Water evaporation factor (Water Overlay): Difference between revisions

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  |unit=factor
  |unit=factor
  |functionvalue=Water evaporation
  |functionvalue=Water evaporation
  |description=How fast this building can evaporate water from the underground. The [[weather (Water Overlay)|weather]]'s evaporation speed is multiplied by this factor to determine the rate of [[Underground evaporation formula (Water Overlay)|evaporation]].
  |description=How fast this building can evaporate water from the ground. The [[weather (Water Overlay)|weather]]'s evaporation speed is multiplied by this factor to determine the rate of [[Ground evaporation formula (Water Overlay)|evaporation]].
  |icon=waterwizard_icon_evaporation_factor.png
  |icon=waterwizard_icon_evaporation_factor.png
}} </onlyinclude>
}} </onlyinclude>
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Buildings with a root depth are known as crops and foliage.
Buildings with a root depth are known as crops and foliage.


Crops and foliage can draw water from the [[Underground model (Water Overlay)|underground]], allowing it to [[Underground evaporation formula (Water Overlay)|evaporate]]. This behaves in the same way as [[terrain]] which is configured as [[Terrain water evaporation factor (Water Overlay)|plants]].
Crops and foliage can draw water from the [[Ground model (Water Overlay)|ground]], allowing it to [[Ground evaporation formula (Water Overlay)|evaporate]]. This behaves in the same way as [[terrain]] which is configured as [[Terrain water evaporation factor (Water Overlay)|plants]].


{{article end
{{article end
|notes=
|notes=
* For crops and foliage to evaporate water, both the [[Root depth m (Water Overlay)|ROOT_DEPTH_M]] and the WATER_EVAPORATION_FACTOR must be appropriately configured.
* For crops and foliage to evaporate water, both the [[Root depth m (Water Overlay)|ROOT_DEPTH_M]] and the WATER_EVAPORATION_FACTOR must be appropriately configured.
* When a Building is present in any given location, its values for underground evaporation will overrule any values set by [[Hydrological attributes of terrains (Water Overlay)|terrain]] in the same location. To model underground evaporation without a Building, set these attributes on the applicable terrain type instead.
* When a Building is present in any given location, its values for ground evaporation will overrule any values set by [[Hydrological attributes of terrains (Water Overlay)|terrain]] in the same location. To model ground evaporation without a Building, set these attributes on the applicable terrain type instead.
* For Buildings such as trees, the value is set appropriately for a polygon representing an individual tree. If a single polygon is generated for an entire forest, or otherwise represents multiple trees, the [[how to modify evaporation factor from trees to forests|evaporation factor should be modified]]. This is not an issue for fully-covering flora such as grass.
* For Buildings such as trees, the value is set appropriately for a polygon representing an individual tree. If a single polygon is generated for an entire forest, or otherwise represents multiple trees, the [[how to modify evaporation factor from trees to forests|evaporation factor should be modified]]. This is not an issue for fully-covering flora such as grass.
* The groundwater level reduction is inversely proportional to the [[terrain water storage percentage (Water Overlay)|WATER_STORAGE_PERCENTAGE]] of the underground terrain in the same location, as the Building of a given volume of water to the groundwater level increases when the capacity for water storage in the underground layer decreases.
* The groundwater level reduction is inversely proportional to the [[terrain water storage percentage (Water Overlay)|WATER_STORAGE_PERCENTAGE]] of the ground terrain in the same location, as the Building of a given volume of water to the groundwater level increases when the capacity for water storage in the ground layer decreases.
* When a Building has a WATER_EVAPORATION_FACTOR of 0, the amount of evaporation which takes place in that location is 0.
* When a Building has a WATER_EVAPORATION_FACTOR of 0, the amount of evaporation which takes place in that location is 0.
|howtos=
|howtos=
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|seealso=
|seealso=
* [[Terrain_water_evaporation_factor_(Water_Overlay)]]
* [[Terrain_water_evaporation_factor_(Water_Overlay)]]
* [[Underground evaporation formula (Water Overlay)]]
* [[Ground evaporation formula (Water Overlay)]]
* [[Groundwater level formula (Water Overlay)]]
* [[Groundwater level formula (Water Overlay)]]
* [[Underground model (Water Overlay)]]
* [[Ground model (Water Overlay)]]
* [[Evaporation model (Water Overlay)]]
* [[Evaporation model (Water Overlay)]]
}}
}}


{{WaterOverlay hydrological building attribute nav}}
{{WaterOverlay hydrological building attribute nav}}

Revision as of 15:33, 26 January 2024

Buildings with a root depth are known as crops and foliage.

Crops and foliage can draw water from the ground, allowing it to evaporate. This behaves in the same way as terrain which is configured as plants.

Notes

  • For crops and foliage to evaporate water, both the ROOT_DEPTH_M and the WATER_EVAPORATION_FACTOR must be appropriately configured.
  • When a Building is present in any given location, its values for ground evaporation will overrule any values set by terrain in the same location. To model ground evaporation without a Building, set these attributes on the applicable terrain type instead.
  • For Buildings such as trees, the value is set appropriately for a polygon representing an individual tree. If a single polygon is generated for an entire forest, or otherwise represents multiple trees, the evaporation factor should be modified. This is not an issue for fully-covering flora such as grass.
  • The groundwater level reduction is inversely proportional to the WATER_STORAGE_PERCENTAGE of the ground terrain in the same location, as the Building of a given volume of water to the groundwater level increases when the capacity for water storage in the ground layer decreases.
  • When a Building has a WATER_EVAPORATION_FACTOR of 0, the amount of evaporation which takes place in that location is 0.

How-to's

See also