Water evaporation factor (Water Overlay)
Revision as of 11:10, 5 October 2022 by Maxim@tygron.com (talk | contribs)
Icon | Attribute | Unit | Range | Description |
---|---|---|---|---|
WATER_EVAPORATION_FACTOR | factor | How fast this construction can evaporate water from the underground. The weather's evaporation speed is multiplied by this factor to determine the rate of evaporation. |
Buildings with a root depth are known as crops and foliage.
Crops and foliage can draw water from the underground, 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 underground evaporation will overrule any values set by terrain in the same location. To model underground 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 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.
- When a Building has a WATER_EVAPORATION_FACTOR of 0, the amount of evaporation which takes place in that location is 0.