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As the title says, this mod will give you food poisoning if you drink from a toilet or rain barrel. It also lets you take water from water tiles that you must distill before you can drink it. Features of dirty Water: Get sick drinking from a toilet or rainbarrelGet sick drinking water from a bottle, kettle, bowl, etc. filled from a toilet or rainbarrelCollect water from natural water sources (river, ocean, ponds, etc.)"Dirty" water in a bottle that is filled with "clean" water from a faucet is still considered "dirty" by pollution.Empty your "dirty" bottles before filling in "clean" water from faucets to not get sick anymore.Clean dirty water in containers with Bleach. A bottle of Bleach has 25 uses, one use is necessary to clean between 0.1 and 1.0 units of water. That means it takes 1 use of Bleach to clean a nearly empty bottle with 0.1 units left, but the same for 1.0 units, so be careful.Boil your water containers on stoves or campfires for at least 30 minutes if you have no bleach.This mod will change how Bleach appears and is handled in the game (it's no longer a Food, but an InventoryItem) and won't replace already spawned instances of Bleach, only new ones. It also implements stills, coolers and taking water from rivers and beaches. Features of salt Water: Pot stills. And Coolers.You can now collect saltwater from water tiles in any water container (yes, any!). This overwrites the water collection from the dirtyWater mod if both are active.You can pour saltwater into stills and light the fire below them to distill the water.If a cooler is positioned correctly next to the still, it will catch the distilled water.You can fill any water container from the cooler.Cooler changes sprite when it contains water.The rules of water states are: Adding clean water to clean water gives clean water. Adding dirty water to clean water gives dirty water. Adding clean water to dirty water gives dirty water. Adding saltwater to clean water gives saltwater. Adding clean water to saltwater gives saltwater. Adding dirty water to saltwater gives saltwater. Adding saltwater to dirty water gives saltwater. ISSUES In Build 30, there's an issue with the amount of water being stored. This'll fix itself through this issue: http://theindiestone.com/forums/index.php/tracker/issue-1261-rain-barrel-bug/?gopid=3850#entry3850 TODO: Balancing. Make still do something. Make coolers do something. Check for possible bug duplicating stills and coolers. Make saltwater collectible. But from where? River? WONTDO I will not start calculating the dilution of saltwater to check if it's becoming drinkable. COMPATIBILITY Version 0.9 is NOT backwards compatible to 0.8 and earlier. Too much has changed, sorry. Version 0.9.5 is NOT backwards compatible to 0.9. The separation of the mods has changed the items category from DirtyWater to SaltWater LICENSE: You are free to use this mod in any way, shape or form. I consider it public domain, as far as possible. It would still be nice if you credit me if you use it for anything amazing (do not credit me if you use it to annoy your neigbour). Sprites are © Thuztor, ask him before you do anything with it. dirtyWater_0.8.zip dirtyWater_0.9.zip dirtyWater_0.9.5.zip saltWater_0.9.5.zip
What about a water mill in front, and a wind mill on the roof? Hey, I just have some ideas about interactions with water I was thinking about while building most preferably on coastal lines: Food preservation – I was thinking of lakes and rivers as a natural refrigerator; I'd love the possibility of building cooling units in coastal water since that's something I already made with friends for cooling drinks. I have something in mind that needs resources like the rain barrels; you need wood and nails to create a static furniture in the water, then you'd need bags for depositing stuff – self-grown agricultural products or catched fish – that needs to be fresh but shouldn't get wet resp. contaminated by the river water. Additionally there could be the possibility of adding salt to the bag for cooling fish and meat. Building this rather easy natural refrigerator I'd suggest lvl2 carpentry skill. Drinking water – It would be also nice to have drinking water out of rivers and lakes. But due to biochemical aspects this needs to be heated/cooked to get rid of biochemically dangerous contents. Additionally houses could use – as many indeed do – water filters and other chemicals, to get rid of other contents. Drinking untreated water could lead to diarrhoea, causing much water loss and little infection symptoms, so that one'd need to drink more. Writing this I wonder: Shouldn't there be the need to regularly go to the toilet? So one also could build a pit latrine. Here I'd also think of lvl2 carpentry. Green energy – This would be more heavy to be built, so I'd suggest carpentry lvl4. Here I'd think of a water mill, esp. a danaide. That would need much more ingredients: Besides wood for the wheel there'd be the need of cables (possibly from any electronic device in houses or cars [they'll come, right?]); then there'd be the need of a current transformer (also from electronic devices like refrigerators or so). Then it's up to the builder how he wants to use the processed energy: batteries could be loaded or there could be made something like an electric socket. This would be also possible for windmills actually (the higher the ground the more energy will be produced; regarding the water mill: river mills should produce more energy than lake mills due to the higher flow of water); but besides the lvl4 carpentry I also would think of special books u have to read in order to build such advanced devices; not just a skill book but one which ultimately allows one to build them. What would you think of these? Just was wondering... And please feel free to post critic, additional ideas, and so on! Best, rumpel
As I played the game I found out there was a river . However when I tries to fill my water containers I couldn;t do a thing . The river was there only to watch it. So here are some ideas of how the player may interact with the river: 1) Water Supplies : The player may collect the water or drink it 2) Dig River routes near it : When using the trowel near the river there is another option to dig a water route. Doing this action will cause the water to come the way you have digged. 3)Build a power generator : On the smaller routes you have dig , you will be able to build small power generator ( that can only refill 1 battery per day) These Generators will require blueprints to be built and a high enough carpentry skill. (Blueprints can be found in the Power Factory (I don;t know if there is one but if there is I think that the player shall be able to travel there and loot things and fuel up the power generator ). There will be an other device which can be built through blueprints , that will allow you if you have at least 20 Hydro Power Generators or 20 Wind Power Generator (or ten of each). To concentrate their power and give power to a house 4)Fishing : (I think it is the only thing you can do now but I am not sure) 5) Farms : Near River or lakes shall be more efficient -> they do not require watering , What you are planting is available to you faster. 6)Suicide in the river : You will always have the choice to suicide in the river 7) Build a raft or Boat : ( I think it is already planned or completed) and use the river as a travelling route. 8) Swimming in the river : Well no exact reason to do it , just to get wet or search for herbs ( not included in the game) So what do you think of my Idea ?
We should be able to drink from fresh water sources such as the river because I just realized I cant drink from the river and I cant find a axe anywhere in West Point so I wont be able to create rain collectors so when the water turns off my character is screwed so this should be implemented to save my character and because we all should be able to drink from rivers and other future fresh water sources.