It will go to any height, it's because there's a maximum flow rate for waterfalls, so more water flowing in than the number of waterfalls means the water goes up.
@@TheClearwall There is. Although he could have dug out the map to get the full height potention. You start at 0 but you could also start at -16 or whatever the real value is.
With the dying on commute thing, I'd bet it works like: dying is a task that needs to be put in the queue like any other task, so, if a beaver is on a really long task such as walking across the entire map, dying sits in the queue until that other task is done.
@@BreCheese000 ah, so infinite water pump! simply get a bever inn there and start working then block off the door, now hes stuck at work.. working forever! he cannot die as he cant leave work
@@zamboughnuts I'm also pretty sure that the surge probably doesn't happen in the map editor, only the normal game (and it happens _before_ the badtide).
For the infinite power myth, it's nothing to do with friction. When you don't have pumps, there's nothing stopping the water level from reaching equilibrium where it stops flowing. The pumps lower the water at the end and raise it at the start, keeping the water level at a gradient and making it flow to try to even out.
Yup, the sluice is unidirectional, but that doesn't mean it's going to flow from a lower pressure to a higher one, it just won't flow from the higher one to the lower of the sluice gate is round the right way.
@@bewe3mc I did some work with sluices when they became available in experimental, so it may or may not still work like this, but from what I found sluices are very weird and not really like floodgates. For instance sluices can actually drain a reservoir faster than a floodgate. I assume this is because floodgates open and close a waterfall while a sluice acts more like a water teleporter. There was also strange behavior when I made a megadam with sluices at the bottom and top. When trying to set automatic opening and closing for the different water levels, the top sluices gained the ability to drain water when open as long as the bottom sluices were submerged, even when the bottom sluices were supposed to be closed. Note that I have not checked to see if this still works in the actual release.
I have now gone back to my save to test the sluices again. It looks line the devs probably fixed the bug of sluices in the same column influencing each other when they shouldn't, but sluices still seem to drain extremely fast. Opening one sluice at the base of my reservoir fed by four water sources caused turbulence and the water level began going down
It actually is, there is nothing rendered out of map bounds. The same for the sides. That's why if you put dam or floodgate right on the edge - you won't see any water, though it is flowing. Earlier there was a bug, that if you put them on the edge - they will not stop the flow at any level, but even now I'm not building them on the edge, because it is easier to tell what's going on when you can see if water flows through them.
The geyser has nothing to do with water pressure, but with the limitation in water flow over a single edge, which is 2.2 cms. On your first pyramid, the top was 4x4 blocks, meaning 16 edges that the water can flow off, so a total of 35.2 cms. If the source block output more than that, the water will have no where else to go but up. This also explains why making the hole smaller had no effect, you still had a 4x4 top, with 16 small waterfalls.
The youtuber Pravus did a look-see into the new features with dev commands, and make a city ON a giant bridge. You need to give it a bridge review. Or at the very least, make living on a giant bridge the megaproject for your next timberborn series.
Agreed on the abbreviation, but I learned to characterize such a measurement as "volumetric flowrate" rather than throughput (which to me sounds like factory production, e.g. widgets per week or whatever). Are there regions where volume per unit of time measures are commonly called throughput?
it's amazing that the silly little beaver early access game not only became a amazing city builder, but just casually added the best water simulation in a game ever.
Well waterworks is kind of the main point of the game, beavers build dams, and literally the only threats in the game are the water drying up/going bad.
Regarding the "covered water will evaporate" thing, I suspect that the "evaporation" mechanic is also used to cover water seeping into the ground, which is why covered water seems to evaporate. After all, you see water seeping into the ground all the time as it greens up the map (or spreads contamination for badwater), but mechanically it's just easier to have that be the same mechanic as evaporation (i.e. less work for the devs).
Some notes/questions: Reservoirs at the ends of pipes myth: You talked about how it didn't used to equalize above the height of the pipe, and then apparently tested with water levels that didn't end up above the height of the pipe. Covered water: Do impermeable floors make any difference in this, rather than covering with levees? 100 myths: What base is that in?
Regarding that base of 100 in "100 myths" : just count the total number of myths busted, take the square root, and if that is a positive integer then that's the base, if it isn't then the claim "100 myths busted" was a lie.
While that test was crap, it was actually already confirmed in the Creedy Cup one, there we already saw that waterlevels are the same for reservoirs that are connected below surface level.
The thing is you can use even less materials by using the 3x1 overhangs (covered with impermeable floors of course) in the bad water trough facing backwards towards the bad water source and have the trough capped with levees. Rather instead of the layout shown in the video.
Anyone else think its weird that the industry-focused IronTeeth only get the Badwater Discharge, but the FolkTails get that AND the Badwater Rig? Also, the geyser height is limited by the builf height, Matt.
Folktails don't get a discharge, they get a dome which can only shut off the badwater completely. The iron teeth's discharge can keep badwater flowing during a drought, while the FT's rig can give very large amounts of badwater-per-beaver at the cost of not being able to get any power at all from the badwater source anymore. Basically folktails are setup to want to seal badwater off, while iron teeth are setup to want to keep it running at all times.
I’m still surprised the industry focused iron teeth don’t have a power plant that runs on Badwater. Although I guess that’s what water wheels in the perpetually open badwater is.
A full hour of Timberborn testing the new water simulation physics and busting myths? And on a Thirsty Thursday, no less? My hydrologic simulator soul is deeply pleased The geyser demonstration alone has already convinced me that I need to spin up a new colony and see if I can build an aesthetically pleasing geyser-- I can see what they've done to feign the water pressure release, and I need to test whether it's source-dependant only or surface-area (as in flat surface atop geyser spout) dependant as well. Now Devs, HEAR MY PLEA: A specifically hydrophilic beaver clan with water-dependent breeding mechanics and unique underwater/water-adjacent tech. I'd happily buy a DLC clan of water-logged (get it?) beavers.
the shallow water evaporating faster is slightly misleading, as each tile evaporates at an equal rate regardless of the amount in it, but when you are 2 tiles deep only the top tile is evaporating. So if you had a 2x1 compared to a 2x2, instead of 2x1 vs 1x2, you would see them evaporate at the same rate.
Except the water level in the deep pool actually dropped faster. When the shallow pool had some left, the water level in the deep pool was significantly below the levie, which probably means that water drains into the soil aswell. Interesting that nobody seemed to notice
water evaporation works based off the surface area, how deep or shallow it is does not matter one bit. So the reason your shallow water evaporated 2x faster is because it had 2x the surface area...
Basically a 1x1 hole 1 deep and 1x1 hole 2 deep will have the top 1x1 water evaporated at the same time. It's not that the 1 deep hole will be empty while the 2 deep hole has more than half left. Which would indeed bust the myth and your explanation is why that is (and why it, like with Matt's setup seems it would be confirmed).
The devs also tweaked evaporation to reduce it based on number of tiles on the sides that is also water. ( so 9 isolated 1x1 tiles evaporate much faster than one 3x3 pond ). The 3x3 pond also irrigates a vastly larger area than a 1x1 tile ( new mechanic in 0.5 O think ).
RCE I totally saw what you saw when you said "That can't just be me". I 100% saw an equal sign. So funny LOL. It totally was an equal sign. Or did you see something else? Maybe something you are completely obsessed with. Something you want desperately in your life? Seems like you really like a certain object more than most. Maybe you should come out and just be yourself because clearly you really enjoy this particular object very much. Don't worry we will all still watch you and support you no matter who you love.
The siphon didn’t have water ALL the way full, which means it wouldn’t work anyway. Unfortuantely I’m not sure if it’s possible to have full block of water with a drain under it, but more (or stronger) water sources might do it
Just started playing Timberbrone and i cant play it without hearing Matt's voice narrating the Beavers in my head. Oi what are you doing, you just sat on your arse
9:00 the reducing of the hole of the geyser from 4 to 1 with the same output, proved that the game is capping the max amount of pressure. So there is a chance that the geyser will still work with less water sources and a smaller pyramid, but still the same output!
I only used that once and that was because I had to irrigate an aquatic farm from a river with a higher water level and prevent it from overflowing, but at the same time I needed to water from the river to continuously supply the farm during a drought so I used the pipes from the old water mod to regulate water in and output and regularly checked if the water level in the farm was rising or falling. But now that we can put levies on top of platforms and pressure doesn't seem to be a thing (siphon doesn't work), it should be possible to limit the water level using a drop pipe
The unlimited power is awesome, anyone who does it just need to have some way of refilling the water lost to evaporation, otherwise it would run dry eventually. sluices would help keep the "start" of the channel at a set level always, if there was a basin behind it to refill with. quick tip :)
31:36 That's interesting, the evaporation happens per surface area, but if you look closely, they didn't actually evaporate at the same rate. The water level in the deep pool actually fell faster, you can see that in reference to the horizontal lines. Now you have to test if Water on soil "evaporates" faster than on levies, or rather, if soil drains additional water, because I think that is the case here
25:00 as you saw earlier, waterwheels only check the water in the center. To properly test this, you wo need overhangs pouring water directly on the center of the wheel.
I think the first myth is related to fresh water and badwater flowing from normal sources. At one point (and I think it's still the case, but not sure) water flow increased during badtides, resulting in increased power.
Regarding that beaver that died after the commute, you said maybe they can't die on paths that seems like an interesting test. Build walls to stop them from going off paths and then don't feed them.
8:15 getting serious creeper world vibes here. Maybe you could make those pyramids with bad water sources to simulate emitters, and then use water pumps like anti-creep dispensers. The beavers could then act as the energy with paths as power lines.
The water pumps and wheels reminds me of a hydro project here in California that makes unlimited power. Water from courtright dam is used to make power in day time, then at night water from wishon is pumped back up to courtright to be used in the day.
57:35 Btw. Wind like Sunlight at the time are not impacted by any buildings, so you can make underground powerplants. I do however feel like we probably gonna see that get implemented at some point, hopefully with farm lamps, that let us still grow stuff underground at the cost of resources and energy (I mean we do already have the algae and fungi growing buildings).
Hey Matt, you should review this older video of yours. It would help with your main playthrough. You need more power from your water wheels, but forgot about the usage of levys for higher water pressure
on the unlimited power - yes, but you have to take evaporation into account. excellent video, saved me figuring a load of this out so thankyou very much indeed
I think the evaporation myth is based on surface to air more than depth. So each cube evaporates in the same time, like you showed, watter gets to one level down at the same time. More interesting would be if you have a tank with only one hole to the surface, does it evaporate just as fast as a completely open one without a roof.
After turning the poocano-map into a completely green land, here´s a challenge for next round on a large map (choose a really big map) Goal of the challenge is to sustain a beaver colony with more, than 669 beavers and to make it to season 100 at least. By my hardhat, you would be an architect not to accept this challenge, MATT! ^^ And give Paddy a cuddle from me :3
To ensure that the beavers don’t drown, you would need to: Block the map edges: Make sure there are barriers at the map edges to prevent water from flowing out, which would simulate water containment. Monitor water height: Track the water level to ensure it's not too high for the beavers. You could set a maximum height that they can safely swim in before drowning occurs. By controlling these two factors, you'd have a more accurate environment for observing whether beavers could drown based on water levels in that specific situation.
Skye Storme has a great large scale demonstration of the perpetual motion energy machine in his last series on the Mountain Range map. I would highly recommend any Timberborn player check out the videos where he builds it. It might be overkill, but it sure is a fail-safe power solution.
Evapourtion: Is by surface area - i.e. the same area evaporates at the same time, if you double the surface area but keep the same volume, then it'll evaporate faster.
hey RCE, I'm actually streaming Timberborn right now on my other channel. I appreciate you doing this. It'll give me a few fun things to try tonight. :)
46:13 the reason it doesn’t work with the sluice, is simply because it at max will equalize the water, where the pumps will raise the water level on the other side. Creating a water level difference -> Flow
There's a mod called Dam Extensions that has 3x1 levees. An interesting thing about them is that the build point is on one side rather than in the center, so you can use those to cover up a badwater source in the same way. In fact, if you have a line of water sources, you can put sluices on both sides, set one to open for clean water and the other to open for badwater, then cover up the water sources with the 3x1 levees, you can make it fill up higher than the water source, allowing you to make big ol' reservoirs that are completely badwater free.
57:40 but you can put a whole layer of windmills and gravity batteries high up and have all the space below to play... and you can now just have vertical shafts drop power to any space on the map.
The looping power arrays generate a ton of power when built right as they can take a constant source like capped badwater and blow them out to much higher flow using pumps. Hundreds of thousands of horsepower is possible :D
with the pooworld you reminded me of "Let's game it out". He actually spend hours to torture the game to the extreme point.🤣🤣 Nice video. Love Timberborn.😍😍
-"only one way to find out!" -spends hours to make a huge construction -makes a huge maze spanning the entire map If you think about it, they're not that disimilar 🤣
matt creating his own world and we're just living in it 🌍
5 likes in 8 hours, what?
Second Reply?
As long as I’m not Labradog I’ll have a chance.
This is like the Boss appreciating the works of their colleague!
Shut the hell up, youtube. You're hosting and PAYING people who make bomb threats to children's hospitals. You should be ashamed of yourself.
The geysers hit the height limit, and go off the map. That's why they cut off at the top.
It will go to any height, it's because there's a maximum flow rate for waterfalls, so more water flowing in than the number of waterfalls means the water goes up.
@@LunaliBrighteyes Currently in this case, it's simply hitting the top of the map and stops rendering.
Now I wonder what would happen if you put a pipe at the top of the geyser
That's what I was thinking too. There must be an upper limit.
@@TheClearwall There is. Although he could have dug out the map to get the full height potention. You start at 0 but you could also start at -16 or whatever the real value is.
With the dying on commute thing, I'd bet it works like: dying is a task that needs to be put in the queue like any other task, so, if a beaver is on a really long task such as walking across the entire map, dying sits in the queue until that other task is done.
You are probably right, but he should also test the myth that beavers will not die if they are working
@@BreCheese000 They probably can't die while working but they will stop working if they have urgent needs so how do you keep them working?
@@BreCheese000 ah, so infinite water pump! simply get a bever inn there and start working then block off the door, now hes stuck at work.. working forever! he cannot die as he cant leave work
@@g00gleminus Please keep your zombie workforce in your paradox games, this game is supposed to be cozy.
lol now I’m picturing a Beaver checking it’s schedule and being like “OK I’ve finished carrying wood what’s next? Oh time to die 💀.”
Myth, Matt refuses to learn of the Stream Gauge despite many times doing experiments regarding flow or depth.
Confirmed 😂
17:20 was huge for this.
My engineer heart cries when I see him not using gauges. I think he may be an architect.
@@zamboughnuts I'm also pretty sure that the surge probably doesn't happen in the map editor, only the normal game (and it happens _before_ the badtide).
Thank you, I was coming here to point out how you can precisely measure flow on game!
For the infinite power myth, it's nothing to do with friction. When you don't have pumps, there's nothing stopping the water level from reaching equilibrium where it stops flowing. The pumps lower the water at the end and raise it at the start, keeping the water level at a gradient and making it flow to try to even out.
Yup, the sluice is unidirectional, but that doesn't mean it's going to flow from a lower pressure to a higher one, it just won't flow from the higher one to the lower of the sluice gate is round the right way.
The sluice also isn't unidirectional, it's just an automated floodgate, so the water equalizes itself there
@BryanWeltonIII it's description literally starts: "a UNIDIRECTIONAL, automated water discharge..."
It has an arrow when placing it for a reason too
@@bewe3mc I did some work with sluices when they became available in experimental, so it may or may not still work like this, but from what I found sluices are very weird and not really like floodgates. For instance sluices can actually drain a reservoir faster than a floodgate. I assume this is because floodgates open and close a waterfall while a sluice acts more like a water teleporter. There was also strange behavior when I made a megadam with sluices at the bottom and top. When trying to set automatic opening and closing for the different water levels, the top sluices gained the ability to drain water when open as long as the bottom sluices were submerged, even when the bottom sluices were supposed to be closed. Note that I have not checked to see if this still works in the actual release.
I have now gone back to my save to test the sluices again. It looks line the devs probably fixed the bug of sluices in the same column influencing each other when they shouldn't, but sluices still seem to drain extremely fast. Opening one sluice at the base of my reservoir fed by four water sources caused turbulence and the water level began going down
09:15 there is a huge chance that, that height is the maximum that anything can go in the game
It actually is, there is nothing rendered out of map bounds. The same for the sides. That's why if you put dam or floodgate right on the edge - you won't see any water, though it is flowing.
Earlier there was a bug, that if you put them on the edge - they will not stop the flow at any level, but even now I'm not building them on the edge, because it is easier to tell what's going on when you can see if water flows through them.
There's not a "huge chance" as that is exactly what is happening. Anyone who's used the map editor would know.
Creeper World made their fluid levels logarithmic. It allowed them to display huge quantities while compressing the upper layers.
Also the limit to falling water off edges is why it goes up with the pressure and also why it keeps the shape as with the single hole
The geyser has nothing to do with water pressure, but with the limitation in water flow over a single edge, which is 2.2 cms. On your first pyramid, the top was 4x4 blocks, meaning 16 edges that the water can flow off, so a total of 35.2 cms. If the source block output more than that, the water will have no where else to go but up.
This also explains why making the hole smaller had no effect, you still had a 4x4 top, with 16 small waterfalls.
16:03 Matt finally learns how to use the view layers!
New myth: Matt is never gonna use stream gauges, so he does not need to eyeball water levels
@@-SaKage Glad I am not the only one facepalming everytime he eyeballs water levels.
The youtuber Pravus did a look-see into the new features with dev commands, and make a city ON a giant bridge. You need to give it a bridge review. Or at the very least, make living on a giant bridge the megaproject for your next timberborn series.
CMS is probably cubic metres per second, a measure of throughput
I came here to say this but you beat me to it!
it definitely is
Agreed on the abbreviation, but I learned to characterize such a measurement as "volumetric flowrate" rather than throughput (which to me sounds like factory production, e.g. widgets per week or whatever). Are there regions where volume per unit of time measures are commonly called throughput?
I argue that the proper unit should be m³/s, but Americans love to make abbreviations for everything.
@@matt.604 it should also be CFS or CF(oF)S (cubic feet (Of Freedom) per second)...because 'Murica
I Love Walking walked for EIGHT YEARS without drinking, eating or sleeping. That beaver really did love walking!
This is actually a great sponsorship, teaching everyone the new updates entertainingly
Is a beaver immortal while commuting? Old age? Disease? Can you juggle a beaver on a commute so it lives forever?
it's amazing that the silly little beaver early access game not only became a amazing city builder, but just casually added the best water simulation in a game ever.
Well waterworks is kind of the main point of the game, beavers build dams, and literally the only threats in the game are the water drying up/going bad.
Well, it's really only got cities skylines for competition afaik.
Regarding the "covered water will evaporate" thing, I suspect that the "evaporation" mechanic is also used to cover water seeping into the ground, which is why covered water seems to evaporate.
After all, you see water seeping into the ground all the time as it greens up the map (or spreads contamination for badwater), but mechanically it's just easier to have that be the same mechanic as evaporation (i.e. less work for the devs).
Some notes/questions:
Reservoirs at the ends of pipes myth: You talked about how it didn't used to equalize above the height of the pipe, and then apparently tested with water levels that didn't end up above the height of the pipe.
Covered water: Do impermeable floors make any difference in this, rather than covering with levees?
100 myths: What base is that in?
Regarding that base of 100 in "100 myths" : just count the total number of myths busted, take the square root, and if that is a positive integer then that's the base, if it isn't then the claim "100 myths busted" was a lie.
I agree with the reservoir one, the water evaporated so both tanks wound up below the pipe so the test was botched
While that test was crap, it was actually already confirmed in the Creedy Cup one, there we already saw that waterlevels are the same for reservoirs that are connected below surface level.
If you cover the source side completely, the reservoir on the other side of the pipe will rise. SkyeStorme confirmed this with a very strong shape!
Imagine if the capping would make the wood explode causing a massive storm of poo or the poo would spurt out the top like a geyser 5:54
Anyone else feel like this was just a way to get Matt to do their QA work and test possible fixes/bugs?
I really LOVE the editing of this video... Your editor did a great job. The cuts, the animations, the sounds... perfect! 🙂
The thing is you can use even less materials by using the 3x1 overhangs (covered with impermeable floors of course) in the bad water trough facing backwards towards the bad water source and have the trough capped with levees. Rather instead of the layout shown in the video.
Anyone else think its weird that the industry-focused IronTeeth only get the Badwater Discharge, but the FolkTails get that AND the Badwater Rig?
Also, the geyser height is limited by the builf height, Matt.
the it discharge is more powerful though, since it also allows for emitting during the dry season (which is useful for continuous power).
Oh, and; the water DOES go into the ground. "Evaporation" in the game is more like leaking.
"builf height"
Keep your kinks out of this.
Folktails don't get a discharge, they get a dome which can only shut off the badwater completely. The iron teeth's discharge can keep badwater flowing during a drought, while the FT's rig can give very large amounts of badwater-per-beaver at the cost of not being able to get any power at all from the badwater source anymore.
Basically folktails are setup to want to seal badwater off, while iron teeth are setup to want to keep it running at all times.
I’m still surprised the industry focused iron teeth don’t have a power plant that runs on Badwater. Although I guess that’s what water wheels in the perpetually open badwater is.
A full hour of Timberborn testing the new water simulation physics and busting myths? And on a Thirsty Thursday, no less? My hydrologic simulator soul is deeply pleased
The geyser demonstration alone has already convinced me that I need to spin up a new colony and see if I can build an aesthetically pleasing geyser-- I can see what they've done to feign the water pressure release, and I need to test whether it's source-dependant only or surface-area (as in flat surface atop geyser spout) dependant as well.
Now Devs, HEAR MY PLEA: A specifically hydrophilic beaver clan with water-dependent breeding mechanics and unique underwater/water-adjacent tech. I'd happily buy a DLC clan of water-logged (get it?) beavers.
A water dependent clan would be awesome, we have a wood based and a metal based one
Thrusting Thursday*
I think there are mods: the water beaver mod, and as the opposite, the amber pelts for fire liking, water hating beavers.
the shallow water evaporating faster is slightly misleading, as each tile evaporates at an equal rate regardless of the amount in it, but when you are 2 tiles deep only the top tile is evaporating. So if you had a 2x1 compared to a 2x2, instead of 2x1 vs 1x2, you would see them evaporate at the same rate.
Yea! Evaporation is calculated on surface area and not depth.
Except the water level in the deep pool actually dropped faster. When the shallow pool had some left, the water level in the deep pool was significantly below the levie, which probably means that water drains into the soil aswell. Interesting that nobody seemed to notice
49:10
Hey! It's Mat, and welcome back to Let's Engineer It Out.
Timber-Thursday! Yay.
Excited for more Update 6 gameplay
water evaporation works based off the surface area, how deep or shallow it is does not matter one bit. So the reason your shallow water evaporated 2x faster is because it had 2x the surface area...
Basically a 1x1 hole 1 deep and 1x1 hole 2 deep will have the top 1x1 water evaporated at the same time. It's not that the 1 deep hole will be empty while the 2 deep hole has more than half left.
Which would indeed bust the myth and your explanation is why that is (and why it, like with Matt's setup seems it would be confirmed).
The devs also tweaked evaporation to reduce it based on number of tiles on the sides that is also water. ( so 9 isolated 1x1 tiles evaporate much faster than one 3x3 pond ). The 3x3 pond also irrigates a vastly larger area than a 1x1 tile ( new mechanic in 0.5 O think ).
@@familhagaudir8561 If adjacent water was a factor, the 1x2 shouldn't have been gone at the same time as the top half of the 1x1 though. ....
@@dkSilo 31:20 Look carefully, the 1x1 tile is evaporating faster.
@@familhagaudir8561 Yeah, I think that's because it's on soil with no levie underneath. This trial was totally skewed
you can change the water and poo water sources output by clicking on it and changing the number from 1 to 8
Hope you enjoy nearly an hour of brand new content!! Check out Timberborn update 6 here:
store.steampowered.com/app/1062090/Timberborn/?Creator&RCE&
No need to ask if we want more content #hyped
will you make a "Obenseuer" video one day ?
Loved this video 😂😂
The only obvious thing missing was: putting a Windmill in an enclosed room like the plants
Yo 2:28 you still needed 3 times the water source to get the same power. UNBUSTED
38:47
"These beavers are having a very romantic moment."
Meanwhile the hauler carrying badwater in front of them lol
35:00 I like the interaction between RCE and the editors
RCE I totally saw what you saw when you said "That can't just be me". I 100% saw an equal sign. So funny LOL. It totally was an equal sign. Or did you see something else? Maybe something you are completely obsessed with. Something you want desperately in your life? Seems like you really like a certain object more than most. Maybe you should come out and just be yourself because clearly you really enjoy this particular object very much. Don't worry we will all still watch you and support you no matter who you love.
Really? 🤦🏻♂️
The siphon didn’t have water ALL the way full, which means it wouldn’t work anyway. Unfortuantely I’m not sure if it’s possible to have full block of water with a drain under it, but more (or stronger) water sources might do it
Maybe if the flow rate was more than 2.2cms?
If he plugged the bottom exit hole, wouldn't that have worked to fill up the end part?
25:30 i love how he thinks it's centimeters squared instead of cubid meters per second
He must actually be an architect
I actually hate that. I don't understand why they would use the american system, when the developer is not from the US
@@Dragongaga centimeters are a part of the metric system though...
@@СашаВолков-ф5н I meant the abbreviations instead of writing the unit
@@Dragongaga we dont do that in the us
53:30
This reminds me of that one beaver working in the train
It never died because it never stopped working
We need more Patty cameos in these videos. Instantly makes the video 100x better.
Matt channelling his inner Josh, though what he does is to orderly.
I think there’s a cap on how high water can flow, hence why the water and badwater geysers had a consistent height.
there's just a height limit on the maps, you can't build above that height either. there's probably a mod for that somewhere though
18:52 why are you apologizing. We love Paddy
Never apologize for paddy barking
Just started playing Timberbrone and i cant play it without hearing Matt's voice narrating the Beavers in my head. Oi what are you doing, you just sat on your arse
9:00 the reducing of the hole of the geyser from 4 to 1 with the same output, proved that the game is capping the max amount of pressure. So there is a chance that the geyser will still work with less water sources and a smaller pyramid, but still the same output!
30:27 I have a myth, will RCE ever use that water level measuring thingmaging ?
I only used that once and that was because I had to irrigate an aquatic farm from a river with a higher water level and prevent it from overflowing, but at the same time I needed to water from the river to continuously supply the farm during a drought so I used the pipes from the old water mod to regulate water in and output and regularly checked if the water level in the farm was rising or falling. But now that we can put levies on top of platforms and pressure doesn't seem to be a thing (siphon doesn't work), it should be possible to limit the water level using a drop pipe
The unlimited power is awesome, anyone who does it just need to have some way of refilling the water lost to evaporation, otherwise it would run dry eventually. sluices would help keep the "start" of the channel at a set level always, if there was a basin behind it to refill with. quick tip :)
Myth. Water will drain off the map if it goes above build hight. That's why your poocano didn't geyser as high.
31:36 That's interesting, the evaporation happens per surface area, but if you look closely, they didn't actually evaporate at the same rate. The water level in the deep pool actually fell faster, you can see that in reference to the horizontal lines. Now you have to test if Water on soil "evaporates" faster than on levies, or rather, if soil drains additional water, because I think that is the case here
25:00 as you saw earlier, waterwheels only check the water in the center.
To properly test this, you wo need overhangs pouring water directly on the center of the wheel.
I think the first myth is related to fresh water and badwater flowing from normal sources. At one point (and I think it's still the case, but not sure) water flow increased during badtides, resulting in increased power.
35:22 - Your call for help has been heard. Care package is being coordinated now. Waiting for RCE to take Paddy for a walk.
Agree - much help needed, limited time to resolve at 35:23
"I love walking" is just refused to die while he was walking, the moment he stopped - he died😢
Dude is surely love walking
Timberborners is on sale until October 24th
Regarding that beaver that died after the commute, you said maybe they can't die on paths that seems like an interesting test. Build walls to stop them from going off paths and then don't feed them.
8:15 getting serious creeper world vibes here. Maybe you could make those pyramids with bad water sources to simulate emitters, and then use water pumps like anti-creep dispensers. The beavers could then act as the energy with paths as power lines.
This kind of content is why I subscribed to your channel... I especially loved the greedy cup section.
7:52 I wonder how much pressure would've build-up if it was only 1x1 hole.
'Strongest shoot ever. '🎉🎉🎉
The water pumps and wheels reminds me of a hydro project here in California that makes unlimited power. Water from courtright dam is used to make power in day time, then at night water from wishon is pumped back up to courtright to be used in the day.
10:32 This dedication deservers a like 👍
57:35 Btw. Wind like Sunlight at the time are not impacted by any buildings, so you can make underground powerplants.
I do however feel like we probably gonna see that get implemented at some point, hopefully with farm lamps, that let us still grow stuff underground at the cost of resources and energy (I mean we do already have the algae and fungi growing buildings).
2:31 it actually did that before update 6 already! I tried it out and it was a great find for my colony
I thought it was a special compilation But NO WAW matt is always working extra hard for us, truly unmatchable
Hey Matt, you should review this older video of yours.
It would help with your main playthrough.
You need more power from your water wheels, but forgot about the usage of levys for higher water pressure
on the unlimited power - yes, but you have to take evaporation into account. excellent video, saved me figuring a load of this out so thankyou very much indeed
When is the next mega timberborn edit coming out?
The strength of the water source can actually be modified in the map editor, including negative values to create water sinks.
I think the evaporation myth is based on surface to air more than depth. So each cube evaporates in the same time, like you showed, watter gets to one level down at the same time. More interesting would be if you have a tank with only one hole to the surface, does it evaporate just as fast as a completely open one without a roof.
"I love walking" we will always remember the journey you took for us 🤧
The feels!!! 😭
You should try playing lift lands! Only the demo is available right now but i think youll enjoy it
Since the water source can have different water preasure settings (at least when you turn on dev mode) it can be different per map.
Remember I Love Walking. He walked the path no one else could take (due to using shortcuts)
After turning the poocano-map into a completely green land, here´s a challenge for next round on a large map (choose a really big map)
Goal of the challenge is to sustain a beaver colony with more, than 669 beavers and to make it to season 100 at least.
By my hardhat, you would be an architect not to accept this challenge, MATT! ^^ And give Paddy a cuddle from me :3
To ensure that the beavers don’t drown, you would need to:
Block the map edges: Make sure there are barriers at the map edges to prevent water from flowing out, which would simulate water containment.
Monitor water height: Track the water level to ensure it's not too high for the beavers. You could set a maximum height that they can safely swim in before drowning occurs.
By controlling these two factors, you'd have a more accurate environment for observing whether beavers could drown based on water levels in that specific situation.
11:25 " aaaah balls"😂😂
a minute of silence for all the beavers killed in this video 🤣
Only a minute, for all those lives!?!?
@@RealCivilEngineerGaming if we all do it it should compensate
@@RealCivilEngineerGaming One minute per beaver, expect to be at it for a while.
Was it 2 complete colony death waves (+ I love walking), or 3?
Skye Storme has a great large scale demonstration of the perpetual motion energy machine in his last series on the Mountain Range map. I would highly recommend any Timberborn player check out the videos where he builds it. It might be overkill, but it sure is a fail-safe power solution.
Honestly this just makes me more and more impressed with Timberborn as a whole.
9:32 definitely missed an opportunity to say Scheiße
He did multiple times
One thing that translates from the game to real life. A wet beaver is a happy beaver.
For shallow water you need to have a 1x1 and a 1x2 deep. The 2x1 has higher surface area so of course evaporates faster because it’s based on area
I Love Walking walked for 8 years straight with no food or water before finally dying at home
Now we need 'I love walking' walking to work No Cuts/No Speed Ups
Evapourtion: Is by surface area - i.e. the same area evaporates at the same time, if you double the surface area but keep the same volume, then it'll evaporate faster.
hey RCE, I'm actually streaming Timberborn right now on my other channel. I appreciate you doing this. It'll give me a few fun things to try tonight. :)
46:13 the reason it doesn’t work with the sluice, is simply because it at max will equalize the water, where the pumps will raise the water level on the other side. Creating a water level difference -> Flow
24:32 The myth specifies "iN", but water wheels do work better when placed ABOVE a waterfall because you get a higher flow rate.
Super high quality video! Great work :)
There's a mod called Dam Extensions that has 3x1 levees. An interesting thing about them is that the build point is on one side rather than in the center, so you can use those to cover up a badwater source in the same way. In fact, if you have a line of water sources, you can put sluices on both sides, set one to open for clean water and the other to open for badwater, then cover up the water sources with the 3x1 levees, you can make it fill up higher than the water source, allowing you to make big ol' reservoirs that are completely badwater free.
That just means it’s a poorly made mod.
@@dylanzrim3635 Or extremely useful, but sure. The mod works perfectly fine for me, but hey, if you want to be a negative nancy, by all means.
57:40
but you can put a whole layer of windmills and gravity batteries high up and have all the space below to play... and you can now just have vertical shafts drop power to any space on the map.
7:53 It's the water temple
24:00 the devs casually adding adwanced Air pressure physics
Excellent video... almost teaches as much as the SkyeStorme videos!
The looping power arrays generate a ton of power when built right as they can take a constant source like capped badwater and blow them out to much higher flow using pumps. Hundreds of thousands of horsepower is possible :D
Shallow water does not evaporate faster, but rather water evaporation is a function of surface area.
What is your opinion on architect beavers?
They will be shamed and provide power for the engineering beavers
@@RealCivilEngineerGaming Sounds productive and renewable, you could use their tears as hydropower!
@@RealCivilEngineerGamingso you’ll have them pump and discharge a perpetual energy badwater dam?
with the pooworld you reminded me of "Let's game it out". He actually spend hours to torture the game to the extreme point.🤣🤣 Nice video. Love Timberborn.😍😍
-"only one way to find out!"
-spends hours to make a huge construction
-makes a huge maze spanning the entire map
If you think about it, they're not that disimilar 🤣
I love Walking:
"It's eternity in there."
MATT!! You should do time lapse for the building could be satisfying
Poor Matt, made a massive pyramid that almost reached it, yet somehow didn't figure out there is a height limit to the game.
thank you for getting me into this game, it's so relaxing
Matt, there's a building in game that records flow rate. Use that!
The water and badwater stops at max build hight
Here's a myth to test: You can do very accurate flow tests, if you use flow gauges. That gauge the flow.
Forest gump would be proud of i love walking. you wont be forgotten