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In this Timberborn tutorial, we break down how water physics work in Update 1.0, using a viewer suggestion to explain how different water sources and control structures interact in real gameplay scenarios. The video covers standard water sources, bad tide sources, aquifers, natural dams, seeps, and bad water seep variants, showing how strength, height, and flow limits affect water behaviour across the map. We compare levies, dams, sluices, floodgates, and natural blockages, demonstrating how each structure retains or releases water during normal cycles, droughts, and bad tides. The video also explains how aquifers differ from traditional sources, why their output is limited, and how seeps behave differently based on placement and elevation. Later in the video, we look at bad tide mechanics, including bad tide water sources that only activate during contamination events, and how these can dramatically increase map difficulty if not properly diverted. We also briefly cover newly added map resources and containers, such as pre-filled dirt, berries, and bad water, and how custom map creators can use them to shape challenge and progression. This video is designed as a clear, practical explanation of Timberborn’s water systems, useful for both new players and experienced builders adapting to Update 1.0 mechanics.