Terrain water evaporation factor (Water Overlay): Difference between revisions

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* [[How to add and remove an Attribute]]
* [[How to add and remove an Attribute]]
|seealso=
|seealso=
* [[Water_evaporation_factor_(Water_Overlay)]]
* [[Water evaporation factor (Water Overlay)]]
* [[Groundwater level formula (Water Overlay)]]
* [[Groundwater level formula (Water Overlay)]]
* [[Ground evaporation formula (Water Overlay)]]
* [[Ground evaporation formula (Water Overlay)]]

Revision as of 15:35, 26 January 2024

Terrains can be configured with plant-related attributes, similar to Buildings configured as crops and foliage, allowing it to draw water from the ground and evaporate it.

Notes

  • For plants 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, the values for evaporation in the ground will overrule any values set by terrain in the same location. To model ground evaporation without a Building, set the attributes of the Building on the applicable terrain type instead.
  • The groundwater level reduction is inversely proportional to the WATER_STORAGE_PERCENTAGE, as the contribution of a given volume of water to the groundwater level increases when the capacity for water storage in the ground layer decreases.
  • When there is no Building present on the surface, and the terrain has a WATER_EVAPORATION_FACTOR of 0, the amount of evaporation which takes place in that location is 0.

How-to's

See also