FuryoftheStars wrote: Tue Mar 07, 2023 3:59 pmFor a small patch, or even fully landfilled (making it a well, essentially), it would not realistically be able to support a pump's full rate (indefinitely).
Why not? The character can carry tons of stuff without breaking the spinal column, or build a nuclear reactor by hand in 79 minutes which are mutliple factors bigger than your character and you can carry a lot of them -- so much to the topic of realism -- it's just funny if some aspects only are discussed but not the whole thing. Is this a game or a simulation? Which part of it is what? Where do you draw the line? Do you like to have fun or most of "realism"? Which points should be simplified for balancing purposes, as well as gameplay/fun and performance? This reminds me of Minecraft discussions.
You could catch a groundwater vein -- or not (could be calculated by a random generator or via map generator seed). Depending on the extraterrestrial planet, there could be groundwater veins that supports dozens of Offshore pumps in a pond -- or not even one, running your lake/pond dry for good, leaving a piece of land with cliffs. Of course, a well wouldn't help in that area, too.
I have a well in my back yard. It has several hundreds of gallons of storage, but it only refills (refresh rate (EDIT: sorry, I should probably be calling it the recovery rate)) at a couple of gallons per minute.
Is this a mod? I neither know about wells nor of such mechanism in vanilla.
For a well (and lake), this is a factor of exposed surface area to the land surrounding it and the amount of water in the ground. Ground water can only "seep" in just so fast. A lake (or pond) has the additional factor of top level surface area (to rain) and runoff. (EDIT: And technically stream/river flow rates in and out, but this may be more complex than what we can get out of this game.)
Except for the point that the surrounding land is IMHO more a factor for the speed groundwater can "seep" in there would be an extra calculation necessary for each water spot, no matter what size it is. This includes the total water capacity and in relation to the "seep" time when it will be completely filled again, depending on the pumps. This would also leave a possibility that very large lakes can handle dozens of pumps. And, of course, with each tile of Landfill (or Waterfill, if you have installed such a mod) this needs to be calculated new...this could result in a massive UPS impact each time you place one.
Additionally, you have to calculate an amount of water for every tile which reacts different while it is "raining". While water tiles can store up to their capacity and will not overflow unless there're artificial tiles on its shore (see topic "renaturation" in real life, especially for rivers), it will seep on land tiles, but accumulate on stone/concrete paths, resulting in washing away your buildings. How much water capacity can seep in which time into what kind of land (desert etc.)? Should there be different strengths of the rain, and yes, in which range, maybe depending on the biome? A pond/lake can only replenish by rain if its shore is completely artificial, resulting in a lower rate by groundwater refilling the more Stone/Concrete has been used on the shore.
And yes, the game does have a height map system. It uses this for determining where to put water and cliffs.
I'm sorry, but that's not really a height system. That's a simple distinction while map generation where what should be. If you blow up a cliff then both sides that existed before converge into one plain. This is, just like the good old map editor for Command&Conquer:Red Alert, a 2D system, simulating 3D via graphics.
I think a yield system like I've suggested before, analogue to oil fields but with a higher regeneration rate, would be the best compromise.