Mar 15
Water Irrigation, spreading water over an area.
Throughout history, civilizations have figured out how to get the most out of the land to feed their populous. Often bringing water to fertile soil though aqueducts and canals. The system we do have is simplistic at best, build an aqueduct using a V-shaped brick pattern and dumping it nearby to increases localized moisture. With no real means to distribute it out, thus the following blocks/machines to distribute water over an area.
Pottery: Brick Irrigation Block
1 hewn log (static) + 4 bricks (dynamic) > 5 Brick Irrigation Blocks
Made to look like a small aqueduct with ‘gaps’ (you can get away by just blackening them) on either side and a wooden cover. It moistens the chunk its placed in and transports water to any connecting Brick Irrigation Block up to 20 blocks from source. It counts as an aqueduct ‘brick’ but only if flanked by normal aqueduct bricks, allowing for direct connection to an aqueduct.
Mechanic: Mechanical Sprinkler
1 iron bar (static) + 4 lumber (dynamic) > 1 Mechanical Sprinkler
It looks like a typical sprinkler head (1l, 1w, 2h) you’d buy at hardware store atop a pipe. It uses internal water pressure to distribute water covering a 1 chunk radius (3x3 from the center). Water pressure is based on the number of pumps in the system, typically two Sprinklers per pump/well*.
*See my aquafer suggestion post.
Electronics: Electric Sprinkler
1 basic circuit (static) + 2 steel (dynamic) + 4 plastic (dynamic) > 1 Mechanical Sprinkler
Made from steel, plastic, and a basic circuit, looks like a typical sprinkler head mounted atop a plastic tank with pipes running around it (supports double as pipe inputs). It’s bigger (2l, 2w, 2h), consumes double the water pressure, and requires electrical power. But it also has inputs for fertilizers and nutrient parameter settings for a larger covered area (7x7 from the center). The trigger uses the average of all chunks within range when stopping the fertilizers (some areas may still need hand fertilizing to even things out), each time must be set by a player. So basically, the player sets one of the 3 nutrients to track and provide the fertilizer in one slot, then the sprinkler draws from the provided pile until the average is at or above the set parameter (there is a danger of mismatching the parameter with the wrong fertilizer).
Pending
I really like this idea, I feel as if there would have to be a con to not using it compared to what already exists and a pro to what already exists. Maybe the pro could be being able to grow crops traditionally not able to in certain biomes. The con to not irrigating might be reduced yields to the standard? Especially because farmers generally don’t make a lot of currency… so irrigating and boosting yields will hopefully be helpful. Maybe some niche things are new crops like cranberries won’t grow anywhere in the world naturally but can with irrigation. Hope your idea has some success!