It's not actually compressing, it's being constricted, resulting in higher flow. As the math shows, the volume stays the same, the current increases, which is why it still passes a narrower canal without overflowing. That's good programming as well, as water doesn't compress (much) when liquid, unlike air.
If you haven't yet seen, the experimental update 6 I think has improved the water more. I'm sure they still cut a lot of corners, because it's really hard to simulate water, but water works really well now. You can have actual aqueducts with water of different types flowing over each other at different elevations. And basins can be filled from the bottom using pressure and will even out in level with all other connected basins. @@briantroy7376
As an engineer first (before joining the dark side of being an attorney), I love trouble shooting, exploration and principle recognition of this video! However with some hesitancy I can help but point out that: 1.) Water is essentially incompressible, but the flow rate is inversely proportional to the cross sectional area, and 2.) The Sky Storme effect in Timberborn is known as the Continuity Equation in the real world. How cool that Mechanistry added this to Timberborn! Thanks for sharing it!
I suspect the water dynamics library from Unity includes this. The development toolkit that is Unity was intended for games so the devs for it would be inclined to include as much as possible into the water segment of the kit.
wanted to write exactly the same and am very happy I do not have to ;) the whole talk of "compressing water" made me wince. but the outcome was great, so I will leave a like and not unsubscribe :)
You've created a nozzle. When anything bound by the nature of fluid dynamics (both liquids and gasses) are forced through an increasingly narrow passage, such as a nozzle, the fluid (or gas) speeds up as the passage narrows. The impressive thing here is not that you've figured out how to do it, but that it's actually modeled in game.
I realised that I missed the first episode of this series, so I went back to watch it. It's really cute how at the end he's showing us the reservoir he's created saying "that is huge - we will never run out of water again". Folks: that reservoir was about 3 tiles deep, 9 tiles wide and ~20 tiles long. It is contained entirely within Belvoir Castle now. (Also, I just bought this game - another purchase because of Skye, dammit. 😛)
Water model is not real world accurate, but IRL this effect is because the water does NOT compress. Its called the venturi effect and is pretty core concept in fluid dynamics. I did not know it replicated at all in timberborn 😀
I suspect making turns would be a nightmare in this flow rate, but it would be fun to watch him try (and potentially succeed). Maybe using 3x3 pools for each turn would do the trick, but I don't think it will fit in the current layout, so it would need a major redesign of the power plant
Didn't expect a game science episode and I'm so happy we got one! Keep us updated. As much as I like the aesthetic of your builds, the lore and world building, you can always catch me with a deep dive into weird game mechanics! Love how proud you are of your discovery, and you deserve every bit of it!
This makes complete sense to me. The water does not compress, but the speed of flow increases as it falls in elevation into a narrower channel. It is the same reason wide fords in rivers have shallow slow moving water that could be easy to walk across, and narrow sections that drop in elevation within the very same river could have very dangerous rapids.
Thank you very much for looking into it! I had the intuition you can pull more than 1 unit of water per tile, this is a clear demonstration with the exact numbers to work with!
After seeing the video title I immediately thought when will Skye use this for the water wheel area. This semi reminds me of back in the day with the old timers using strip mining. They would take a water source and run it down a set length of pipe then neck it down to a smaller diameter pipe, run that a set distance and neck down again. Using gravity and water acceleration they would wash away the earth to find the precious minerals. The Skye Storme effect has a nice ring to it.
skye: ill add water source so I don't have to faff around with water to focus on building. **adds water source causing imbalance to system** proceeds to spend 2 episodes faffing around with water... bahaha love it skye. all the best to you and the family.
I don't play TimberBorn, but I have been binge watching this series (8 months late). You earned my Like & Subscribe (as I agreed to your terms at the beginning). Well done on comprehending the Timberborn water physics to a whole new level.
Hi Skye, So hyped wanted to leave a comment straight away but decided to narrate through this episode. Great editing with the dynamite, so interesting, I play the game often and love watching you have so much fun. You and picture are just brilliant. Thanks for sharing the joy. Love YA man x Please keep this series going when you name the new districts I am always laughing. The Sky Storm Effect is worthy of publication in scientific journals. Wonderful, just wonderful..... Flow rate GGGRRRRRRrrr
Wait a minute, if waterwheels reduce height, couldn't that be used to compress flow vertically as well? Possibly even compactify horizontal compression? EDIT: answer is NO! When used this way, the waterwheels effectively increase the level above them, rather than decreasing level below them (once water stabilizes). If you equate current := flow and level := potential, waterwheels seem to have a higher resistance. EDIT2: I'm using the new version, Skye is using the last before that.
I'm studying civil engineering and we are studying dams and resovoirs. I new a surprising amount after playing this game! Thanks for my fav series Skye and I hope your mum gets well soon ❤️ x
3:26 ok here's my guess before watching: to get max flow rate you need a minimum slope. Because this reminded me of the waterwheel power plant, where water level played a crucial role.
Being an Engineering student I'm totally not impressed by the theory of it, it's pretty simple fluid dynamics actually. If the water goes fast enough you can push it through a way smaller gap or channel, that's how a pressure washer works (it has small holes for the water to come out so the water has to go very fast while being pushed by a massive pressure behind). Although being a student of IT Engineering to be exact, I'm very impressed that such a simple game, in early access too, has a physics engine so precise that's able to calculate that! They're probably using a physics engine made by someone else but still... kudos to the devs!
Hey Sky this is my first comment ever, I've been following you since 2020 - stumbled upon your Pateron vids during the lockdowns and I was hooked ever since especially Timberborn, there's literately nothing I'm waiting for more than to finish the day with a joint and your Timberborn commentary, feels like a trip to the shrink lol Full and fast recovery for your Mom! I hope the Timberborn vids will not stop Only commented cause you blew my mind =P Keep up the good work!!
People forget that these numbers (blah-blah meters *per second*) are flows, I guess. They're confusing flow with volume. It's an easy mistake to make. But you CAN get 10 square meters (square because it's a cross-section and will give volume over time when paired with a flow rate) of water per second through a one-square-meter channel IF you can accommodate a flow that's 10 times faster. It's just fluid continuity: flow in must equal flow out. It's that simple.
I had actually done rather extensive testing well over a year ago about water flow mechanics. Unless they have changed in the year since. Maximum flow rate per cross sectional area is approx 6.66~ strength of water source. However waterfalls will limit flow rate to a 2.2 strength per width only.
You earned yourself my sub. I will abuse this going forward in addition to your perpetual water wheels. Thanks for this series, it's been a fun binge. Looking forward to an update 3 playthrough considering how you already play with your storage.
I've seen this in action on one of the created maps I'm using from the website. It works. It has a V shaped river that rages hardcore from massive amounts of water flow.
I don't usually comment on RUclips videos, but I couldn't help but do so after watching this. My only real issue at this point is trying to figure out how to use these principles to aid me in my games. Thanks Skye!
Based on where you've measured the flow rates, the "compression" has happened BEFORE your water ladder structure. You measured it right before and showed it's 0.3 high at 2cms x 5, which adds up to the 1.5 high by 10cms in the channel at the end
Water wheels will divert water around it. If you have a 2 block wide canal with a water wheel in 1 side then the water will be slower where the wheel is than the non wheel path. If you wheel up both sides then it goes back to normal because the cfm ends up pushing through .
you can have a maximum of 3*2,2 cms=6.6cms per 1m heigth, 2m of heigth--> 13,2cms. Syke has 10 cms so 10/6.6=1.51m. Waterfalls however can only have 2.2 cms/tile (no dependency on waterheight) so if you have to widen the canal if you have one. The end of the map is not considered as a waterfall so no widening needed. The whole built up of "compressing the water" is not needed...
I was wondering about the water wheel since I keep on hitting the same issue in stacking them and the once behind keeps on getting low CMS flow. Now I know the math a bit to make them more efficient, many thanks for that info.
Amasing demonstration of water flow optimisation. Game changed alot since last year. The flow acceleration with magic tiles still work in ( October 2024 ) 0.6 update, but evaporation is now increased massively for single tiles surface water, and irrigation surface reduced massively too. Optimal is now 3 wide canals or 3x3 irrigation ponds.
I have a vague understanding of water physics but this sounds about what I would expect from IRL water behavior, very neat detail to have in the game. Also Mind: blown
So if waterwheels don't reduce flow, but they do reduce height, does that mean you can use them to further compress the waterflow? You started with 1.5 high water in a 2 high channel (and talked about even higher flow rate in a 3 high channel with 2.2 water height). Could you use water wheels to compress almost any arbitrary water flow into a 1 wide, 1 high channel?
The flow doesn’t change so if you need the same flow rate but a lower hight then yes. It will not increase the flow rate though, so you are not really compressing it any more, just shaving the top off.
That's something to keep in mind should I ever get Timberborn for myself. As I've thought of different possible custom-made maps of my own design, one thing I always wondered was if I could make a one-wide river flowing fast enough to actually produce visible rapids. Using this technique would certainly go a long way into making that happen, especially if the chosen water source blocks were cranked up to a stupid amount, like *ten* for instance. Then again, going that high could easily flood the whole map even with this trick, and prove nothing in the end except that some ideas only make one seem a complete nutter. That said, I'm looking forward to the next episode of Beaver Castle, Skye! I can't wait to see what sorts of insanity you come up with next!
I am impressed... said to myself at the beginning of the video there was no chance that I'd be impressed and ended up commenting... love your content!!!
Is this connected to the phenomenon in your perpetual motion machine where flow rate isnt effected by the power wheels but water height is? Or is this entirely seperate? The height of water seems quite janky, could you compress the water again after it goes through a wheel to improve flow rate and height infinitely?
It's kinda hard to impress me in this case, as I already knew this. I made a rather ugly, yet effective staircase of 5 large water wheels, which essentially powered my entire village.
w00w :D very impressive!! I love when people take the time to explain how the dynamics work. :D Thank you for sharing the knowledge you learn with us :)
Knowing a little about how water reacts to being compressed in tubing/pipes you didn't really blow my mind but why on earth would I unsubscribe. You did a very good job of showing and explaining how in Timberborn the engine/code defines Hydrodynamics which is awesome. You've given me so many ideas for when I finally get around to playing the game and I can promise I'll name my perpetual power generation water wheel district the Skye Born and they will be located as high on the map as I can get them. I will not only use the compression of water you've shown here but I will attempt to add compression/step down channels to see if I can get it to ramp even higher. Maybe that will work maybe it won't as I'm sure there's a max designated in the code but then again maybe not...
This water and water wheel physics are on the older version of the game. Latest version of water and water wheel physics have changed. It would be great if you can do a comparison video.
I did read before in the discord that water flows fastest through a drop of less than 1 tile height. I believe its whats happening here, allowing the water to congregate into the channel below. It is indeed a fascinating effect though, and I found a while ago that blocking one tile of the exit of a water wheel system actually speeds up flow, making the system produce more power and resolves flooding issues. Weird physics I have to say. Liked and commented! (Obvious on the second part)
I love seeing your enthusiasm for figuring this out and i don't want to be a buzz kill but you don't need that stair like setup at the beginning. Simply having a 2 tile deep trench with enough of a backlog like you mentioned is enough to get the exact same effect. It certainly looks nicer than a plain 2 tile deep trench, but its not needed.
Is it just me or is this just how water supposed to behave in real world? 1) water is not compressible as it also not in T. You start with height of .3 and this 5 times you let it combine unrestricted and get a height of 1.5 not very impressive but normal as 0.3x5=1.5. You just transfer width to height. Just water mathematics, as in CS lane mathematics 2) when you restrict the flow it must build height. 3) the height does not just drop after the waterwheel, but has build up before it (without the wheel the height was 1.5) and than start to normalise after the wheel because it has no restrictions any more, that’s why it’s lower 4) the important thing though is that you can detect flow increases at the waterwheel, probably because of the wheel it increases flow and height. I think that is how normal (open) flowing water should behave to, I’m not sure, I’m not a water engineer. 5) so the wheel must be a restriction of some sorts, otherwise the water wouldn’t behave differently at the wheel. Not very surprising though, should I unsub? Naah. It’s and a very very nice demo of the mechanics of T. And a good example of what a nice game it is 😊 NB: I tried lots and lots of whaterwheels once, and my flow completely stopt and build height (overflowed my canal). But discovered if you build in drops of height you counter this somewhat, didn’t have the time to figure it out then but it’s noteworthy I guess and good to research further.
Gotta admit, I was a little sceptical at first, but you changed my mind. Also I cringed when you said " Stairs or Platforms will reduce flow rate " Im so glad you proved that once and for all!
This is like putting your thumb over the end of a water hose. The water is going to flow at the same volume and by decreasing the area the only way to keep the volume is to increase the rate of flow.
I have been compressing water I knew it made it flow faster but didn't understand completely how so that was really nice info thanks I understand it a little better now👍👍😃
On the Beaverome map I cut off the big lake with the mine and channelled all the water into a three by two canal, and I got like 330hp at most water wheels.
🤔 Since you have just dropped the water level with the water wheel, does that mean you can then further compress 2 10cms streams into a 20cms after reducing the height? Also is the energy output on the water wheel dependent on both cms and height or just one of those variables?
It looks like he's not really compressing the total volume of the water; he is just increasing the speed of the stream so the same amount of flow can fit through a smaller opening.
Technically you can't actually "compress" water, but i understand your use of the term to refer to reducing the cross-section of the flow to increase the rate of flow. You did not blow my mind, the timberborn devs blew my mind by allowing this to happen (i daresay its an intentional mechanic even), but I will like the video and stay subbed because :P
I’m a water resources engineer and I absolutely love your trouble shooting as a whole and operation of reservoirs.
I’m glad you have brain! Unlike those architects out there… 🙃
If the Architect punishment had Skye's help the ***cano would turn into a storm!
Sooo are we going to start seeing the Skye Storm effect in our municipal water systems? :D
It's not actually compressing, it's being constricted, resulting in higher flow. As the math shows, the volume stays the same, the current increases, which is why it still passes a narrower canal without overflowing. That's good programming as well, as water doesn't compress (much) when liquid, unlike air.
Huge props to the game developers for adding Bernouli's principle of fluid dynamics to the game, that cannot have been easy to implement.
I've glimpsed the code, the water is cool, but trust me they cut A LOT of corners to get it to work like this and most players still hate it lmao.
@@briantroy7376 how'd you get access to the code
@@ThePrimeMinisterOfTheBlockit's unity. they use "compiled" c#, but due to reflection data that can be uncompiled basically losslessly
@@ThePrimeMinisterOfTheBlock maybe decompiled.
If you haven't yet seen, the experimental update 6 I think has improved the water more. I'm sure they still cut a lot of corners, because it's really hard to simulate water, but water works really well now. You can have actual aqueducts with water of different types flowing over each other at different elevations. And basins can be filled from the bottom using pressure and will even out in level with all other connected basins. @@briantroy7376
As an engineer first (before joining the dark side of being an attorney), I love trouble shooting, exploration and principle recognition of this video!
However with some hesitancy I can help but point out that:
1.) Water is essentially incompressible, but the flow rate is inversely proportional to the cross sectional area, and
2.) The Sky Storme effect in Timberborn is known as the Continuity Equation in the real world.
How cool that Mechanistry added this to Timberborn! Thanks for sharing it!
I suspect the water dynamics library from Unity includes this.
The development toolkit that is Unity was intended for games so the devs for it would be inclined to include as much as possible into the water segment of the kit.
wanted to write exactly the same and am very happy I do not have to ;) the whole talk of "compressing water" made me wince. but the outcome was great, so I will leave a like and not unsubscribe :)
is this the same function as water flowing into smaller pipes and using gravity as the energy?
It's the Bernoulli's principle
but doing a ripplewaterfall should not be the neccesary factor
Imagine the power you could generate with this effect if you had the Iron Teeth and their large 2 deep water wheels.
You've created a nozzle. When anything bound by the nature of fluid dynamics (both liquids and gasses) are forced through an increasingly narrow passage, such as a nozzle, the fluid (or gas) speeds up as the passage narrows. The impressive thing here is not that you've figured out how to do it, but that it's actually modeled in game.
I realised that I missed the first episode of this series, so I went back to watch it. It's really cute how at the end he's showing us the reservoir he's created saying "that is huge - we will never run out of water again". Folks: that reservoir was about 3 tiles deep, 9 tiles wide and ~20 tiles long. It is contained entirely within Belvoir Castle now.
(Also, I just bought this game - another purchase because of Skye, dammit. 😛)
Water model is not real world accurate, but IRL this effect is because the water does NOT compress. Its called the venturi effect and is pretty core concept in fluid dynamics. I did not know it replicated at all in timberborn 😀
Dr. Skye Storm's, Skye Storm effect on water in timberborn is a very impressive scientific discovery to beaver kind and we applaud his efforts. 👏
Now the question is: Can you modify Water-Wheel World to have a higher flow rate to up your power production?
omg that would take like 2 days of real time to achieve. It would be cool, but that's a lot of work
@snox maybe so, but it'd mean fewer windmills, and (if surpassing expectations) fewer water wheels even for the power needs of the whole map.
@@wintersage6895 true. But that baseball field over in barrel bot world isn't going anywhere, lolz, but the other windmills for sure
I also thing this is a good idea!
I suspect making turns would be a nightmare in this flow rate, but it would be fun to watch him try (and potentially succeed).
Maybe using 3x3 pools for each turn would do the trick, but I don't think it will fit in the current layout, so it would need a major redesign of the power plant
Didn't expect a game science episode and I'm so happy we got one!
Keep us updated. As much as I like the aesthetic of your builds, the lore and world building, you can always catch me with a deep dive into weird game mechanics!
Love how proud you are of your discovery, and you deserve every bit of it!
This makes complete sense to me. The water does not compress, but the speed of flow increases as it falls in elevation into a narrower channel. It is the same reason wide fords in rivers have shallow slow moving water that could be easy to walk across, and narrow sections that drop in elevation within the very same river could have very dangerous rapids.
Thank you very much for looking into it! I had the intuition you can pull more than 1 unit of water per tile, this is a clear demonstration with the exact numbers to work with!
After seeing the video title I immediately thought when will Skye use this for the water wheel area. This semi reminds me of back in the day with the old timers using strip mining. They would take a water source and run it down a set length of pipe then neck it down to a smaller diameter pipe, run that a set distance and neck down again. Using gravity and water acceleration they would wash away the earth to find the precious minerals. The Skye Storme effect has a nice ring to it.
skye: ill add water source so I don't have to faff around with water to focus on building.
**adds water source causing imbalance to system**
proceeds to spend 2 episodes faffing around with water...
bahaha love it skye. all the best to you and the family.
I don't play TimberBorn, but I have been binge watching this series (8 months late). You earned my Like & Subscribe (as I agreed to your terms at the beginning). Well done on comprehending the Timberborn water physics to a whole new level.
Hi Skye, So hyped wanted to leave a comment straight away but decided to narrate through this episode. Great editing with the dynamite, so interesting, I play the game often and love watching you have so much fun. You and picture are just brilliant. Thanks for sharing the joy. Love YA man x Please keep this series going when you name the new districts I am always laughing. The Sky Storm Effect is worthy of publication in scientific journals. Wonderful, just wonderful..... Flow rate GGGRRRRRRrrr
9:04 "I wonder if this will become known as the Skye Storme effect?"
Nah, it's a Storme Drain.
Wait a minute, if waterwheels reduce height, couldn't that be used to compress flow vertically as well? Possibly even compactify horizontal compression?
EDIT: answer is NO! When used this way, the waterwheels effectively increase the level above them, rather than decreasing level below them (once water stabilizes). If you equate current := flow and level := potential, waterwheels seem to have a higher resistance.
EDIT2: I'm using the new version, Skye is using the last before that.
I'm studying civil engineering and we are studying dams and resovoirs. I new a surprising amount after playing this game! Thanks for my fav series Skye and I hope your mum gets well soon ❤️ x
Damn, great use of the continuity equation! Next, solves Navier-stokes !
3:26 ok here's my guess before watching: to get max flow rate you need a minimum slope. Because this reminded me of the waterwheel power plant, where water level played a crucial role.
Being an Engineering student I'm totally not impressed by the theory of it, it's pretty simple fluid dynamics actually. If the water goes fast enough you can push it through a way smaller gap or channel, that's how a pressure washer works (it has small holes for the water to come out so the water has to go very fast while being pushed by a massive pressure behind). Although being a student of IT Engineering to be exact, I'm very impressed that such a simple game, in early access too, has a physics engine so precise that's able to calculate that!
They're probably using a physics engine made by someone else but still... kudos to the devs!
This series got me into Timberborn and this video just blew my mind! Thanks for the effort you put into each and every video! Love it!!!
Hey Sky this is my first comment ever, I've been following you since 2020 - stumbled upon your Pateron vids during the lockdowns and I was hooked ever since
especially Timberborn, there's literately nothing I'm waiting for more than to finish the day with a joint and your Timberborn commentary, feels like a trip to the shrink lol
Full and fast recovery for your Mom!
I hope the Timberborn vids will not stop
Only commented cause you blew my mind =P
Keep up the good work!!
People forget that these numbers (blah-blah meters *per second*) are flows, I guess. They're confusing flow with volume. It's an easy mistake to make. But you CAN get 10 square meters (square because it's a cross-section and will give volume over time when paired with a flow rate) of water per second through a one-square-meter channel IF you can accommodate a flow that's 10 times faster. It's just fluid continuity: flow in must equal flow out. It's that simple.
I've binged the whole series while ill off work and just wanted to say hats off to you, very entertaining and commited, love it!
I had actually done rather extensive testing well over a year ago about water flow mechanics. Unless they have changed in the year since.
Maximum flow rate per cross sectional area is approx 6.66~ strength of water source. However waterfalls will limit flow rate to a 2.2 strength per width only.
You earned yourself my sub. I will abuse this going forward in addition to your perpetual water wheels. Thanks for this series, it's been a fun binge. Looking forward to an update 3 playthrough considering how you already play with your storage.
I've seen this in action on one of the created maps I'm using from the website. It works. It has a V shaped river that rages hardcore from massive amounts of water flow.
Nice, was looking for how to increase flow rates yesterday.. and you nailed it. :) thank you.
I don't usually comment on RUclips videos, but I couldn't help but do so after watching this. My only real issue at this point is trying to figure out how to use these principles to aid me in my games. Thanks Skye!
Amazing work and very simple to follow along. Thank you Sir.
Based on where you've measured the flow rates, the "compression" has happened BEFORE your water ladder structure.
You measured it right before and showed it's 0.3 high at 2cms x 5, which adds up to the 1.5 high by 10cms in the channel at the end
Water wheels will divert water around it.
If you have a 2 block wide canal with a water wheel in 1 side then the water will be slower where the wheel is than the non wheel path. If you wheel up both sides then it goes back to normal because the cfm ends up pushing through .
Yes, the water physics in this game is absolutely nuts, props to the devs!
Hey skye, haven't started the video yet but hows your mum? Did the surgery go well?
Yes it did! All good .. I'll give a full update in the next video :)
Thank you for the effort in explaining things to us... This will help me loads in getting things set around my map
Thanks for good content and smart solutions!
Looking forward to trying it myself
you can have a maximum of 3*2,2 cms=6.6cms per 1m heigth, 2m of heigth--> 13,2cms. Syke has 10 cms so 10/6.6=1.51m. Waterfalls however can only have 2.2 cms/tile (no dependency on waterheight) so if you have to widen the canal if you have one. The end of the map is not considered as a waterfall so no widening needed. The whole built up of "compressing the water" is not needed...
I suggest making this effect known as the *STORME DRAINE.*
Oh I love that :)
Yep. Very impressed. This is going straight into my next map
I was wondering about the water wheel since I keep on hitting the same issue in stacking them and the once behind keeps on getting low CMS flow. Now I know the math a bit to make them more efficient, many thanks for that info.
Amasing demonstration of water flow optimisation. Game changed alot since last year.
The flow acceleration with magic tiles still work in ( October 2024 ) 0.6 update, but evaporation is now increased massively for single tiles surface water, and irrigation surface reduced massively too.
Optimal is now 3 wide canals or 3x3 irrigation ponds.
This was awesome - can’t wait to see what you do with it ^^
Awesome exploration of the water physics! I can't wait to implement some of this in my next build!
Can you use waterwheels to reduce the hight of the cannel to 1 high
I have a vague understanding of water physics but this sounds about what I would expect from IRL water behavior, very neat detail to have in the game. Also
Mind: blown
Not sure about having my mind blown, but it is VERY interesting and something I'll definitely be looking at for my next map!
Love how well you describe the process of building it can't wait to try on my own map
I started wtching this series yesterday and was watching the last video when you posted this one. Really good stuff
Simple applications of Science (and a little plumbing)…. *inhales cigarette* ahh... bliss XD
id be impressed at anyone else doing it, from you we expect greatness. thank you for sharing.
Great video! Hope your mom is feeling better!
Yes! Thank you!
I am drinking coffee while watching this at 8:35 pm
That single waterwheel can substitute the entirety of the perpetual motion machine
So if waterwheels don't reduce flow, but they do reduce height, does that mean you can use them to further compress the waterflow?
You started with 1.5 high water in a 2 high channel (and talked about even higher flow rate in a 3 high channel with 2.2 water height). Could you use water wheels to compress almost any arbitrary water flow into a 1 wide, 1 high channel?
The flow doesn’t change so if you need the same flow rate but a lower hight then yes. It will not increase the flow rate though, so you are not really compressing it any more, just shaving the top off.
15:50 they don't reduce flow, but water speed. Flow is height times speed. So slover speed and more height keeps the flow the same.
Wow.
Skye you've done it. I subscribed.
The timberborne water physics are awesome!
Welcome to the channel :)
That's something to keep in mind should I ever get Timberborn for myself. As I've thought of different possible custom-made maps of my own design, one thing I always wondered was if I could make a one-wide river flowing fast enough to actually produce visible rapids. Using this technique would certainly go a long way into making that happen, especially if the chosen water source blocks were cranked up to a stupid amount, like *ten* for instance. Then again, going that high could easily flood the whole map even with this trick, and prove nothing in the end except that some ideas only make one seem a complete nutter.
That said, I'm looking forward to the next episode of Beaver Castle, Skye! I can't wait to see what sorts of insanity you come up with next!
Just found this channel this week - new subscriber! Lots of Timberborn fun and information!
I am impressed... said to myself at the beginning of the video there was no chance that I'd be impressed and ended up commenting... love your content!!!
Absolutely stunning! Thank you Skye!
Is this connected to the phenomenon in your perpetual motion machine where flow rate isnt effected by the power wheels but water height is? Or is this entirely seperate? The height of water seems quite janky, could you compress the water again after it goes through a wheel to improve flow rate and height infinitely?
I think that's different and specific to the water wheels
It's kinda hard to impress me in this case, as I already knew this. I made a rather ugly, yet effective staircase of 5 large water wheels, which essentially powered my entire village.
w00w :D very impressive!! I love when people take the time to explain how the dynamics work. :D Thank you for sharing the knowledge you learn with us :)
Knowing a little about how water reacts to being compressed in tubing/pipes you didn't really blow my mind but why on earth would I unsubscribe.
You did a very good job of showing and explaining how in Timberborn the engine/code defines Hydrodynamics which is awesome.
You've given me so many ideas for when I finally get around to playing the game and I can promise I'll name my perpetual power generation water wheel district the Skye Born and they will be located as high on the map as I can get them. I will not only use the compression of water you've shown here but I will attempt to add compression/step down channels to see if I can get it to ramp even higher. Maybe that will work maybe it won't as I'm sure there's a max designated in the code but then again maybe not...
This water and water wheel physics are on the older version of the game. Latest version of water and water wheel physics have changed. It would be great if you can do a comparison video.
I tried with 0.3.5 and it still holds true
Not gonna lie, i was impressed, especially by you creating the equivelant of a giant water cannon/j
I did read before in the discord that water flows fastest through a drop of less than 1 tile height. I believe its whats happening here, allowing the water to congregate into the channel below. It is indeed a fascinating effect though, and I found a while ago that blocking one tile of the exit of a water wheel system actually speeds up flow, making the system produce more power and resolves flooding issues. Weird physics I have to say. Liked and commented! (Obvious on the second part)
I would have thought that wasn't possible. Good job Skye!
Very cool. I'm predicting the water-wheel power plant's pumps are going to be worked on to get the same effect
I love seeing your enthusiasm for figuring this out and i don't want to be a buzz kill but you don't need that stair like setup at the beginning. Simply having a 2 tile deep trench with enough of a backlog like you mentioned is enough to get the exact same effect. It certainly looks nicer than a plain 2 tile deep trench, but its not needed.
I hope no beaver accidentally steps into that 😮
Noble prize for compressing water.
Is it just me or is this just how water supposed to behave in real world?
1) water is not compressible as it also not in T. You start with height of .3 and this 5 times you let it combine unrestricted and get a height of 1.5 not very impressive but normal as 0.3x5=1.5. You just transfer width to height. Just water mathematics, as in CS lane mathematics
2) when you restrict the flow it must build height.
3) the height does not just drop after the waterwheel, but has build up before it (without the wheel the height was 1.5) and than start to normalise after the wheel because it has no restrictions any more, that’s why it’s lower
4) the important thing though is that you can detect flow increases at the waterwheel, probably because of the wheel it increases flow and height. I think that is how normal (open) flowing water should behave to, I’m not sure, I’m not a water engineer.
5) so the wheel must be a restriction of some sorts, otherwise the water wouldn’t behave differently at the wheel.
Not very surprising though, should I unsub? Naah. It’s and a very very nice demo of the mechanics of T. And a good example of what a nice game it is 😊
NB: I tried lots and lots of whaterwheels once, and my flow completely stopt and build height (overflowed my canal). But discovered if you build in drops of height you counter this somewhat, didn’t have the time to figure it out then but it’s noteworthy I guess and good to research further.
What a fun mic drop moment for you! Love that for you!!
Amazing troubleshooting, great series
Gotta admit, I was a little sceptical at first, but you changed my mind. Also I cringed when you said " Stairs or Platforms will reduce flow rate " Im so glad you proved that once and for all!
Naaaaiceeee, awesome content!
Sure been trying this at my colony!
This is like putting your thumb over the end of a water hose. The water is going to flow at the same volume and by decreasing the area the only way to keep the volume is to increase the rate of flow.
You've done it again. How your brain works these things out astounds me every time.
Mind blown. Fantastic video.
makes perfect sense
great engineering for the great skye
I have been compressing water I knew it made it flow faster but didn't understand completely how so that was really nice info thanks I understand it a little better now👍👍😃
Please make a 10vms single-wie waterfall into the highborn reservoir. I bet it would look amazing.
WOW you never fail to come up with something interesting !!!AMAZED!!! :D
Wow the sky storm effect is genius I can’t wait to try it in game 👍
On the Beaverome map I cut off the big lake with the mine and channelled all the water into a three by two canal, and I got like 330hp at most water wheels.
🤔 Since you have just dropped the water level with the water wheel, does that mean you can then further compress 2 10cms streams into a 20cms after reducing the height? Also is the energy output on the water wheel dependent on both cms and height or just one of those variables?
well you made a promise and delivered, hope this still works i see im about a year late to this video lol
Irl water really doesn't want to compress, I didn't know this water can. You basically engineered a hydroelectric power plant.
It looks like he's not really compressing the total volume of the water; he is just increasing the speed of the stream so the same amount of flow can fit through a smaller opening.
@@davidjenkins9651 Well if you look at the gauges yes but I thought 10 blocks of water would produce water level of 10.
Out of curiosity: How bad of an idea would it be to strength of the water tile to 5 or higher (if that can be done)?
Nice! Has anyone checked if this works in the current version of the game though?
Never doubt Skye.. he will always find a way 😂💙👍🏻
Wow, and thanks. Lovely little bit of engineering there. :)
Wow. I'm enjoying your videos. Please keep building.
You never disappoint
Technically you can't actually "compress" water, but i understand your use of the term to refer to reducing the cross-section of the flow to increase the rate of flow.
You did not blow my mind, the timberborn devs blew my mind by allowing this to happen (i daresay its an intentional mechanic even), but I will like the video and stay subbed because :P
Love your enthusiasm there XD