![]() Okay ran outta brain power so to speak but best name I can think of for this faction are the Highbrows as these beavers are likely to be snobby, intellectual know-it-alls. While it can generate a lot of power from one zap, it is still rather crude and can misdirect lightning to its surrounding area potentially setting the both buildings and beavers ablaze. The rod can only be built on other solid budings, costs a lot of metal and is solely unlocked from the aforementioned museum. Power wise, since we got windmills and engines for the other two factions, these guys can create the late game lightning rod! (Hopefully the devs add rainstorms and more weather variation). Hard mode is hard enough, but we wont just survive, we will thrive, create unlimited power, then eventually cre. Maybe the further the cabins are from each other, the higher their satisfaction of awe and aesthetics. First Episode in a new series of Timberborn. So given that, the university can replace the temple and is the only place they can be social as well.Īs such for housing, they're solitary nerds who only formed a faction for survival reasons and so they prefer to build cabins for just 1-2 beavers. There would then be 12 usable channels, supporting 240 waterwheels.The school is a cool idea! Also I can see them having a museum that employs archeologist/historian beavers who get a ton of science from exploring ruins and potentially unlocking more human tech.Īlso perhaps they're atheist beavers so they can function well without spirituality while going full knowledge instead. We can increase the efficiency by lowering the redundancy, to a minimum of 2-deep reservoir. The contraption should theoretically provide 141,946 Hp in total, making a total efficiency of 327% Suppose we jam 20 waterwheels on each channel, there should be 160 water wheels: the first providing 900 HP, dropping by 1 HP every 6 waterwheels. With water level roughly 1.35 blocks high, flooding should not be an issue, meaning we can shove any desired number of waterwheels on each channel. ![]() Let's compute some numbers:Ģ1+21+20 Mechanical pumps consuming 43400 HP providing 10 CMS spread on 2-wide channels whilst elevating water by 6+5+5 = 16 layers, with 8 usable channel layers and 6-deep reservoir for redundancy. Also, does TBs water mechanics allow ac currents Ive been. 6:10pm Infinite power Has anyone figured out a ratio of mechanical pump vs water wheels to get infinite power Too lazy to do the work, so I am asking. Water wheels do not rob any momentum from the water, so as long as you have enough droppers to get one wheel moving, you have enough droppers to get infinite wheels moving (limited by the size of the map). Timberborn > Feedback & Suggestions > Topic Details. Though that might be simpler design to test out, I believe this layered design should be more efficient. I have seen math elsewhere than suggests 12 water droppers is sufficient to produce enough water to flow down a path 2 tiles wide. I see you are using waterpumps on the same level, in between channels. I timed a water mechanical water pump (iron teeth, I assume its the same for folktails) to roughly 22.5 seconds to pump 5 blocks, 4.5 seconds for a single water block. I decided to share it here in case anyone ran into the same problem. Efficiency is this 307%, not bad for the very first version As I was designing a water/power system I needed to find out how much the water pump actually pumps, input-wise. Updated gross power imput (waterpumps): 14000 HP. Timber Born Experimental Whats new and UNLIMITED Energy - YouTube. One pump is still needed to compensate for evaporation Version 1.0 pumps all 4.5 CMS of water from the reservoir directly, whereas a simple flowback channel makes all the water in the system an isolated cycle. ![]() REMINDER!!! FOR CONSTRUCTION WITH TERRAIN BLOCKS ONLY! The specific explanation can be found on the last post "Perpetual Motion Power Generator" and in the comment sectionĪ flow back channel means that only 1 pump at the bottom level is required to combat evaporation Ultimately I will design a version to completely remedy this issue. 4.5 CMS is still the absolute maximum a channel can hold, and a single channel level can only house 14 waterwheels. ![]() Gross power output (Waterwheels): 42969 HPįirst waterwheel output: 395 HP last waterwheel output: 372 HP 112 waterwheels in total The reservoir has since been expanded to 53*61*10 additional two channels with 14 large waterwheels each have been addedġ0+10+9 waterpump array to provide 4.5 CMS spread on 2-wide channels
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