Can you stop a tsunami WITH A TSUNAMI in Cities Skylines?

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  • Опубліковано 20 сер 2024
  • We're back in Cities Skylines (City Skyline) engineering a way to stop a huge tsunami from wiping out my city! We'll be testing some myths including whether a tsunami can stop a tsunami, whether a forest fire can stop a tsunami and whether underwater defenses can stop a tsunami!
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    #realcivilengineer #Tsunami #CitiesSkylines

КОМЕНТАРІ • 677

  • @wikansaktianto9215
    @wikansaktianto9215 Рік тому +488

    At this point Matty is slowly turning into Submariner.

    • @rldragon6351
      @rldragon6351 Рік тому +12

      Or just a submarine

    • @liamtgreat
      @liamtgreat Рік тому +1

      And a mass murderer
      Of architects

    • @ryuail
      @ryuail Рік тому +29

      Real Civil Subnautica, when?

    • @motorbikemitch
      @motorbikemitch Рік тому +1

      He couldn't hack it

    • @nullsnaggle5198
      @nullsnaggle5198 Рік тому +3

      @@ryuail You... you are needed on the board(I meant on the board of asking matt to play games that he likely will never see since I see another comment that makes me rethink my use of the term board[probably should have said council])

  • @barteknieznany5424
    @barteknieznany5424 Рік тому +567

    every episode Matt is getting better and better ideas... next episode:
    I stopped a TSUNAMI with a TORNADO and it created TSUNAMINADO!!

  • @BarryTGash
    @BarryTGash Рік тому +222

    I'm assuming the water physics are simulated in cells, then interpolated. Some sections of the walls are thinner than the cell size is wide/deep.

    • @ruichikawa
      @ruichikawa Рік тому +10

      The Physics in the game is quite good, actually if you send a pulse in the opposite direction it will sum with the other (constructive interference)... so that explains why the wave got "taller" between the walls.
      Also the "ripples" where the boat was travelling were caused by diffraction, when a plane wave passes through a "slit" and diffracts forming circular waves...

    • @theGhostWolfe
      @theGhostWolfe Рік тому

      That’s better than my “I dunno, water clips through terrain sometimes”.

    • @Amm17ar
      @Amm17ar Рік тому

      Buddy, were engineers here, not molecular scientists. Get with the program :p

    • @sayori3939
      @sayori3939 Рік тому +1

      @@ruichikawa calling it quite good is an overstatement

  • @neirenoir
    @neirenoir Рік тому +107

    Myth: hexagonal cities would be the best city layout for optimal traffic efficiency and services coverage.

    • @argenteus8314
      @argenteus8314 Рік тому +6

      The problem with that is that you would need to turn at every single intersection. A triangular grid would work better, since you get straight lines back, though then you have to deal with six way intersections...

    • @neirenoir
      @neirenoir Рік тому +14

      @@argenteus8314 from a real life perspective, a hexagon-based city with roundabouts in every vertex would probably be a nightmare to drive around, but the NPC of CitySim games seem not to care about mundane things like confusing GPS directions or G-forces. Still, a triangle-based or split-hexagon pattern would also be interesting to explore.

    • @michaelr2604
      @michaelr2604 Рік тому +8

      @@argenteus8314 That is not a problem it is a solution. Turns regulate speed. And with a well planned system of one way roads you could even eliminate traffic lights.

    • @argenteus8314
      @argenteus8314 Рік тому +2

      @@michaelr2604 Still sounds incredibly annoying. I mean, maybe in the densest part of a city where you don't need to cross super long distances, but I certainly wouldn't want the whole world to be covered in a hexagonal grid (which wouldn't actually even be possible, since hexagons don't tile the sphere, but still, if you're gonna consider something at all you should be considering the most extreme form thereof, an actual good idea should work on any scale). If we're gonna have cars at all, then we're clearly already saying convenience is more important than safety, so if that's the case, we'd better go all out in whatever direction we choose. Either design a system that's safe for humans to navigate around(ie, walkable, car free cities) or a system that's efficient and convenient for cars, you can't have both, trying to compromise between two goals is always going to be worse from the perspective of either goal.

    • @neirenoir
      @neirenoir Рік тому +1

      @@argenteus8314 as you said before, hexagons are actually just a bunch of triangles. The seams between hexagons in a sphere (mind you that I highly doubt we will ever cover 100% of Earth with anything) could be bridged with triangles to end up having essentially an icosphere.

  • @murdermachine347
    @murdermachine347 Рік тому +147

    I'd love to see you try and create a water park with the landscaping tools. Like a giant aqueduct that leads to a huge slide where you can see whether water can fly through the air.

    • @archerelms
      @archerelms Рік тому +3

      I doubt it will fly, based on the crazy behavior we've seen so far, but it would be cool to see the attempt!

  • @kakhakheviashvili6365
    @kakhakheviashvili6365 Рік тому +21

    Fun fact about water sources, they serve double purpose, they not only spawn water, they also slurp the excess. For example, if water reaches the limit (shown as white line while placing water source) water source will take that water in to not create overflow. If you look closely, oceans in this game have big water sources on the far end of the map to take excess water from higher and smaller water sources (like rivers). So placing many water sources on bottom serves basically no purpose for tests like in your video

    • @1FatLittleMonkey
      @1FatLittleMonkey Рік тому +1

      So water sources in the right place, and at the correct level, should stop the tsunami?

    • @kakhakheviashvili6365
      @kakhakheviashvili6365 Рік тому

      @@1FatLittleMonkey If you spam it, maybe. It has a speed on which it "consumes". I haven't played much with them yet, mostly to speed up filling of mega dams, but i think water source produces and consumes water at the same speed. May be wrong though. Never experimented with them extensively.

  • @Steveddie93
    @Steveddie93 Рік тому +93

    Matt FINALLY got Extra Landscaping tools! Things are about to get craAzy 🤪

    • @LeroxYT
      @LeroxYT Рік тому

      Are you the real notanengineer who is shamed by all of us?

    • @Steveddie93
      @Steveddie93 Рік тому +1

      @@LeroxYT not shamed by all. Some have respect.

    • @LeroxYT
      @LeroxYT Рік тому +1

      @@Steveddie93 i not XD no i have cause i wanted to be an architect since i was 6 lol and now i want still to be an architect,buut i also want to trie UA-cam in a jear

    • @Steveddie93
      @Steveddie93 Рік тому

      @@LeroxYT I have thought about youtube as well, if Matt can do it, anyone can!

  • @skedzer4803
    @skedzer4803 Рік тому +25

    "You can't control the sea!" Netherlands: "And I took that personally"

  • @juances
    @juances Рік тому +60

    Why not just throw meteors at the tsunami? There's also the sinkhole disaster, perhaps it works better than using the landscape tools?

  • @kavyon
    @kavyon Рік тому +51

    Next episode: "can disasters (such as meteors) stop a tsunami in cities skylines?"

    • @sebaszot1493
      @sebaszot1493 Рік тому +3

      That what I would like to see as well 😅

  • @fraserf88
    @fraserf88 Рік тому +34

    Could you try to capture the tsunami in an elevated reservoir and use it to generate hydroelectric power over time?

  • @williamhopp3024
    @williamhopp3024 Рік тому +15

    You should be able to fix pretty much all of your troubles with water clipping, by making the (terrain) walls thicker. It has to do with the 'resolution' of the terrain, which is only a mesh made of floating coordinate points. It seems that a certain number of points (thickness) are needed for the water to be able to interact and collide with the terrain.
    I'm not sure how much the water likes 90° vertical angles, but I'd imagine that it too can produce some strange results.

  • @ivannovalery6504
    @ivannovalery6504 Рік тому +27

    You might be able to test out a tsunami vs tsunami by making a semicircular giant canal that stretch out the entire land. Assuming the canal will channel the tsunami that enter at both along their curve, they’ll meet somewhere in the middle of the arc

  • @nikolagrigorov9624
    @nikolagrigorov9624 Рік тому +14

    I dont know how and why youtube recommennded this channel to me, Ive never been really interested in engineering, however now Im binging every single video here, Im hooked and subscribed😄

  • @pirate3224
    @pirate3224 Рік тому +8

    When we see a tsunami,
    Normal people: oh no
    RCE : free content

  • @Mr-dm5we
    @Mr-dm5we Рік тому +18

    I think the myth that workers in this game actually need a road/path access to keep industry/offices functional should finally be busted

  • @hi_imbil
    @hi_imbil Рік тому +59

    I feel bad for all the people sacrificed for these experiments lol

    • @TrophyGuide101
      @TrophyGuide101 2 місяці тому

      "Your sacrifice is one I'm willing to make"

  • @ole7762
    @ole7762 Рік тому +16

    This series is like the stopping the train in GTA vids, you know nothing is gonna happen, but still entertaining

    • @takumi2023
      @takumi2023 Рік тому +1

      Lol good comparison I agree.

    • @JeanReol
      @JeanReol Рік тому +1

      Best comment 😆

  • @Yr_Lx
    @Yr_Lx Рік тому +26

    Myth: If you deflect the oringinal tsunami near the start, will it deflect the second tsunami?

  • @sparking023
    @sparking023 Рік тому +17

    On today's episode: Matt discover wave dynamics and constructive interference

    • @oCoelhoPedro
      @oCoelhoPedro Рік тому +1

      I thought they learn it on Civil Engineering...

  • @welltell.
    @welltell. Рік тому +5

    MYTHBUSTED IDEA...
    How about using windmills or wind generators and place them all over the beach and see if that stops a tsunami??

  • @dr.bright6160
    @dr.bright6160 Рік тому +18

    Video idea:Can a bridge kill a Architect?

    • @johncunner2429
      @johncunner2429 Рік тому +1

      Only if the architect doesn't have a leg to stand on

  • @brenleyhenry
    @brenleyhenry Рік тому +2

    2 Waves do not cancel each other out .They just go through each other and heads in the direction it was always going

  • @dbclass4075
    @dbclass4075 Рік тому +4

    Wall-to-wall specialization spreads fire the fastest. Water spawners also acts as drain, if the water level is below their set height.

  • @sebastiancruxian6518
    @sebastiancruxian6518 Рік тому +3

    Next video of RCE: Can you put out a fire with a flamethrower?

    • @ez_theta_z9317
      @ez_theta_z9317 Рік тому

      i mean, you can't exactly just point a flamethrower at a fire and put it out, but you can burn the area around a fire down in a controlled way to remove the fire's fuel, and that will stop it

  • @jem5636
    @jem5636 Рік тому +3

    I couldn't say if it follows real-world water physics... But after the amount of city skylines videos I've watched, I can say that this was exactly what I expected from the game.

  • @Vanbooskie
    @Vanbooskie Рік тому +2

    Mythbuster series would be really cool. Are there volcanos? That would be neat

  • @nattiedraws
    @nattiedraws Рік тому +1

    this series went from trying to find neat ideas to try engineering in cities skylines, now it's just tsunamifest the playlist

  • @Chfrchko-144
    @Chfrchko-144 Рік тому +7

    Myth: will "superblocks" reduce traffic?

  • @yohan2024
    @yohan2024 Рік тому +7

    What if the artifical tsunami is set to hit from the side ? Should change the current and divert the wave

  • @jacobeddy2958
    @jacobeddy2958 Рік тому +7

    You should have used the biggest brush for the water source and made it really tall.

  • @FrozenAsh2
    @FrozenAsh2 Рік тому +2

    Myth: RCE can go an entire episode without any strong shapes

    • @wikansaktianto9215
      @wikansaktianto9215 Рік тому

      The shape is his signature, it's like his primal instinct.

  • @jamesfrankiewicz5768
    @jamesfrankiewicz5768 Рік тому

    A couple more tsunami "stopping" ideas for you:
    1. You could borrow a landform something like the poo-cano / architectville from your Engitopia city, then bust a hole in the side the entire height. Try to make the flash flood as madly tall as possible at the very beginning. Make sure you put some constraining walls in this one, too. Heck it might even be a nice bonus to see the brown water got up against the blue water.
    2. Examine how far the tsunami normally sucks out the shoreline, put in an artificial reef just barely in front of that line. Make sure there are small cuts in the reef (perpendicular to the shore) so it mostly finishes draining just before the tsunami hits the reef.

  • @skeeez2574
    @skeeez2574 Рік тому +2

    I love your videos

  • @--_DJ_--
    @--_DJ_-- Рік тому +3

    You can also increase the size of the water source as well as it's height, but making a bunch of small ones might have the same effect.

  • @Itz_Data
    @Itz_Data Рік тому +4

    "You can't control the sea, this is mother nature's land!"
    -RCE

    • @FriendlyArchpriest
      @FriendlyArchpriest Рік тому +1

      Not yet, but in a few decades we will defeat the demon queen and bend her to our will.

  • @biscuitty
    @biscuitty Рік тому

    As a Portsmouth person my whole life, "it failed massively" would work as the city's motto.

  • @JLneonhug
    @JLneonhug Рік тому +1

    On timberborn, I'm working my way to making skynet... I'm down to 18 beavers but 80 golems, they self create and self regulate their foods etc. Strangely satisfying.
    You can try what's the minimum possible and start expanding skynet empire...

  • @AaronD_
    @AaronD_ Рік тому +10

    hello fellow engineers and welcome back to city skylines!!!

  • @saltysnacker6498
    @saltysnacker6498 Рік тому

    16:36
    Matt: you can't control the sea.
    The Dutch: I beg you pardon!?!?!?!?!?

  • @kjyost
    @kjyost Рік тому +1

    Mythbusters: Timberborn.
    Can you create a situation where you use water wheels with an excess of power used to pump water back to the start to keep waterwheels going? Can you violate the 2nd Law of Thermodynamics?

  • @estebanjacome6663
    @estebanjacome6663 Рік тому

    I love that Matt knows perfectly how flood lamination in drainage works but still takes the time to make long ass experiments

  • @kevalsavla1829
    @kevalsavla1829 Рік тому +2

    new video idea: engineer teaches how to make the most efficient roads/highways layout to minimise traffic in cities skylines

  • @musingartisan
    @musingartisan Рік тому

    When an engineer uses "Fight Fire with Fire" logic to solve flooding problems.

  • @WackyAapie
    @WackyAapie Рік тому +1

    “You can’t control the sea”
    The Netherlands; “🤔”

  • @jumpingpiggie422
    @jumpingpiggie422 Рік тому

    @16:36 "You can't control the sea".
    The Dutch: "Hold my Deltaworks..."

  • @kgmarcussen
    @kgmarcussen Рік тому

    Try creating highways or very wide lane roads. They will run perpendicular to the tsunami. Each one instantly dips one level, then to the second level and terminates. Thus creating a small dry cave. Do this for the entire width of your shoreline, then copy and paste with each subsequent row. On your last set of cave tunnel roads before your city, have those highways extend as far as possible to give more cave volume. You could build it so that you have a final set at negative 2 and another final set at negative 1 running the full length of the map.
    Another myth I’d like you to try is to use said highway tunnels to reroute rivers underground.

  • @thenon-vapingsubie
    @thenon-vapingsubie Рік тому +1

    I need an architect’s “pooh-cano” vs a tsunami

  • @hyankabeer5840
    @hyankabeer5840 Рік тому

    16:06 Nope, the trench already filled with water before the tsunami even got there 🤣🤣

  • @justanother1567
    @justanother1567 Рік тому +6

    This feels like someone forgot about the principle of superposition for waves lol

    • @ledocteur7701
      @ledocteur7701 Рік тому +3

      water in city skyline acts way closer to light, probably because it's way less taxing to render "light" and texture it like water rather than rendering actual fluid dynamics.

    • @monad_tcp
      @monad_tcp Рік тому +4

      @@ledocteur7701 its because its rendered like a 2D surface, there are two kinds of waves, longitudinal waves and transverse waves. Water is transverse wave, but its modeled as longitudinal wave like light then mapped to height like a longitudinal wave, its a trick. Because a transverse wave would required you to model 3D vectors instead of 2D vectors, it would be much more taxing on the physics GPU.

    • @ledocteur7701
      @ledocteur7701 Рік тому +4

      @@monad_tcp that is basically what I meant, but explained way better than I ever could.

  • @ShinichiroKururugi
    @ShinichiroKururugi Рік тому

    I dont know if this has been suggested yet, but maybe you should try defeating a tsunami with other natural disasters in a "Who is the strongest natural disaster!" tournament.

  • @frost8936
    @frost8936 Рік тому +1

    Myth: Cities with only bridges for roads are impossible.

  • @JarateHunter
    @JarateHunter Рік тому

    Meteors vs Mega Tsunami: The force of the impact pushes the water back + the craters they make help reduce the water
    Sewage tsunami vs Mega Tsunami: The premise of this video but with sewage, which may be denser than water (in this game) and could have a more substantial effect

  • @mcchillinchills767
    @mcchillinchills767 Рік тому

    16:14 yes, when there are ditches on the sea floor, that does make waves happen.

  • @pieterkorevaar527
    @pieterkorevaar527 Рік тому

    “You can’t control the sea” The Netherlands:”we’ll see about that one”

  • @DeltaHydrixian
    @DeltaHydrixian Рік тому

    You should try destroying the Tsunami with meteors. Not only will they impact the Tsunami, but they’ll also make craters for the Tsunami to flow into.
    You should also try redirecting the Tsunami on itself, but not like the Tesla Valve.

  • @Big_Max41
    @Big_Max41 Рік тому

    In the real world, I think the two tsunamis colliding would be pretty similar to this. The water in a tsunami isn’t actually traveling at the speed of the wave. It’s the wave traveling through the water. When two waves “hit” each other its not water running into other water. it’s where the elevated section of two waves line up. That just causes the water to rise twice as high (constructive interference). The setup you have here might be different though because you have an actual stream of water moving and it could cancel out momentum in the other direction.

  • @jamesburgess8364
    @jamesburgess8364 Рік тому

    The Tony Hawk Underground sound effect was a nice touch well done editor 😂👍🏼

  • @proftuna43
    @proftuna43 Рік тому +1

    Hey, I am studying waves at the moment and I had an idea: could you use a polariser to stop a wave? As your tsunami moves up and down (vertically) you could use horizontal bars as a polarising filter that would not let any water through.

  • @drekfletch
    @drekfletch Рік тому

    The trench worked because the mass of water entering and remaining in said trench. Creating an underwater trench would help, because all that water fills the void. However you also made walls, which pushed water up from the sea bed to fall as part of the tsunami.

  • @mystifiedoni377
    @mystifiedoni377 Рік тому

    That boat segment was so much fun.

  • @SinRayquaza
    @SinRayquaza Рік тому

    That boat is like " I don't care if you're screwing with nature! I have cargos to deliver! "

  • @marcusdire8057
    @marcusdire8057 Рік тому

    16:35 "The sea is Mother Nature's Land!" - Some Engineer ;) [HA!]

  • @timbomb374
    @timbomb374 Рік тому

    I love how one movie basically changed the definition of the word inception.

  • @LuckyMadeDaBeat
    @LuckyMadeDaBeat Рік тому

    Tony Hawk reference, with special move FX was epic lol

  • @PcItalian
    @PcItalian Рік тому

    Myth: Travelers would rather go through toll roads at max prices vs going through a wild maze of confusing roads.

  • @HobbesDan
    @HobbesDan Рік тому

    Myth: Engineers make better Tsunami stoppers than Architects.

  • @Cristopher.C
    @Cristopher.C Рік тому +1

    "You can't control the sea, this is Mother Nature's land" xd

  • @stalhein62
    @stalhein62 Рік тому +1

    Well, as the saying goes, the tsunami of my tsunami is my friend.

  • @Fistrike
    @Fistrike Рік тому

    So here's my 2 hypothesis to water just going through walls:
    1: when the game checks for water movement it might check for an area, so if the wall is too short the game wont detect, so you'd need thicker walls
    2: the game checks for the slope every x space to ckeck if the water is hitting a wall ot sth, so it might be like "so in position x the slope is 0, keep going. in position x+1 the slant is 0, keep going" while at x+0.5 it's completely vertical, but the game misses that. And that would be why vertical stuff has problems in this game (like almost vertical waves being practically invisible from the side and stuff)

  • @JMIDay
    @JMIDay Рік тому

    I love this video. My favorite so far. FYI my favorite way to fight the tsunami is with sink holes. I just pepper the ocean and shore line with holes to swallow the wave.

  • @that.ranranguy
    @that.ranranguy Рік тому

    Myth: Industrial zones is the most flammable out of all, which means there's still a chance to stop a tsunami with fire

  • @tenchimuyo69
    @tenchimuyo69 Рік тому

    I remember asking about digging holes under the ocean in front of a tsunami in a past video but wasn't noticed.
    Kind of neat that you happened to cover it somewhat anyway by chance.

  • @mattgrostick1499
    @mattgrostick1499 Рік тому +1

    If you sent two tidal waves into a head-on collision, wouldn't they deflect back in the direction from which they came?

  • @Neverender08
    @Neverender08 Рік тому

    The tony hawk edit with the special move sound effect got me xD respect

  • @leylannfitzgerald8473
    @leylannfitzgerald8473 Рік тому +1

    ngl clicked on ur channel to see you had uploaded 23 seconds ago shocked me lol

  • @reijngoud
    @reijngoud Рік тому +1

    I think the question is now: how bad can you make a tsunami?

  • @djdsf
    @djdsf Рік тому

    If they fixed the water physics in this game, these demos would be amazing

  • @Grovelander
    @Grovelander Рік тому

    Myth: There is a road layout around Stonehenge that the Druids will be happy with

  • @panopticemu
    @panopticemu Рік тому

    you probably can't do it in cities: skylines, but levee / tsunami / dam banks can be shaped in such a way as to redirect the force of the tsunami back into itself. they're not 100% efficient, but if you have a bunch of them in a row it should reduce the power of the wave to a point where it doesn't cause damage

  • @14albumsuperbia88
    @14albumsuperbia88 Рік тому +2

    In theory, this WOULD work, provided the defensive waves had enough mass (?) behind them, but this game doesn't have the most accurate water physics

    • @BetaTestingUrGf
      @BetaTestingUrGf Рік тому

      i dont think this would work in theory, in physics, waves normally just pass eachother, amplifying eachother when two peaks meet

    • @blacksarlacc91
      @blacksarlacc91 Рік тому

      @@BetaTestingUrGf exactly what I wanted to write.
      Wave do not interfere with each other. They travel through each other without any change. Depending on the location this can lead to: both going down = deep drop
      Both going up = huge wave
      One going up one going down=nothing (or less depending on whether both had the same size to begin with)
      The effect is called superposition (of waves; if you Google it because otherwise Google will think you want to know something about quantum physics as those states are described as wave functions as well hence showing superposition)

  • @JacopoDuseMasin
    @JacopoDuseMasin Рік тому +1

    Myth to bust: is air traffic a thing? And can you manage it in any way if it exists?

  • @francisleonardomatthewfan7348
    @francisleonardomatthewfan7348 Рік тому +1

    How about testing out the "Line" capability of Tsunami defending

  • @vursey2670
    @vursey2670 Рік тому +1

    Nice video!

  • @austinparker2283
    @austinparker2283 Рік тому

    Certain waves carry energy through each other. The only way you can stop a crest is with a trough and vice versa. If you throw 2 crests at each other, the energy carries through and they aren’t phased by each other. The only way I see it working is by inverting and increasing the energy to create some sort of destructive interference. Probably doesn’t work with water but it could with a string for certain.
    P.S. I didn’t watch the entire video and I’m also assuming that the title is clickbait. Just posting this here in case someone is genuinely curious about how the logic in the title would work.

  • @kcameron819
    @kcameron819 Рік тому

    Tsunamis like “thanks, more water to destroy you”

  • @CH11LER.
    @CH11LER. Рік тому

    Myth to test.
    Is it possible in the stock game to have a city with 1 small water supply where the sewage is expelled upstream, filtered and turned back into fresh drinking water?
    Limitations
    You can't use the sea or a natural river.
    You can't have it more than 4 tiles wide or 10 tiles long.
    You can have unlimited depth.
    You can use the water mods you used in this episode however, as for the sewage treatment, you can only use vanilla assets which clean rivers.
    You can't have the treatment inland such as the water treatment plant.

  • @BetaTestingUrGf
    @BetaTestingUrGf Рік тому +2

    the water spots, are not just spawners, they also suck in water if waterlevel is too high.

    • @--_DJ_--
      @--_DJ_-- Рік тому

      I never noticed them doing that in all the time I have been messing around with them. It always seems to drain away rather than being removed at the spawn.

    • @BetaTestingUrGf
      @BetaTestingUrGf Рік тому

      @@--_DJ_-- let's say you make a river with a water spot at the top. Make the river end at a lake, at much lover elevation. If you only have the water spot at the top, and you don't have anything taking out the water (like water pumps) , it will eventually fill the lake, and flod your city. If you place a waterspot in the lake, with the height a bit lower than the bank of the river, it will not flood your city.
      Many vanilla maps, that have springs in mountains, that end in lakes, and and not i the the ocean have the water spots set up like this.

  • @RachaelLobodin
    @RachaelLobodin Рік тому

    I love how Matt tries so hard to stop the tsunami and it’s fun. Why not try big holes?

  • @zaxuoz
    @zaxuoz Рік тому

    Hey Matt! The Water is escaping because the walls are to thin. This is was or is still the problem with the poop slide. Nothing to do with mass, just the walls

  • @amanchavda3454
    @amanchavda3454 Рік тому +2

    Drop the water dow n a funnel in mass and then redirect it straight towards the tsunami so it has more force

  • @browaffle1268
    @browaffle1268 Рік тому +1

    What would a meteor do to a tsunami as it reaches the beach?

  • @armyantgames5409
    @armyantgames5409 Рік тому

    Yes!! you got extra landscaping tools! i knew youd have fun with it man!

  • @daniels6121
    @daniels6121 Рік тому

    @Real Civil Engineer you know there is a whole game centered around tsunami defense, its called "Creeper World"

  • @squidcaps4308
    @squidcaps4308 Рік тому

    How to build waterproof walls: Use the largest brush and raise all of the terrain to required height. Lay down flood walls. Drop the height back to the original and you get very thin walls. Then use the Soften tool, set the brush weight low and go over the thin walls. This will build the walls up from the ground, with a slight slope, still being very thin.
    Also, you can load any map in the Map Editor, then export it as a heightmap.. Then open it in a photo editor, manipulate it there, you can make perfectly straight lines, very accurate steps, squares, circles, very smooth and accurate slopes etc etc. If in the game map editor you first set down few "samples", spots that are raised to known height, for ex 500m, 100m.. you can then use those to sample the grayscale value in the photo editor from those spots and get precise elevations.
    And then of course, import them back to the game, save (remember that filename and map name are two things.. otherwise your new map will show as "newmap".. And remember to check the box that says "publish", it will only make it visible it in your list of playable maps, it is not uploading it anywhere.. If starting from scratch with the map editor, remember to make the "outgoing/incoming roads", you need to draw them all the way to the edge so that last node is half outside and inside.

  • @ariamh823
    @ariamh823 Рік тому

    Myth:
    High residential and high buildings (other than flood walls) have an impact on tsunamies

  • @jamescomlay5384
    @jamescomlay5384 Рік тому

    love rce giving a shoutout to the home city

  • @20Rewind
    @20Rewind Рік тому +1

    Myth: RCE is never going to make a timberborn episode

  • @fadikafode4943
    @fadikafode4943 Рік тому

    If you modify terrain during pause, the game need some time to update to the new terrain once time is on. That's why water is leaking trough the wall.
    Or your water sources are too close to the wall (nearly inside)

  • @onlinegub7609
    @onlinegub7609 Рік тому +1

    A lot of big towers try to stop a tsunami! That would be a cool myth to bust

    • @jabcmw1
      @jabcmw1 Рік тому +1

      He did that last video. The large buildings work really well to stop it

    • @onlinegub7609
      @onlinegub7609 Рік тому +1

      @@jabcmw1 ok thanks :)