Liquids
This is a suggestion made based on the newest announcement of bridges and amphibious vehicles. Can we please get dynamic water, where we can pump out pits or fill pits with liquids? This would not only allow for long-term storage without having to build so many storage tanks that take up space, but also allow us to make waterfalls and stuff. The biggest thing this would help is not having to fill and remine areas(if water gets in on crater make you're screwed!!)
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11 Nov, '25
Rolling StenImagine simulating rain too. Just some of your mines flooded for short time after each heavy rain...
But water simulation eats up some CPU, so it would have to be optional.
In fact, we do not want to simulate this for water connected to ocean, and we only need this to drain lakes - so maybe some lighweight simulation, where connected water masses would be calculated and not-ocean ones would be affected by evaporation and pumping? Then proper liquid simulation would not be that needed... -
11 Nov, '25
Turiethis would be great to have. maybe only the part where you can isolate patches of ocean and pump it out (simply lower the water hight)
would make mining water-edge resources a lot easyer, as they often have a thin layer scattered on the ocean floor. -
27 Nov, '25
Peter34Water physics simulation is extremely CPU intensive. Look at the Beaverpunk game, where the largest worlds are 256 by 256 voxels, and something like 48 voxels tall from bedrock to the max buildable height.
CoI has maps that are many thousands of voxels on the X and Y axes. Even a 9800x3D CPU wouldn't be able to do anything like realtime water physics simulation with literally a billion voxels!
Cool idea, but completely unfeasible.