Flooded
A Building is
Flooded when a body of water or badwater in the environment enters the footprint of the building. When flooded,
Beavers and
Bots cannot access the building, and most structures with passive functions or effects cease to work.
All Plants and most Buildings can be
Flooded.
Waterfalls intersecting buildings do not count towards flooding, only the water levels on the floor. This is because waterfalls are purely visual and not part of the underlying water simulation.
Plants
Crops,
Bushes and
Trees are also prone to
Flooding when there is too much water. Aquatic plants needs to be planted in water to grow, but will be flooded when the whole plant is completely submerged.
When an Aquatic plant is given badwater instead of water, it is first affected by Drying when water quality is halved and the underlying soil is no longer irrigated, then
Contaminated when the submerged soil is infected.
- Non-Aquatic Plants are
Flooded on contact:
- Aquatic plants are
Flooded 1 level above its roots:
Buildings
The following are a list of Buildings according to its property with
Flooding, sorted in building categories. Environment-based structures, such as most of
Landscaping,
Path-related structures,
Power Shafts, and the
Stream Gauge are not "affected" by flooding by design of their function, and will not be listed for list length reasons.
Flooded on contact
The following are Flooded if there is contact with water or badwater at its footprint:
- All Resource Flags:
Gatherer Flag,
Lumberjack Flag,
Scavenger Flag
Explosives Factory
- All
Storage buildings:
Small Pile,
Large Pile,
Underground Pile,
Small Industrial Pile,
Large Industrial Pile,
Small Warehouse,
Medium Warehouse,
Large Warehouse,
Small Tank,
Medium Tank,
Large Tank
- All
District Management buildings:
District Center,
Hauling Post,
Builders' Hut,
District Crossing
Lodge,
Mini Lodge,
Breeding Pod,
Advanced Breeding Pod,
Barrack,
Large Barrack,
Rowhouse,
Large Rowhouse
Fluid Dump,
Centrifuge,
Water Pump,
Large Water Pump,
Deep Water Pump,
Badwater Pump,
Deep Badwater Pump,
Badwater Rig
- All
Food buildings:
Efficient Farmhouse,
Farmhouse,
Aquatic Farmhouse,
Grill,
Gristmill,
Bakery,
Beehive,
Fermenter,
Oil Press,
Hydroponic Garden,
Food Factory,
Coffee Brewery
- All
Wood buildings:
Lumber Mill,
Industrial Lumber Mill,
Forester,
Gear Workshop,
Paper Mill,
Printing Press,
Tapper's Shack,
Wood Workshop
- All
Metal buildings:
Smelter,
Mine,
Efficient Mine
Power Wheel,
Large Power Wheel,
Engine
Inventor,
Observatory,
Refinery,
Bot Part Factory,
Bot Assembler,
Charging Station,
Grease Factory
- All
Leisure Buildings:
Campfire,
Rooftop Terrace,
Teeth Grindstone,
Shower,
Double Shower,
Medical Bed,
Decontamination Pod,
Contemplation Spot,
Scratcher,
Herbalist,
Agora,
Exercise Plaza,
Carousel,
Wind Tunnel,
Detailer,
Dance Hall,
Motivatorium,
Mud Pit,
Mud Bath
Lido,
Swimming Pool - note: this building is also out of order to beavers if the water level drops below -0.85 units from the footprint level (or 0.15 units from the bottom of the bounding box)
Farmer Monument,
Laborer Monument,
Tribute to Ingenuity,
Earth Recultivator,
Earth Repopulator
Flooded at a specific level
The following buildings are flooded above a specific level:
- 1 level above footprint:
Dirt Excavator - digging blade can be submerged, only the building's entrance level counts for flooding.
Double Lodge,
Triple Lodge
Mechanical Fluid Pump,
Deep Mechanical Fluid Pump - while the core 1x3 block displaces bodies of water or badwater, the building will stop pumping if the water level raises above it.
Windmill
- 2 levels above footprint:
Large Windmill
Fountain of Joy - right at the rim of the middle fountain bowl
Water Wheel,
Compact Water Wheel - at the axle
Large Water Wheel - the 1x1 footprint is raised, to the side in the middle of the wheel, and will stop working if the water level raises above the axle.
Brazier of Bonding,
Flame of Unity - past the point of the base of the fire cauldron
Immune Buildings
The following buildings can be submerged and continue functioning, despite not fitting the rules above:
Zipline Station,
Tubeway Station - These continue working to prevent beavers being stranded.
Gravity Battery
Numbercruncher,
Control Tower - Fully automated and sealed, with no door or other entryway.
Note: While the Mechanical Fluid Pump and
Deep Mechanical Fluid Pump do not flood, they do stop working for other reasons when water exceeds a certain height.
See Also
- Status Icons - a list of all visual warnings and notifications
Drying
Building Needs Water and
Blocked by Badwater