He kept going on about how the poo water source was "more viscous" and "faster", but I think it's only because the source generates from all of its block spaces, putting it ever so slightly ahead of the other water sources he tested against by volume and position.
@joemathis56125 ай бұрын
Went looking for this comment
@charlesward-close22765 ай бұрын
Yeah if he had the regular water start at the front of the 3x3 then it would be even which he litteraly tested and got wrong lol
@mithulsaju18245 ай бұрын
Doesnt viscocity reduce flow velocity cuz there is more internal friction
@charlesward-close22765 ай бұрын
Yes but either the game doesn't calculate that or badwater doesn't have less viscosity because the flow rate is the same
@WizardGod1175 ай бұрын
I noticed that as well, which will you think about it?His dirty water started a block in front of the one by three in the middle water. So now all his Testing is skewed in incorrect
@theroadstopshere5 ай бұрын
Doing fluid simulation is truly an absolute nightmare mathematically, I can't blame the devs either for trying to avoid doing water pressure/flow rate interaction calculations, and the turbulence intereference. What they've already added with basic head and pressure representation and better 3D water representation overall is already a huge step forward for the game! Especially given that only a small part of the playerbase like us will ever actually care to put them to use! Big ups to the devs for that!
@lXlDarKSuoLlXl5 ай бұрын
I doubt they implemented full fluid mechanics, it'd be too resource intensive. But hey! Partial is good enough
@AmazonessKing015 ай бұрын
I was about to comment this. Fluid simulation is something I still have horrible dreams about.
@BiggerBen12345 ай бұрын
To an extent you’re right I mean I’m not a drainage engineer or someone who needs to calculate fluid dynamics but I will say I appreciate that you can adjust power sources manually now! That’s a really cool addition to the game that not everyone will use but that’s an awesome addition that even normies like me can appreciate 😂
@walkrvc5 ай бұрын
I feel like they should talk with the guy who made the creeper world games. That might give them a leg up or at least a starting point or whatever.
@lXlDarKSuoLlXl5 ай бұрын
@@walkrvc whoa, I never expected to see someone with so much culture here. Creeper world is a banger 😅
@walkir26625 ай бұрын
I assume this video was recorded on June 25, so let's ad this from July 3: "When a fluid reaches the ceiling above a covered fluid source and there’s a way for it to escape, for example to the side and upwards, it will do just that. In short, this means that you can now assemble pipe-like setups." Also, vanilla vertical power shafts and integrated mod support! :) ;) :) Edit at the end of the video: Also "When placing multiple Levees at once, you can now draw rectangles rather than just lines. Go crazy with the aqueducts!"
@cathygrandstaff19575 ай бұрын
Vanilla vertical power shafts is huge.
@calebvandenburg14005 ай бұрын
Not to mention sluice gates. Automatic water level control.
@zutai15 ай бұрын
next test, do beavers need air? make tunnels for the beavers to pass through, and flood them. make a nice long route for the beavers to pass through, so they take a longer and longer time to pass through, underwater the whole time.
@JanTonovski5 ай бұрын
This challenge feels so wrong, but it should definitely be testen!
@kilemeinocalvire98985 ай бұрын
i mean yea its a good test but i am excited for big dams with gates at the bottom or at top for accesibality its also great for maps like the spiral as you could make an aquaduct to divert the badtide without contaminating the revivors that are closer to the source pool
@FakeGuthix015 ай бұрын
"Beavers are fish so they can obviously breathe water." t. medieval monks
@takumi20235 ай бұрын
Knock knock Peta open up your cruel treatment of animals have been noted.
@AdamVollmer5 ай бұрын
Given that beavers could originally drown in water that was too deep, and the community responded with "what the hell is this?! they're beavers why can't they swim?!" I have to assume that beavers cannot die from prolonged water exposure (at least, no more than secondary to other problems like starvation)
@Hanmacx5 ай бұрын
Update Note: Water Wheels no longer slow the water flow. We originally introduced this mechanic to prevent players from building a perpetuum mobile, but the side effect - water wheels that would sometimes just stop working - was causing way too much confusion.
@halflife2fun5 ай бұрын
Are you one of the devs or just sharing the info
@Hanmacx5 ай бұрын
@@halflife2funjust sharing the patch notes
@lXlDarKSuoLlXl5 ай бұрын
Kind of dumb since you still can do perpetual energy machines with poo, also in the game you don't really need that much energy anyway so it's kinda pointless.
@soniccookie6555 ай бұрын
That happened to me a few times. Had multiple wheels in one river, but the flow just went around one of them and it stopped working.
@derrickmiles52405 ай бұрын
It's surprisingly hard to find a game that lets you make real aqueducts. I know architecture is forbidden, but I love the look of flowing water. I love arbitrary water features that exist merely to look good. And I want a game that lets me make these things. Ideally inbedded in a city builder type game. I can spend hours in city skylines, rerouting rivers, equalizing flow rate across a network of channels, setting up the perfect stage for a city. Really, the city is an afterthought. Landscaping is the real meat of the game IMO.
@Ambivadox5 ай бұрын
same. I can now have a sky river dropping waterfalls onto power wheels into another sky river!
@mandowarrior1235 ай бұрын
I think we should give water features a pass as engineering demonstrations, like a bridge that has no practical purpuse except to demonstrate engineering principles. Engineering isn't about purpose but function. Its engineering is the column is structural!
@bearmike_360KB4 ай бұрын
Well, there are some water bridges with water on them in real life, but it is extremely difficult to find.
@derrickmiles52404 ай бұрын
@@bearmike_360KB Generally, water transport is done via pressurized pipe nowadays. That's why aqueducts are essentially architecture. One of the Roman aqueducts is still in use. Aqua Virgo. It looks amazing, but a simple pipe would be far more efficient. That would allow you to pump the water instead of relying on gravity to carry it. Would a pipe last 2000 years though? Not unless it's drilled through solid stone. Water bridges are kind of a separate thing. Very niche, but they supposedly have a purpose.
@nrv_dmg5 ай бұрын
Water wheels are about to get a huge buff
@Hanmacx5 ай бұрын
Water Wheels no longer slow the water flow. "I have the Water wheel power!"
@Hummingbird-ju7tk5 ай бұрын
I was thinking dont water wheels confirm that the water does change speed, but then he goes on to figure out how to get the fastest water. RCE can make some normally boring videos actually interesting 😊
@navad1085 ай бұрын
You need to use the new sluice building piece instead of the floodgate.
@nacoran5 ай бұрын
And he didn't seem to notice that you could control how strong each individual water source was.
@ranzera5 ай бұрын
He's gonna face palm so hard when he discovers them lol.
@navad1085 ай бұрын
@@ranzeraRight? I think he purposely skips the dev notes for the specific reason of making his videos more entertaining. The whole ‘Incident’ could have been avoided had he read any of the details about the last update.
@raingaming85 ай бұрын
@@navad108but we don't speak about the "incident" lol
@AdmiralStoicRum18 күн бұрын
Well he didn't put an impermeable floor on top of the platform so it leaked from the top of the platform
@TheLifeofPablo4205 ай бұрын
You can see the water current in cm/s with the water gauge
@AndyLundell5 ай бұрын
On one of the earliest episodes he tried to use the water gauge, didn't understand it, and then spent the entire rest of the series wishing he could measure the speed of the water!
@habilain5 ай бұрын
99% certain that what you're looking at is cell-by-cell physics i.e. each cell (size of a levee) can interact only with neighbouring cells. That gives a decent approximation of physics, but pressure etc. aren't really handled.
@Grymyrk5 ай бұрын
I don't want to say it's easy because it probably isn't but if a cell of water has its directlion to the side or head on with another cell. They could just decrease the velocity of the affected cell. Even better they could also average the direction. I imagine this would simulate turbulence and when applied in this valve shown in the video it would be effective at decreasing the energy in the system enough to have little water flow out the end.
@habilain5 ай бұрын
@@Grymyrk It's not that easy, unfortunately. In the model I'm thinking of, adjacent cells try their best to make the water height level, subject to gravity. Importantly, this means that effectively water is teleported between adjacent cells. That means there isn't much to calculate velocity on, and in any case it's capped at 1 cell per logic tick (because water only interacts with adjacent cells), which isn't how velocity works. Not knocking the approach in general though - I've used it, and it's a pretty good approximation at a macro scale.
@Rikard_Nilsson5 ай бұрын
Same way Stationeers have been doing it with atmosphere for like 10 years now, I assume ONI and a bunch of other fluid/gas management games does it the same way.
@benja_mint5 ай бұрын
yes i think that's how i would try and implement this as well. the most basic version is like you said; that each cell only has one value for how full of water it is, and that value "trickles" along the cells to each adjacent cell on each update loop. a more advanced version might give each cell a few additional variables like the rate-of-fill and from which direction its being filled and in which direction it's being emptied... thus each cell has a velocity vector... ... but i'm not sure ... anyway its really cool! edit: i *think* in the system i mention above there should be some emergent behaviours, some might be good such as laminar flow having a better flow-rate... but also possibly some bad side-effects like flowing around a 90 degree corner might kill the velocity too much... its hard to visualise without actually doing it and running tests
@Wh1t3Cat5 ай бұрын
I wonder if we can apply calculus to voxel based physics models to get our every-day equations. Infinitely good approximations are no different than the real deal.
@eddy19865 ай бұрын
You have flow meter in timberborn. You should have used those. But still loved this video!
@topazphoenix63015 ай бұрын
There is pressure with the water. If you're curious, Skye Storm has some great videos on Timberborn engineering, and in many of his dam constructions goes over how to manage water pressure (super useful if you're trying to get better results from waterwheels to generate more power). The gist of it, though, is to take larger streams and force them into narrower streams
@Inanimate-Object5 ай бұрын
Skye Storm discovered the way Timberborne simulated Bernoulli, but there wasn't "3d (volume) pressure" in the game, it was still converting water source power/spread direction. A water source of 1 could spread in 4 directions, generating 4 0.25 cms vectors in those directions. What Skye did that was super interesting was closer to beam forming, he artificially limited the ways water could flow with converging step drops (since water could only calculate in 2d) and thus created virtual pressure by forcing all the cms into a single channel even though it should have overflowed. Again, NOT due to "water pressure" but "vector pressure". That said, his method of creating a turbo channel made for some amazing water wheel power generation!
@Raida75 ай бұрын
So impressed that the devs changed the water, it's such a big undertaking
@boazepatton5 ай бұрын
I believe during the pressure test, the water wheel HP difference was because the top one was only running on the water source generator, while the lower one was running on the water source generator AND the water storage above the floodgate. So the very beginning of those water wheels test, the storage would both need to be full, and the HP measured before the storage of water above the higher flood gate gets below the top of it.
@better.better5 ай бұрын
as I previously mentioned on your other Tesla valve experiments, another factor you failed to duplicate is reverse channel widths. if you look at your drawing again they're like half the width of the forward flowing channel. second to properly test the concept, you need to try one with bad water at one end, and regular water at the other end and start them at the same time rather than racing them down an empty channel with no opposing pressure in the system. if you build the channels correctly, then the reversing channels should help support the flow direction of the forward channel which should prevent reverse flow from occurring additionally, to compensate for the the lack of fine detail with which you can build, you're going to have to design it bigger (effectively increase the resolution) and you might have to tweak the orientation to the grid so that the channel intended for the flow to follow lines up efficiently to the grid where as the flow reversing channels, plus you might have to tweak the design to recreate the spirit of the idea within the limitations of this system
@radimnechut5195 ай бұрын
From what I understand, pressure build-up/difference due to varying channel width is also an important factor, one he did not test in the valve or separately.
@Lil_Puppy5 ай бұрын
Doesn't notice the sluices. Doesn't notice that you CAN, in fact, do area building by click & hold and drawing your rectangle. Poo sources produce vertically from 9 vertical faces, regular water is a permeable block with a source inside so it leaks from 5 faces each. So if you restrict 4 sides (bottom, left, right, back) then 6 of them can only produce vertically while 3 of them can produce in 2 directions (up and forward). This accommodates for the difference. Poo isn't more slippery, it just doesn't have the same output type. You can also now use the waterfall for the waterwheels instead of it being an illusion.
@cortburris95265 ай бұрын
Those sluices are so great for the testing in the second half of the video.
@ryank77685 ай бұрын
Matt glossing over the fact that you can use all the water in a damn now instead of just the top 3 layers is a big architect move.
@Frikiadicto5 ай бұрын
i just tried today and i can't build "holes" on dams, do anyone knows if he's using any mod?
@soniccookie6555 ай бұрын
@@Frikiadicto Can you do a platform with levees on top?
@familhagaudir85614 ай бұрын
@@Frikiadicto Are you on experimental 0.6 mode? The block you are looking for is the sluice ( needs 5 metal blocks ).
@ApocolypseChild5 ай бұрын
Wow, this update is huge!! That solves a few of my only gripes with this game and allows for some even crazier, cooler builds! Thanks for all the experimentation, RCE!
@slayer25075 ай бұрын
Hey Matt, I’m soo into Timberborne because of you. I bought it 2 days ago and I haven’t slept in 2 days lmao. I even started streaming it on twitch. If I’m going to play might as well stream XD. I’m so glad to have been watching you for almost 2-2 1/2 years and seen how far you’ve come. Huge influence. Thank you for all the amazing videos you do and all the entertainment you’ve given me!
@BigPlayG935 ай бұрын
Can you put a power wheel at the bottom of a waterfall and power it with just the falling water?
@valentinsonntag65865 ай бұрын
Exactly what I came for to comment.
@boarder62465 ай бұрын
I’ve been wondering that
@Xeridanus5 ай бұрын
kzbin.info/www/bejne/oX7Slqmmes-Il6M&lc=Ugykz3tKyLwakDC8j1p4AaABAg seems to think you can, I haven't tested this yet though.
@Turalcar5 ай бұрын
6:52 The fastest slope is probably akin to brachistochrone: steep in the beginning, smoothly transitioning to flat.
@duncanchin5 ай бұрын
The one Bernoulli discovered and Spider-Man uses
@Xeridanus5 ай бұрын
@@duncanchin How does Spiderman use it?
@Ghozer5 ай бұрын
You can change the settings on the water sources to speed them up/slow them down etc....
@igrantthelore-db6rz5 ай бұрын
18:58 i think its just cause the sorce is not full anymore
@ChucklePaw5 ай бұрын
22:25 Matt is so transcended with the strongest shape, he makes it completely on accident and so detailed as well XD
@LinkAlmeida5 ай бұрын
Matt: With Levees you can only do straight lines, not areas Me: Not anymore. Someone needs to read the changelog
@walkir26625 ай бұрын
Notlike Matt reads changelogs, but the log he showed was older than that change.
@squallloire5 ай бұрын
6:50 "I like poo water." -Real Civil Engineer, 2024
@arnabkumarkundu18695 ай бұрын
I was going to say that
@WintersMinion5 ай бұрын
I think any one that has watched his city skylines videos knows how obsessed he is with waste water.
@oldmanramblingatclouds5 ай бұрын
Hey, there, Matt! Can I just say that despite having no knowledge of fluid dynamics/physics, your joy at describing them is still infectious!
@SphericaICow5 ай бұрын
The fastest slope would be a brachistochrone curve; would love to see you engineer one!
@Qwarzz5 ай бұрын
I've always loved playing with water in Dwarf fortress. Making pools, waterfall and such while trying to not drown the whole fortress. Dwarf fortress does have pressure and way to regulate it.
@Just_A_Dude5 ай бұрын
I'm sad RCE didn't test the power output of sticking a water wheel beneath a waterfall, to see if pouring it from higher generates more power.
@cheetahman5155 ай бұрын
Could you do a comparison of the covered turbulent" tesla versus the covered "free flow" tesla valve? It would be a better comparison of if it works or not
@PrincessSkullcrusher5 ай бұрын
i think that to effectively simulate the path of least resistance in timberborn you would have to vary the channel width to vary resistance. since the game doesn't seem to process inertia and directional acceleration well, it just flows into available blocks rather than continuing its previous path of motion.
@SnyperMK2000JclL5 ай бұрын
Near 12:30 Matt almost turned into Mandark from Dexter's Lab... xD
@greenaum5 ай бұрын
During the aqueduct / pipe pressure test, you could do with maybe lowering the bad water sources one level. That way half their output wouldn't immediately flow off the back. Instead that would only happen when the tank was full. Then you'd have actual pressure instead of the lower-gated tank draining itself out and not allowing for pressure, since you need a head of water for pressure to happen.
@50upss5 ай бұрын
I cant believe you forgot about stream gauges!
@nooB-di5so5 ай бұрын
didn't expect an episode of timberborn without any beavers can be that interesting 🦫
@mega143435 ай бұрын
Been a while since we've had a test video. These are always fun to watch
@moonphase4205 ай бұрын
Anyone else love hearing Matt getting excited over fluid dynamics in a game?
@entropic-decay5 ай бұрын
with the new fluid system allowing for gaps under water, i'm wanting them to also add gaps under *ground* so map makers can make caves and such. and players being able to make their own caves via putting soil terraforming blocks atop platforms and then removing the platforms also, how long until someone makes Beaverlantis, a city entirely underwater?
@trollfase5 ай бұрын
FINALLY! congrats RCE for actually making a quality video!
@kilianvounckx99045 ай бұрын
If you don't think his other videos are of quality, why do you keep watching?
@rheiveldy68075 ай бұрын
A crazy suggestion: since levee can be build over the platform, try to build leveled aqueduct for the water wheel. So what i imagine is at the botom level there's some water wheel and raise the level using platform and overhang platform and put water wheel on top so after the waterr flow down you can get another power generator, or maybe build the water wheel below the waterfall.
@rumpelstiltskin61505 ай бұрын
You did steep slope and shallow slope. Now do brachistochrone slope!
@scragar5 ай бұрын
Pretty sure the game doesn't model water with fullfluid dynamics, it's just got a measure of how much water is in each place. That's why the water flows faster down hill(all fluids spread evenly to the surrounding tiles), then slows down the instant it reaches the end(it no longer spreads preferentially forwards), as well as why the waterfall is slowest(it only has one tile with preferential spread vs the others having multiple tiles).
@Petch855 ай бұрын
I love this game, can't wait to try the new water physics. 👍 More games should have physics as a part of the gameplay.
@henryhendrixx5 ай бұрын
You should make a perpetual motion machine so you can have power wheels turning during a drought!
@rccookie62025 ай бұрын
If you really want to test pressure, you should create two tall reservoirs, on of which with a water source, and connect them with a pipe at the bottom. They should both fill up equally, but I suspect the second one will only fill up to the top of the pipe
@Pratalax5 ай бұрын
I (and i bet the timberborn devs) really appreciate that anecdote about how much fluid modelling software costs. It can be too easy to criticise when you don't understand how big a job that is!! Puts things into perspective.
@nocturnhabeo5 ай бұрын
Why not just set a bunch of water level testers and look at the height at various locations to get a crude approximation of where it’s pushing the water. Also I don’t think the visuals are synchronized to its flow rate. So anything visually in the water is affected by the physics but it being under pressure or faster won’t change the rate it flows. This is also why the steeper steps seemed ahead of the shallower steps each step down gives the visual a constant boost (probably just like 1.5*ground_speed*blocks_moved or whatever) so since they covered the same number of steps and the same number of ground blocks they arrive at the same time.
@graveyardshift66915 ай бұрын
The amount of enthusiasm for liquid mechanics and water pressure from this man. No wonder he's passionate about bridges.
@quantum23305 ай бұрын
hay mat, not sure if this is till a thing but, when you have a "waterfall" the flow rate over that water fall used to get capped at about 1 blocks worth of flow rate, so for your open vs pipe test, as far as i can tell, the flow rate would end up being the same for both of them roughly, at the end of your tests just add a big flat area for the water to spread out, and you should see the water flowing much faster it's just a weird physics bug in the game to create mega dams that had a consistent output flow rate regardless of the water level
@stevemason47535 ай бұрын
Do water wheels work underneath a waterfall - with the water falling directly down, maybe producing more power if the aquaduct is higher?
@GrantPerdue5 ай бұрын
You gotta try the Sluices
@littlebear2745 ай бұрын
I watched another channel cover all the new features but he wasn't a *real engineer* so I was lacking this kind of advanced sciencing that shows how impressive the simulation really is!
@Someone_in_the_comments5 ай бұрын
26:55 they've change how you can put down levies - you can now build them in two directions at once. Meaning you can make big squares of them.
@IrisRanelle13285 ай бұрын
Will you play more beltmatic? It’s my favorite game I’ve seen you play
@ZorgdubАй бұрын
At the end you needed to measure the horse-power of the water moving out of the tesla valve the other way!
@naomilangevin39445 ай бұрын
I would have thought he would use sluices for those tests about bad water under pressure as they can refuse to let bad water through. Would have been good to see.
@Necrosis995 ай бұрын
Finally an Engineering video from a Real Civil Engineer!!!
@xtremelymoderate8295 ай бұрын
6:54 Matt sometimes just forgets that he's measuring the fastest slope and not the slope + flat part. He should've just excluded the waterfall in the testing and dug deep enough on the 2nd slope to where the first slope ends. Matt happens, I guess. We know him well enough for that.
@familhagaudir85614 ай бұрын
This 0.6 update adressed the main annoyances with water management with the new water physics ( the smart sluice to trickle the water during drought ). The wonders are icing on the cake. Timberborn is one of the few games I bought in the past years. It's priced well, plays fine despite Early Access, a small map runs on a toaster ( 4GB RAM and integrated graphics ), totally worth it.
@robhuxtable5 ай бұрын
Every time I now load up Timberborn (sometimes several times a day for quick sessions) I have to sing "Welcome back to Tim-ber-Borners...". Thanks for that.
@dracoargentum97835 ай бұрын
Fun fact: poo water always runs faster when you don’t have a paddle.
@snowstorm9310Ай бұрын
5::53 you can tell bu the way the water phases in and out of the slopes that it doesn't actually recognize the slope is even there.
@lovebus005 ай бұрын
If you want to see into a pipe, use the Z-level arrows in the top right. Also, the water level stick is probably better for getting numbers about flowrate than the wheels are.
@tckailliss5 ай бұрын
Don't have this yet but as with so much of my game collection, I see RCE playing it and it magically ends up in my library.
@JeffDeLamater5 ай бұрын
There's a water measurment tool available in the game that give depth and water speed. No need to guess on this stuff. You can get the exact water flow speeds for each scenario.
@AndyTee5 ай бұрын
Your tests before the Tesla valve worked based on gravity/atmospheric pressure forcing the water to move faster through the tunnel. If you put a lid on them so the poo can't escape out the top/back it should force all the fluid to then move through the tunnel, adding much more pressure.
@kyleoates63675 ай бұрын
The "slower" water is because the one that matched the bad water source was actually the 3 clean water sources at the front of the 3x3, not the middle ones. By the end of the first test, the 3 in the middle had caught up, but the 3 in front was always in step with the bad water source.
@duncanchin5 ай бұрын
This is my favorite kind of video. Feels like a Special Myth buster video
@rpgaholic82025 ай бұрын
New Timberborn content! Unfortunately my PC can't run it in double-digit FPS, so I must wait for my bank account to help me get a new PC. Fortunately I can always watch Matt play, and enjoy other games he's introduced me to as not all those games he plays are so CPU-intensive.
@GarrettBShaw5 ай бұрын
Do a test showcasing water level equalization between two basins connected with a pipe at the bottom. One basin is naturally filled via a source and the other will only be filled from the pipe connection at the bottom. It should reach the same water level as the primary basin being filled from the bottom up.
@genehenson88515 ай бұрын
The sluice alone improved my mood for several days.
@MiroslavDrahos5 ай бұрын
oh wow. I expressed my disappointment about water physics and maximum dam depth not being adressed after 2 years of development, and two weeks later, exactly that is solved and working amazingly. Hats off, devs! But it means I have to stop being a time-managing adult and give Timberborn another go!
@familhagaudir85614 ай бұрын
Previously you either had to make complex step-dams, or step-pumps, or mod the game with taller floodgates and automation. This 0.6 update is wonderful.
@NatsumeRyu5 ай бұрын
Thank you for covering this! :D
@barrywise71855 ай бұрын
You and the guy who makes creeper world would get along very well.
@subynut5 ай бұрын
Very cool! Always fun to watch you geek out on the inner workings of water in games!
@Mr.Severyn5 ай бұрын
gonna keep the vid on hand when i start playing timberborn again thanks for the science experiments
@traisjames25 ай бұрын
When needed, you can change the strength of the source to a negative number, causing it to suck in water. Each integer + or - is equivalent to that number of source blocks. I made a map that uses a +20 badwater source.
@steeljawX5 ай бұрын
RCE, you're looking at this from the wrong direction. I get it'd make sense that fluids would have a momentum and velocity calculated in, but I'm looking at it from the view point of, "results are pointing to inconsistencies towards preservation of momentum." I'd have to hypothesize that what's going on is that it's momentum by volume per an area's "fluid tension" or something equivalent to that kind of thing. The sloped and drop "poo water" test you did around 7:11 was like that because the sheer drop channel had to overcome a very large total "surface area surface tension" for each block from the source of fluid plunging down on it. That fall took time and the spreading was in all directions before it was redirected outwards. The steep slope had a quick succession of overcoming some very small surface tensions with a direct flow coming in overhead that was directed down the channel giving it an advantage and a "momentum" boost while on the slope. However the moment it hit the bottom, it was essentially in the same boat as the sheer drop channel with the only difference being that it's source was already directed out of the channel. The long slope "won" because of the uniformity of every "surface area tension" being the same so by the time it reached the bottom, it had to "fill in" about the same area before it spilled out of the channel. The larger area a fluid has to fill in, the "slower" it is unless it's got a flow vector and flows are created with a change in elevation in relation to the area. So the extreme change in elevation (the poo-fall) would theoretically be great only at first. As it spreads, that change in elevation gets further and further away from the edge of flow got. Same with the extreme angled slope. The only changes you could make that would speed those up would be to decrease the surface area required (narrow it down). It's most likely something to do more along the lines with Bernoulli's Principle and momentum and all of that, but I feel like the game is doing it more of "surface area". That's really the only way I can explain why some squares get flooded before others on a flat plane vs why fluids don't completely level out across a flat plane and can just sit in one spot. That's me trying to explain this all from a view point of Update 5 and not from Experimental 6, but it feels like the fluids haven't changed that behavior. Also, I feel like the fluids in this game are similar to the liquid metal in Hydroneer. In Hydroneer, you can keep adding ore to a smelter or a cauldron and it gets "more" in it until a certain point. At that point you're still adding stuff to it, but the level no longer rises. I think with this game, it's kind of the same with pressure. The game will represent flow and pressure via the volume of fluid displayed and the direction it's "moving." But after a certain point, it can't add more volume to what is already 1 block. So it will remain as 1 block of fluid, but have like 400 pressure behind it. Pressure does work, it's just not displayed intuitively.
@farmerevan5 ай бұрын
20:17 That looks efficient!
@dragade1015 ай бұрын
Thank you for testing and sharing your knob.
@rxbn05 ай бұрын
6:49 Beautiful quote 👏🏽
@danser_theplayer015 ай бұрын
There is "pressure" when you have a channel and you let water fall from many edges. Essentially if you build a tetris T piece there are 5 edges from which the water can fall down but the channel is only 3 blocks wide, that's how you force water into sort of a pressure where it flows faster without increasing it's level and overflowing th channel. At least that's how it worked before. P.s. judging from the water wheel readings, the pressure in this game is water speed. Which makes sense considering how hard it is to compress water in volume...
@jacksonstarky82885 ай бұрын
I need to start playing this again. I played with the Badwater update for a few days, but found that I wasn't enjoying it, so I moved on to other things... and lately haven't done any computer gaming at all between work, my Lego projects, and now the stifling summer heat. But if I create or modify a map to have no badwater sources, assuming that the game allows me to do that, I'll have the game I enjoyed again. I love the revisiting of Tesla valves, and it's the reworked water physics that makes me want to give it another shot. I had a lot of trouble with water wheels and loss of power in the earlier versions of the game; maybe this will fix that.
@LunaliBrighteyes5 ай бұрын
In your pressure tests, the differences you're finding in 'pressure' actually seem to be differences in the height of the water at the entrance. The higher outlet has the water level drop below the top of the outlet first. This means the lower one has a full square of water being provided while the higher one only has a partial square.
@fokeyjo5 ай бұрын
From other videos I've seen, I'd say it only models flow rates, there is no pressure. And there's a trick with gradient where the more edges you have water going over, the faster the flow rate (credit to SkyeStorm). There is a weird effect I found where I funneled the thousand island waterfall (12 water blocks) into a 7-wide channel, and if you put a 1-high waterfall just in front of the channel entrance it creates an invisible barrier that blocks most of the water.. you have to move the gradient into the channel or away from it to fix it.
@cosmicbrambleclawv25 ай бұрын
I had a almost Pavlovian response when seeing the title 😂 my brain immediately went "Wel-come baaack to Tim-ber-borners!"
@lorenzopearce5085 ай бұрын
I think you should try simulate the water source enclosed as if in a box to increase the pressure through a pipe, only allow the water out one way
@WouterVerbruggen5 ай бұрын
ooh I'm definitly looking forward to future Timerborners seasons, just imagine the engineering projects that Matt will do!
@Mesos925 ай бұрын
Put a levee in place of the single floodgate, then delete them for your pressure test. Deleting the rear floodgates also affected the pressure
@quentinking43515 ай бұрын
Aqueducts means we can move water to vertical storage pipes that contact the ground and irrigate the soil around their base. Also be able to generate huge amounts of hydro Excellent
@songyuwang82635 ай бұрын
Dev: do I bloody hell need to go back to uni for fluid physics for real?
@EternalGamingNet5 ай бұрын
This update has been super fun to play with.
@cazadore91955 ай бұрын
fun fact: the overhangs can be built above litterally everything if you leave enough space. i got a full city ontop my still growing tree farms... without any holes for buildings that could never be built upon like rooftop terraces. you can built ontop of even the largest storage tanks now! or multilevel factories with the help of the new actual vertical powershaft.
@frankfeltes73245 ай бұрын
I love these types of exploratory videos you do
@dazenith45175 ай бұрын
I actually spent quite a few hours like.... 2/3? years ago or something looking into how the old water flow worked. It was.... strange to say the least, waterfalls (any height change) were actually slower than water flowing over flat ground. And I'm pretty certain water was just modelled as X amount per tile on the map. (Though i don't really know) These changes I'm fairly certain are a massive overhaul with how water is simulated in Timberborn. Just a quick note. You can alter the strength of the water sources, so they produce more water each.
@LucenNox5 ай бұрын
It'd be interesting to watch you mess around with the creeper world games sometime, the whole premise is fighting against fluid physics.
@PinkTuskedMammoth5 ай бұрын
Oh hell yea, this is the best. I love testing game physics almost more then playing many games lol
@JohnTrustworthy5 ай бұрын
Do an attached vessels test to check if water pressure can force water to flow up by having 2 reservoirs with their bottoms connected by a pipe and one reservoir has a water source.
@wormspeaker5 ай бұрын
I'm constantly impressed with this game. The devs have done a good job.