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Very effective way to prevent Flood and Mosquitos


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Hi guys I found this method by myself and wanted to share with the community.. Although since i did not test it for the second year I dont know if this is a guaranteed method for second year. If someone who knows lua lets us know I would be appreciated. Let me describe my method..

 

First wait for the second rain and do not place any sandbags anywhere but prepare at least 2 stacks of sandbags before the season after formation of puddles (which will occupy 5 turfs) put your sandbags onto water source. This will totally dry that water source and water will not spread from that place into your base since there will not be any water source.

 

Here is the method..

 

http://images.akamai.steamusercontent.com/ugc/402307803465694029/46562527448BE49EC99747C447F644B34BC460C1/

 

In the picture above, cross shapes were water sources and there was 2 more rain after i place these bags and water did not spread out of those sandbags which are the water source locations.

 

Special Note: Normally game should allow you to place a sandbag to a blank spot. If game does not allow you to place your sandbags on a water source where it is empty (no structures that prevents you to place sandbags) This is due to shipwrecked bug.. Reload game and now game will allow you to place the sandbag to that empty spot that has only water source on it.

 

I guess you dont even have to place 5 sandbags to stop a single water source cuz after veeery first rain there is only a single turf for every other water source but after first rain it is so hard to spot these water sources as they dont look obvious like they do in 5 pixels formation.

 

This totally prevents flood and mosquito problem around your base...

 

Things i have not tested are:

 

1) if you destroy sandbags that you place on water source, I do not really have any idea if they start to form again..

 

 

Update 1: So I removed sandbags from my base and I saw that there was no more flood even I removed bags.. This method is really effective as I had no mosquito throughout rain season and even if water source regions change by second year, you can easily make new sandbags to place by second year.. The only problem is, if water source spawns in your farm that would be a problem as you gotta temporarily remove your farm or you may wanna box the area not to let it spread out into your base.

 

http://images.akamai.steamusercontent.com/ugc/402307803466406479/E187F7069B37AABD472CC51417BBD2020AAB29BE/

 

2) By second year do water source spots change and form on different regions?

 

Can someone who knows lua tell us how the game mechanics work?

 

 

Thanks for sharing this.

First play through I wasted time and effort making an elaborate sandbag wall with zig zag entrances and it failed miserably.

Was planning on just boxing in puddles this time but will try your method and report back. In hurricane season now so won't be long.

Lol first time I encountered rain season it killed me. I spent  all my sand bags building a huge wall against the ocean since I didn't know water spreads from puddles.

 

My only question is - rain season lasts pretty long and it rains almost every day. Don't new puddles form all the time?

Lol first time I encountered rain season it killed me. I spent  all my sand bags building a huge wall against the ocean since I didn't know water spreads from puddles.

 

My only question is - rain season lasts pretty long and it rains almost every day. Don't new puddles form all the time?

 

When a puddle spawns after first rain thats it. After first formation the only thing is they get bigger after each rain. New puddles dont spawn so if you dry first puddles they wont spawn in that year anymore.

But what i guess is puddle location is random so by second year they will spawn in different places. In rain season it is like on and off.. One day constant rain and then half to one day break where there is no rain.

well I am not sure if there was an update (i did not see any) but this method failed on my friend as she was waiting first rain and then puddles started to spawn really big. So it may not work for your game anymore..

On 6/12/2015 at 1:42 AM, Gingerbread said:

2) By second year do water source spots change and form on different regions?

 

Can someone who knows lua tell us how the game mechanics work?

Yes, by second year you will have new puddles in different locations, I can't say if there are more or around the same number, but you can use the same technique and be save for another whole year again :)

On 12/6/2015 at 11:42 PM, Gingerbread said:

Can someone who knows lua tell us how the game mechanics work?

 

Flooding is mostly controlled from the C++ code, which is why it's remained such a mystery (and probably why it doesn't work in the way that it seems like it should). All you can see from the Lua is that it sets a target flood level based on how far you are into the season, and it can only set the level when it's raining. This is literally all there is to read on it:

		local sm = GetSeasonManager()
		local maxFloodLevel = TUNING.MAX_FLOOD_LEVEL
		local currentLevel = 0
		if sm:IsGreenSeason() and sm:IsRaining() then
			local perc = GetSeasonPerc()
			perc = math.max(0, (perc - 0.25)/0.75) --Dont spawn floods in the first 1/4 of the season 
			currentLevel = maxFloodLevel * perc 
			GetWorld().Flooding:SetTargetDepth(currentLevel)
		elseif sm:IsDrySeason() then 
			local perc = GetSeasonPerc()
			perc = math.min(1.0, (perc/0.15)) --Floods disapear in the first 15% of the season 
			currentLevel = maxFloodLevel - maxFloodLevel * perc 
			currentLevel = math.max(currentLevel, 0)
			GetWorld().Flooding:SetTargetDepth(currentLevel)
		end
		if currentLevel == 0 and not GetIsFloodSeason() and self:GetTideHeight() == 0 then 
			self:SwitchMode("tides")
		end 

 

39 minutes ago, rezecib said:

Flooding is mostly controlled from the C++ code, which is why it's remained such a mystery (and probably why it doesn't work in the way that it seems like it should). All you can see from the Lua is that it sets a target flood level based on how far you are into the season, and it can only set the level when it's raining. This is literally all there is to read on it:


		local sm = GetSeasonManager()
		local maxFloodLevel = TUNING.MAX_FLOOD_LEVEL
		local currentLevel = 0
		if sm:IsGreenSeason() and sm:IsRaining() then
			local perc = GetSeasonPerc()
			perc = math.max(0, (perc - 0.25)/0.75) --Dont spawn floods in the first 1/4 of the season 
			currentLevel = maxFloodLevel * perc 
			GetWorld().Flooding:SetTargetDepth(currentLevel)
		elseif sm:IsDrySeason() then 
			local perc = GetSeasonPerc()
			perc = math.min(1.0, (perc/0.15)) --Floods disapear in the first 15% of the season 
			currentLevel = maxFloodLevel - maxFloodLevel * perc 
			currentLevel = math.max(currentLevel, 0)
			GetWorld().Flooding:SetTargetDepth(currentLevel)
		end
		if currentLevel == 0 and not GetIsFloodSeason() and self:GetTideHeight() == 0 then 
			self:SwitchMode("tides")
		end 

 

I suspect they changed this mechanic I mentioned here quite a bit. Now when first rain starts a small puddle spawns but rain continues and puddles get bigger under same rain so currently seems like it is less possible to control flooding with this method.. This thread is pretty much a garbage at the moment.

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