Engineering a TESLA VALVE in Timberborn!
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Published 2024-07-07
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All Comments (21)
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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.
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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!
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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!"
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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.
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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.
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You need to use the new sluice building piece instead of the floodgate.
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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.
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You can see the water current in cm/s with the water gauge
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Water wheels are about to get a huge buff
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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.
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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.
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You have flow meter in timberborn. You should have used those. But still loved this video!
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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
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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
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So impressed that the devs changed the water, it's such a big undertaking
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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.
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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.
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Can you put a power wheel at the bottom of a waterfall and power it with just the falling water?
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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!
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Matt: With Levees you can only do straight lines, not areas Me: Not anymore. Someone needs to read the changelog