Reminder: There's a layer visibility toggle in the top right. Just trim away upper layer below the roof on your city and you can see fine again. I actually totally forgot this existed. You can thank Biffa for that one.
@@EvilNecroid After update 6 it cuts through all the layers down to the level you need. And there is also the water toggle that straight up makes all water highly translucent/disappear.
I believe he did drainage for quite a while as well. maybe it is a terminology thing I have heard the term weir on the episode of Top Gear with the hover van. I think that’s a similar idea.
So question, if you have higher water on the downstream side of the sluice in a dam and a river running into it will it still allow water to flow? Or is pressure modeled so that it now backs up on the upstream side? That is, in this case if you switch one of the sluices around would it still let water flow out of the cube even though there's a large pressure on the other side of it?
Sluices are amazing for automation. I also like that you can set them up to fill up downstream first and then back fill your upstream reservoir. This means that the area that is typically closer to your beavers gets water first. It also takes away a lot of micromanagement.
@@Van3450 the top option reads water level on the out going side. if its lower than what you select the sluice opens. this is great at the bottom or a reservoir since it will top off the water in the next area during a drought. the middle and bottom read the amount of bad water in the water wanting to go through. the "close above" means if the contamination is higher than that amount it will shut. the "close below" will shut if there is not enough contamination. so use "close above" to feed into your water supply, and use "close below" to drain badwater during badtides.
I do kinda wish they added more options for them based on the height of both reservoirs. But they are probably the best addition in the longest time. They do however make a lot of dams pointless, due to how automated they are. Especially badwater have became extremely easy to manage.
@@mjm3091 I am struggling to understand what more they need to function. Apart from the three conditions all else is simply correct placement and orientation. As for the badwater, are you complaining because we have effective water and sewage treatment works today? Asking for that friend person 🙂
I love how he realizes the water will go in one side of the sleuce and not go out the other side... But he never once thought to rotate it to have the to the outside. Like he knows it goes in only one way and very obviously rotated it...
Brother Matt... under the working hours -/+ the infinity symbol is what level you are viewing. If you decrease that it will hide anything built over that level (height in blocks). To the left, you can turn on/off seeing the water.
You can use sluices to shunt bad tides off map by surrounding the source with them and levees set to close at 1% pollution and the shunt open at 1%. It'll close the flow off and redirect it to wherever you direct it.
you can also use the new water physics to cover the water source with overhangs and levees, with only a sluice that lets out uncontaminated water. it just kinda deletes the badwater and you dont need it to flow off the map at all
You can even go to 0%, but it takes longer before you start getting clean water again because it takes a long time for a mixed water source to get to 0%. From what I've seen, beavers and crops actually can do okay up to 5%.
A: That tail IS cursed. B: An underground wind tunnel might not be excessive but even necessary for survival. I mean ... how'd one get air in otherwise?
19:54 Look at the top right corner of your screen. See the row of tools below the working hours? If you press the down arrow, you can see inside your underwater city.
real life beaver dams are not underwater bases. only the entrance is under water, the "living space" is above the water level. unlike our Timberborners, real life beavers can not build 100% waterproof structures
The cursed beaver RCE tails will haunt my nightmares 😂 Shocked how well this all worked out, aside from the sluice mixup on the power! Who'd have thunk we'd see an official patch Beavatlantis build next up, seeing if someone manages to make a build like this happen in survival mode
K so idea for both the trench and the water wheel thing....just flip the sluice Like,theyre one way right? Make one as an input,always open, and the other as an output,outputting water from the inner canal to the outside And set the output at a reasonable water height (0.4 for example,so theres less chance of flooding) You can pump it,it flowls,it just... *IT JUST WORKS*
@@solahifuefos9301 yeah,that's if we obey the laws of physics And,as u said, the pressure in that Lil stream isn't gonna be able to push through the literal TONS of water above it.....buuuuuuuuut it's Timberborners :D Where watter pressure isn't a thing :D So.... so *in theory* it works but idk if it works *in practice*
Engineer's arid heart looks at a lovely river with a little bridge and unironically says "Let's cover this ditch", then after five minutes shoves half a residential building into a cliff face, not sparing a single tought for all those windows facing bare rock
I've been playing around with something like that. My beavers haven't finished it yet, but the idea is that I'm going to make a art sculpture in the sky for them to live on while the robots do all the work below. I figure I need all the amenities on the sculpture, plus housing, and warehouses for each finished food item and a tank for the water, plus a power connection. I'm going full Eloi and Morlock with the beavers and bots. (I haven't started construction, but the first art structure I've mapped out is a giant bird/plane flying over the world. I've mapped out the construction but I keep thinking of more features... like a water column so they can have a fountain. It only touches the ground where the stairs platform comes up.)
*Adding dynamic transparency to levels* - could the Devs add a variable to the parent class of all the blocks which would be updated as the blocks are placed, containing the current height level in which they are placed, and then add an UI to change the alpha on the textures of all blocks above the selected level so they become semi-transparent (or fully transparent)? Builds now will be more tridimensional than ever, and what you are doing here will be very recurring, a feature like that would be absolutely awesome!!!
This already exists. See the layer panel just below where you set the working hours for the colony. The up/down arrows show/hide each layer. It's also useful when creating mega dams to make sure you know where to place the top of the dam across large areas of the map. I'm not sure RCE knows it exists though.
the tool to see the inside better would be the 3rd thing down in the upper right. it allows you to see through levels down below. since you are also under water may want to also make the water transparent.
When looking at the custom tails, is anyone else seeing Balooney from Phineas and Ferb wearing a hard hat? Does this mean RCE is secretly Doofenshmirtz and has defeated Perry the platypus? Did he retire from trying to take over the tri-state area? Will we ever know?!?!?!
Considering how well he designed his Sluice-inator, yeah, he is definitely is a Doof alright. It would also explain why there are so many "Incidents" where the population of semi-aquatic mammals goes down.
they are slowly replacing the "wading hand thing like a wizard" to more realistic versions of it in update 5 trees are cut down with teeth and in update 6 i saw theplanting animation was digging
make a sealed water exit tunnel to the edge of the map and put a 0.5m gate at the entry you should be able to keep water running around the pipe at the safe level both for pumping and power.
This is what I was going to say, need an exit for the water to go off the map. Or a big reservoir that you fill, pump into storage, then destroy the storage and use the cleanup tool to make the water go away.
@@MartysRandomStuff I did test this myselft a few moments ago, and yeah it works perfectly, the only thing it is needed here is to build a pipe sealed at ground level that goes off the map, and on the input a sluce gate that auto closes at 0.5m. and thats it really, you can have an internal river underwater, petty much needed to keep the ground green to farm.
I do find this amusing, because ACTUAL beavers do build their little lodges to protect themselves, and an "underwater" (albeit not completely sealed, likely they would come up from the bottom as the water levels rise and fall) lodge actually makes a lot of sense. Game-wise, yeah it probably isn't something that would work in practice since the game doesn't model water pressure (and if it did, it would probably crush the walls and the ceiling.) it only models a flow-rate from source to exit on map AFAIK. This is a very fun game once you get past some of the teething (LOL) problems at the beginning with making sure the beavers survive the initial flood.
1:35 I thought that was pretty obvious in this update. I do think this is the most important when it comes to trees, farms and all the grounded and open buildings. Like all the mines and storage system. You can fully utilise maps vertically this way, using all the farming space to the fullest, having all the buildings on top of that limited space. It also allows you to have all the usual open terraces hidden under other buildings giving you maxed bonuses and allowing you to still have roofs on top. Like the only thing we are missing is putting dirt on platforms, which would pretty much allow for us to fully edit maps within the game (which wouldn't be necessarily that good tbh). And something more important - a way to transport energy through walls, without risking water going through (technically can be done with buildings, as now all buildings work unless their entrance is flooded, but would be nice to have a dedicated block for it). 20:35 Bruv, you know there is literally a level tool, that lets you see just up to specific height - right top corner of your screen.
Potential power solution: do it as the folktails or whatever their name is, build a giant sort of chimney out of the water for some power shafts and wind turbines/gravity batteries... maybe?
@@DanielLamando I would expect they would. They're not going to add a bunch of code to check if they're underwater just so they can ruin this one base design.
@@edopronk1303 Bad choice of words I think, if they get flooded they wont work, but this is essentially underground/water in the Dome sense. Like a Mars Dome with air and water inside. The Pumps will work
The sluices measure waterdepth on the output tile. So what you could do, is put another sluice on the discharge side, adjust it low enough, not to flood your town. And then the input sluice should keep the channel at proper level, as in not too high to flood over the side, but enough for the waterwheels to keep working. Just don't know how much flow you are going to get with just two water pumps and some evaporation. And I think the sluices have some delay with them, that is why they didn't seem to work at first. And that is why you should not use them to fill anything all the way to top. But they are very cool. I basically switched to experimental because of them. They just give so many options to water management.
For the power, you basically need to get 2 megadams, one taller, which will be the ingress point for the water channel, the other lower, which will determine the water height of Lake Beavatlantis, the water channel goes across the lake and drains behind the second dam, whereas the first dam feeds both Lake Beavatlantis and the channel. Also, to prevent badtide contamination, probably need to have a rerouting dam near the water source, where, if the water does get contaminated, a ground level length of sluices allows the bad water to be channelled off the map, but clean water gets blocked and then dropped into your normal ecosystem. Hope this was understandable.
I know it’s a game about beavers but I’d like to see an otter faction. Not sure about everyone else but imagine if they built their buildings in water and during the drought they start to deteriorate if they don’t get water. Just an idea but it would be a close second to beaverlantis.
For your power aqueduct, set up a second sluicegate that will let the water fall to the channel below. You can then set the height to >1.0 and the sluice will only fill water to that level even though it's high in the air. You will unfortunately still have little to no current with this set up but you won't drowning your beavers
You need to try the power tunnel again w a sluce on either side facing the same direction. They are 1 way. Now idk if they’ll no longer allow flow once the exterior water level has gone up but it’s worth investigating.
AQUADUCT SLUICE! That one measures the water level far below. So if you built it at the end of your waterweel track, it would measure the water level at the pump level. Or you keep the waterweel track completely separate of the city, with the use of some power levys (mods!), and use a tunnel aquaduct to get the water out through the mega dam.
Please make a series similar to the drowned map with underwater sections like one cube for housing , farming , power . and interconnect the entire thing with underwater tunnels . it be pretty interesting to watch. pls make it
Instead of letting in water from the outside for power, you should have a closed circuit water source, where it goes through a series of waterwheels and then a pump. From what I can find, the waterwheels generate enough power to run the pump. You'll only need a system to let in a little water occasionally to replace it as it evaporates.
I feel like you should've gotten deep enough into the tech tree to unlock robo-beavers and set up shame wheels for those beavers strictly for power. It would've required a bit more room horizontally, but that didn't seem like much of an issue compared to trying to keep the verticality low.
Putting sluices in one direction, would be a option. But I do not think the water can go out, because of the water on the outside. Maybe make the pipe from the colony towards the dam and make a hole in the dam, where the water from the pipe can be discharged and generates power :)
if you had the output of the power generation pipe going outside the terradam it would work and would be epic. This has given me so many ideas for my beaver engineers to create
You had a number of goofs in this (though the added humor is part of why I watch). I am actually taking and building a completely underwater city with crops and power at the bottom of Niagara Falls in experimental . Maybe I will share it when done.
Under the timer controls is a layer filter, so you can only view layers lower than the roof to see inside! Also, where's the rooftop relaxing area? where will the beavles play?
Matt being an architect the video game. Using sluices wrong and then makes a pipe into his base and not shooting it out of the dam he built to flood the world is 100% an Architect MATT thing to do.
close the water intake on the bottom ditch and open the one for the power you have both open so your getting twice the water you can handle so switch them and it will work
4:09 I am assuming the water physics SHOULD allow for a small amount to flow under and over the city so that you can harvest the water without it flooding your city
I'm thinking you should do this in 2 phases.The first phase you wanna set up your town and the structures and in the second phase.You're gonna want to start flooding the map
If you want power maybe transmit it from outside while using a hots or other building as part of the wall. They can transmit power if I receive correctly
Not sure if you realise this as still the middle of the video but the sluice gates have arrows showing direction of flow in it... if both gates point inwards then the water can't get out and flooding happens
Damn you Matt. The sluices even show an arrow on top, when building, that indicate the flow of water through them. I swear, everyday that passes you become more of an architect and less of an engineer. Pull yourself together man
You could had the water drop off an enclosed single square tank to the bottom with another sluce at the bottom to let the water out to keep the level constant
I had this thought last time you were playing with the new water physics and now seems like as good a time as any to bring it up... You didn't test if water evaporates slower when it's covered.
You can use LAYERS to view what is inside of deep structures, is lactated below "16h" works hours, use the up and down arrow, the number is the level of leyer, infinite is default to maximum. You use the SLUICE wrong. It had a blue arrow, or triangle, indicate the flow of water. Is one direction only, not bidirectional. You put it backward, that's the reason of the flooding.
Reminder: There's a layer visibility toggle in the top right. Just trim away upper layer below the roof on your city and you can see fine again. I actually totally forgot this existed. You can thank Biffa for that one.
I came here to say that! Comment and like in the vain hope he learns how to play. 😂
He only has like 500 hours in that game. You can't expect him to have figured out the controls by now.
can u see through the water with it?
@@EvilNecroid After update 6 it cuts through all the layers down to the level you need. And there is also the water toggle that straight up makes all water highly translucent/disappear.
yes@@EvilNecroid
Wait a second, you are an engineer but don't know how to use a sluice?
I smell architecture afoot!
Might be a regional dialect/term thing.
I believe he did drainage for quite a while as well. maybe it is a terminology thing I have heard the term weir on the episode of Top Gear with the hover van. I think that’s a similar idea.
To be fair sluices don't work the same way as they do in real life.
The sluices are one direction and you made them both face in so no water could get out.
Maybe, I'm not a rocket surgeon.
@@wjadam815 nailed it. They were both facing inward.
I'm not a dam scientist...
So question, if you have higher water on the downstream side of the sluice in a dam and a river running into it will it still allow water to flow? Or is pressure modeled so that it now backs up on the upstream side? That is, in this case if you switch one of the sluices around would it still let water flow out of the cube even though there's a large pressure on the other side of it?
RCE clearly knows what he’s doing, as an engineer. He knows it just looks better that way.
Sluices are amazing for automation. I also like that you can set them up to fill up downstream first and then back fill your upstream reservoir. This means that the area that is typically closer to your beavers gets water first.
It also takes away a lot of micromanagement.
And the ability to sense bad water and auto shut or open making dealing with bad tides so much easier.
How do you use them? I can't quite understand the contamination sliders
@@Van3450 the top option reads water level on the out going side. if its lower than what you select the sluice opens. this is great at the bottom or a reservoir since it will top off the water in the next area during a drought.
the middle and bottom read the amount of bad water in the water wanting to go through. the "close above" means if the contamination is higher than that amount it will shut. the "close below" will shut if there is not enough contamination.
so use "close above" to feed into your water supply, and use "close below" to drain badwater during badtides.
I do kinda wish they added more options for them based on the height of both reservoirs. But they are probably the best addition in the longest time. They do however make a lot of dams pointless, due to how automated they are. Especially badwater have became extremely easy to manage.
@@mjm3091 I am struggling to understand what more they need to function. Apart from the three conditions all else is simply correct placement and orientation. As for the badwater, are you complaining because we have effective water and sewage treatment works today?
Asking for that friend person 🙂
I love how he realizes the water will go in one side of the sleuce and not go out the other side... But he never once thought to rotate it to have the to the outside. Like he knows it goes in only one way and very obviously rotated it...
Brother Matt... under the working hours -/+ the infinity symbol is what level you are viewing. If you decrease that it will hide anything built over that level (height in blocks). To the left, you can turn on/off seeing the water.
Here to say that! Also pretty sure the game mechanics would have allowed windmills under water (yes I know they were the wrong faction)
Yes, you can also use ALT + scroll wheel
You can use sluices to shunt bad tides off map by surrounding the source with them and levees set to close at 1% pollution and the shunt open at 1%. It'll close the flow off and redirect it to wherever you direct it.
you can also use the new water physics to cover the water source with overhangs and levees, with only a sluice that lets out uncontaminated water. it just kinda deletes the badwater and you dont need it to flow off the map at all
You can even go to 0%, but it takes longer before you start getting clean water again because it takes a long time for a mixed water source to get to 0%. From what I've seen, beavers and crops actually can do okay up to 5%.
@@solahifuefos9301 nice, good to know!
A: That tail IS cursed. B: An underground wind tunnel might not be excessive but even necessary for survival. I mean ... how'd one get air in otherwise?
Funnily enough nobody was assigned to collect berries, that why the breeding pods didn’t do anything
19:54 Look at the top right corner of your screen.
See the row of tools below the working hours?
If you press the down arrow, you can see inside your underwater city.
i like how he unintentionally did what beavers do in real life
build a underwater base
real life beaver dams are not underwater bases. only the entrance is under water, the "living space" is above the water level. unlike our Timberborners, real life beavers can not build 100% waterproof structures
@@johnb0815 I know and I knew some guy just had to ruin it
@@tavish4699 oi, please dont drag me into this...
You could just make an output pipe leading through the wall of the dam, water would constantly flow through and keep the power on.
The cursed beaver RCE tails will haunt my nightmares 😂
Shocked how well this all worked out, aside from the sluice mixup on the power! Who'd have thunk we'd see an official patch Beavatlantis build next up, seeing if someone manages to make a build like this happen in survival mode
I have two small under water stations, one for a badwater rig and one for a mine.
Well, I just started a new run right after finishing my last one. I am doing hard mode Beaverome in experimental on Tuesdays
Welp, time to make this legitimately
K so idea for both the trench and the water wheel thing....just flip the sluice
Like,theyre one way right?
Make one as an input,always open, and the other as an output,outputting water from the inner canal to the outside
And set the output at a reasonable water height (0.4 for example,so theres less chance of flooding)
You can pump it,it flowls,it just... *IT JUST WORKS*
theyre one way but do obey pressure physics, so a 1 high sluice cant pump out to the outside if the water level is higher than the input side
@@solahifuefos9301 yeah,that's if we obey the laws of physics
And,as u said, the pressure in that Lil stream isn't gonna be able to push through the literal TONS of water above it.....buuuuuuuuut it's Timberborners :D
Where watter pressure isn't a thing :D
So.... so *in theory* it works but idk if it works *in practice*
Aww, look at those beavers sleeping.. floating on water, face down. That's adorable.
Engineer's arid heart looks at a lovely river with a little bridge and unironically says "Let's cover this ditch", then after five minutes shoves half a residential building into a cliff face, not sparing a single tought for all those windows facing bare rock
This is hilarious 😂
You should make a completely vertical city thats only like 10x10, and make it super tall making use of the overhangs!
I've been playing around with something like that. My beavers haven't finished it yet, but the idea is that I'm going to make a art sculpture in the sky for them to live on while the robots do all the work below. I figure I need all the amenities on the sculpture, plus housing, and warehouses for each finished food item and a tank for the water, plus a power connection. I'm going full Eloi and Morlock with the beavers and bots. (I haven't started construction, but the first art structure I've mapped out is a giant bird/plane flying over the world. I've mapped out the construction but I keep thinking of more features... like a water column so they can have a fountain. It only touches the ground where the stairs platform comes up.)
For a former drainage engineer, RCE seems to have no clue about how water flows...
Are you saying that a real civil engineer should know that putting two one way valves facing each other stops the water flowing through the pipe? 😂
@@skrymerU And that if he wants water to flow to turn those water wheels, he needs to run a 'pipe' all the way to dam so I flow out somewhere.
And maybe... just maybe... he should know that water will flow to the lowest point until it levels out everywhere
He seemed to be more interested in Architecture than Engineering...
Would be awesome to see an actual season centered around having to build something (not necessarily everything) under water!
The 7 craters is a good map for that. The mines and badwater sources are very deep under water. I put one mine and a badwater rig in such an ancasing.
@@edopronk1303 ooh that one would be perfect! Lots of engineering possibilities there
Beeu beeu beeu beeu welcome back to ti- oh. we're not doin that today.
That map looks like a really scenic map to play on, please do a proper timberborn series on it sometime in the future.
*Adding dynamic transparency to levels* - could the Devs add a variable to the parent class of all the blocks which would be updated as the blocks are placed, containing the current height level in which they are placed, and then add an UI to change the alpha on the textures of all blocks above the selected level so they become semi-transparent (or fully transparent)?
Builds now will be more tridimensional than ever, and what you are doing here will be very recurring, a feature like that would be absolutely awesome!!!
This already exists. See the layer panel just below where you set the working hours for the colony. The up/down arrows show/hide each layer. It's also useful when creating mega dams to make sure you know where to place the top of the dam across large areas of the map. I'm not sure RCE knows it exists though.
the tool to see the inside better would be the 3rd thing down in the upper right. it allows you to see through levels down below. since you are also under water may want to also make the water transparent.
The RCE tail stamp is something else.
When looking at the custom tails, is anyone else seeing Balooney from Phineas and Ferb wearing a hard hat? Does this mean RCE is secretly Doofenshmirtz and has defeated Perry the platypus? Did he retire from trying to take over the tri-state area? Will we ever know?!?!?!
Considering how well he designed his Sluice-inator, yeah, he is definitely is a Doof alright. It would also explain why there are so many "Incidents" where the population of semi-aquatic mammals goes down.
Yes
*Welcome back to Timber Beavers! Where some of us are beavers, and the rest of us are bea-vers too!!!!*
they are slowly replacing the "wading hand thing like a wizard" to more realistic versions of it
in update 5 trees are cut down with teeth
and in update 6 i saw theplanting animation was digging
Sluch is unidirectional so it's basically a diode. This game is Turing complete!
Or a LAN Switch with no loop. He made the loop with the sluices and got the same flooding effect 😀
make a sealed water exit tunnel to the edge of the map and put a 0.5m gate at the entry you should be able to keep water running around the pipe at the safe level both for pumping and power.
This is what I was going to say, need an exit for the water to go off the map. Or a big reservoir that you fill, pump into storage, then destroy the storage and use the cleanup tool to make the water go away.
@@MartysRandomStuff I did test this myselft a few moments ago, and yeah it works perfectly, the only thing it is needed here is to build a pipe sealed at ground level that goes off the map, and on the input a sluce gate that auto closes at 0.5m. and thats it really, you can have an internal river underwater, petty much needed to keep the ground green to farm.
I do find this amusing, because ACTUAL beavers do build their little lodges to protect themselves, and an "underwater" (albeit not completely sealed, likely they would come up from the bottom as the water levels rise and fall) lodge actually makes a lot of sense. Game-wise, yeah it probably isn't something that would work in practice since the game doesn't model water pressure (and if it did, it would probably crush the walls and the ceiling.) it only models a flow-rate from source to exit on map AFAIK.
This is a very fun game once you get past some of the teething (LOL) problems at the beginning with making sure the beavers survive the initial flood.
If memory serves, Developer mode is actived by pressing SHIFT+ALT+Z
I don't think your idea of Atlantis fully matches up with my idea of Atlantis...
Does yours have a vertical wind tunnel?
1:35 I thought that was pretty obvious in this update. I do think this is the most important when it comes to trees, farms and all the grounded and open buildings. Like all the mines and storage system. You can fully utilise maps vertically this way, using all the farming space to the fullest, having all the buildings on top of that limited space.
It also allows you to have all the usual open terraces hidden under other buildings giving you maxed bonuses and allowing you to still have roofs on top.
Like the only thing we are missing is putting dirt on platforms, which would pretty much allow for us to fully edit maps within the game (which wouldn't be necessarily that good tbh). And something more important - a way to transport energy through walls, without risking water going through (technically can be done with buildings, as now all buildings work unless their entrance is flooded, but would be nice to have a dedicated block for it).
20:35 Bruv, you know there is literally a level tool, that lets you see just up to specific height - right top corner of your screen.
🎶under pressure, my sluice and me🎶
🎶buildin' a dam, to hold back the sea🎶
Potential power solution: do it as the folktails or whatever their name is, build a giant sort of chimney out of the water for some power shafts and wind turbines/gravity batteries... maybe?
Tbh the wind turbines probably work underwater? I haven't tried experimental yet, but I understand the crops grow fine underwater lol
@@DanielLamando I would expect they would. They're not going to add a bunch of code to check if they're underwater just so they can ruin this one base design.
@@DanielLamandolast year they didn't work under water.
Windmills do work when completely encased, as long as water isn't touching the blades.
@@edopronk1303 Bad choice of words I think, if they get flooded they wont work, but this is essentially underground/water in the Dome sense. Like a Mars Dome with air and water inside. The Pumps will work
The sluices measure waterdepth on the output tile. So what you could do, is put another sluice on the discharge side, adjust it low enough, not to flood your town. And then the input sluice should keep the channel at proper level, as in not too high to flood over the side, but enough for the waterwheels to keep working. Just don't know how much flow you are going to get with just two water pumps and some evaporation. And I think the sluices have some delay with them, that is why they didn't seem to work at first. And that is why you should not use them to fill anything all the way to top.
But they are very cool. I basically switched to experimental because of them. They just give so many options to water management.
The RCE tails were top tier content 👌
For the power, you basically need to get 2 megadams, one taller, which will be the ingress point for the water channel, the other lower, which will determine the water height of Lake Beavatlantis, the water channel goes across the lake and drains behind the second dam, whereas the first dam feeds both Lake Beavatlantis and the channel. Also, to prevent badtide contamination, probably need to have a rerouting dam near the water source, where, if the water does get contaminated, a ground level length of sluices allows the bad water to be channelled off the map, but clean water gets blocked and then dropped into your normal ecosystem.
Hope this was understandable.
I know it’s a game about beavers but I’d like to see an otter faction. Not sure about everyone else but imagine if they built their buildings in water and during the drought they start to deteriorate if they don’t get water. Just an idea but it would be a close second to beaverlantis.
the RCE tail looks like Balloony from Phineas and Ferb lmao
I think Doofenshmirtz would be able to design the city better though.
And so Beavatlantis was a huge success, until someone pointed out: wait where's our breathing hole?
That's why you have the plants! Of course, then you have to ask where the light is...
@@hanzzel6086 And the giant wind tunnel clearly is bringing in outside air.
For your power aqueduct, set up a second sluicegate that will let the water fall to the channel below. You can then set the height to >1.0 and the sluice will only fill water to that level even though it's high in the air.
You will unfortunately still have little to no current with this set up but you won't drowning your beavers
You need to try the power tunnel again w a sluce on either side facing the same direction. They are 1 way. Now idk if they’ll no longer allow flow once the exterior water level has gone up but it’s worth investigating.
AQUADUCT SLUICE! That one measures the water level far below.
So if you built it at the end of your waterweel track, it would measure the water level at the pump level.
Or you keep the waterweel track completely separate of the city, with the use of some power levys (mods!), and use a tunnel aquaduct to get the water out through the mega dam.
Please make a series similar to the drowned map with underwater sections like one cube for housing , farming , power . and interconnect the entire thing with underwater tunnels . it be pretty interesting to watch. pls make it
Instead of letting in water from the outside for power, you should have a closed circuit water source, where it goes through a series of waterwheels and then a pump. From what I can find, the waterwheels generate enough power to run the pump. You'll only need a system to let in a little water occasionally to replace it as it evaporates.
Definitely going to do this now. Would be a great challenge. Build city and cover it before map completely floods
I love the vertical shaft being broken up. Now you can power buildings from underneath making a hidden power system for charging bots so much easier.
I feel like you should've gotten deep enough into the tech tree to unlock robo-beavers and set up shame wheels for those beavers strictly for power. It would've required a bit more room horizontally, but that didn't seem like much of an issue compared to trying to keep the verticality low.
Putting sluices in one direction, would be a option. But I do not think the water can go out, because of the water on the outside.
Maybe make the pipe from the colony towards the dam and make a hole in the dam, where the water from the pipe can be discharged and generates power :)
love the editing with the damn!😂😂😂
The devs need to add domes and airlocks
There's a tunnel mod, that functions as an airlock.
if you had the output of the power generation pipe going outside the terradam it would work and would be epic. This has given me so many ideas for my beaver engineers to create
Matt when you hold down ctrl+alt for insta build it automaticly unlocks it as well.
You had a number of goofs in this (though the added humor is part of why I watch). I am actually taking and building a completely underwater city with crops and power at the bottom of Niagara Falls in experimental . Maybe I will share it when done.
Under the timer controls is a layer filter, so you can only view layers lower than the roof to see inside! Also, where's the rooftop relaxing area? where will the beavles play?
Matt being an architect the video game. Using sluices wrong and then makes a pipe into his base and not shooting it out of the dam he built to flood the world is 100% an Architect MATT thing to do.
There is a map in the workshop where you start under water.
Matt, you are absolutely bonkers
finally he did it
Very cool!
You should do a whole season with this concept
The sluice gates are unidirectional. They have a blue area on one side that indicates the direction the water flows out.
close the water intake on the bottom ditch and open the one for the power you have both open so your getting twice the water you can handle so switch them and it will work
Just turn around one of the sluices in the pipe. You can also press the layer down button to see the city better
The log pumpers and water level sure seemed to be built in a strong configuration
You could extend the power-pipe to behind the major damn, so that there is pressure on it
4:09 I am assuming the water physics SHOULD allow for a small amount to flow under and over the city so that you can harvest the water without it flooding your city
I'm thinking you should do this in 2 phases.The first phase you wanna set up your town and the structures and in the second phase.You're gonna want to start flooding the map
If you want power maybe transmit it from outside while using a hots or other building as part of the wall.
They can transmit power if I receive correctly
Not Beave-lantis?
RCE Temporary Tramp Stamps now in the merch store! 11:36
sluice -> water wheels -> drop pipe (closed) -> sluice -> water log
Day 4 of asking Matt to play Minecraft with engineering mods like Create and Immersive engineering
The overhangs are also part of a mod
And you could use wind power
Under the working hours clock there is up and down buttons so tou can look under or inside structures by making the top levels invisible.
And while Matt tries to figure out how to stop the flooding, his colony's wellbeing continues to increase... 24... 25... 26 🤣
Wondering if you can make a multi layered farm, like a skyscraper for food
Omg Matt, they have natural bridges in timberborn now you gotta do a review
Ypu should make a actual beaver dam style city so that way there is power and it's "realistic" and ver engineery.
Not sure if you realise this as still the middle of the video but the sluice gates have arrows showing direction of flow in it... if both gates point inwards then the water can't get out and flooding happens
The moment the floors and overhangs came out I had these exact thoughts….. I’m so ready for this! Dazzle me sir!
Hi RCE!
You could have made a tunnel that carried the water from the city to the outside of the mega dam to make the water wheels function.
Matt: Your Bevlantis is great, but can the devs make a glass roof to see inside?
Makeing the exit to the pipe lower then the entrance might allow it to flow and make power
The hermitcraft reference! I love your vids
Damn you Matt. The sluices even show an arrow on top, when building, that indicate the flow of water through them. I swear, everyday that passes you become more of an architect and less of an engineer. Pull yourself together man
You could had the water drop off an enclosed single square tank to the bottom with another sluce at the bottom to let the water out to keep the level constant
cool and you probably could have gotten power working if you did more fanangiling
I hope the third part will be called "Return of the Beavels".
the uploads go crazy i love this
I had this thought last time you were playing with the new water physics and now seems like as good a time as any to bring it up...
You didn't test if water evaporates slower when it's covered.
It does not.
Besides the sluice direction. Why not put the in sluice higher to get some flow?
You can use LAYERS to view what is inside of deep structures, is lactated below "16h" works hours, use the up and down arrow, the number is the level of leyer, infinite is default to maximum.
You use the SLUICE wrong. It had a blue arrow, or triangle, indicate the flow of water. Is one direction only, not bidirectional.
You put it backward, that's the reason of the flooding.
Are any of the powered buildings water tight? Maybe have a building on the outside edge and transfer power that way?
I'm surprise you never us the layer view tool next to the water view on/off.
Hi from Texas RCE, 23 minutes after!
Why not flip one of the sluices on the power aqueduct?
"This is actually gonna work"
Famous last words