http://dwarffortresswiki.org/api.php?action=feedcontributions&user=75.62.155.145&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T14:24:11ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Albedo&diff=63271Dwarf Fortress Wiki:Request for Adminship/Albedo2010-02-19T05:43:55Z<p>75.62.155.145: /* Votes */ format</p>
<hr />
<div>==Administrator Candidacy Questionnaire==<br />
===Why would I be a good Administrator?===<br />
I just added my name to the list for '''Asst. Admin''' for this site. As a site User, I've tried to support the Admin as best I can, editing with comments, posting links to the Guidelines on over-enthusiastic newbie's pages, stuff like that. I'm active on site most days/week. And if you could see the look on my face, you'd know I'm not over-eager for this, which is a good thing. It's always dangerous to hire people who volunteer, but I have the time and energy, so... why not?<br />
<br />
If you care about "What has Albedo done?", here are some things I'd not blush about if someone were to mention them:<br />
<br />
* Instituted a use for [[current events]] page, where you just read about my application.<br />
<br />
* Complete edit of more articles than I can remember - not "rewrite" (altho' that too), but just re-organizing and formatting what was there and tying it together.<br />
<br />
* Re-organized all the randomly titled design pages into formal "X design" article format.<br />
<br />
* Added the [[Welcome]] template to more newcomers than I can remember.<br />
<br />
* Added more redirects and disambigs than I care to remember (including [[welcome]], among others).<br />
<br />
* Just added all this info to my User page moments before Briess instituted this form. :P<br />
<br />
Meh - In short, I'm active enough and have a decent sense of writing and organization, both for a single article and for a collection of them.<br />
<br />
Vote me. Yay. --[[User:Albedo|Albedo]] 10:25, 18 February 2010 (UTC)<br />
<br />
====Supporting Evidence====<br />
[[Special:Contributions/Albedo]]<br />
& more recently: [[Special:Contributions/75.62.155.145]]<br />
<br />
:Link to any articles you are particularly proud of.<br />
<br />
* Conceived of [[vein|veins and clusters]] page, combining many random pages into that one article. My first solo article.<br />
* Re-organized and partially re-wrote the various and scattered "defense" pages ([[Defense guide]], [[Defense design]], [[Military design]], [[Trap design]], and related others) into their current format. See [[Talk:Fortress_defense#Merging_in_other_articles_and_defining_what_this_page_should_be|Talk: Fortress Defense]]for an idea of what it was before. This was a [[demon|bitch]], as it was a complete [[Losing|cluster]] before. Established editing policies in an attempt to never go there again. (Open any of those pages to edit and read <-Notes to editors->), and/or see relevant [[Talk:Defense design|discussion pages]]).<br />
<br />
* Consulting on the Talk pages, conceived and/or wrote or re-wrote the current [[armor]], [[armor piece]], [[weapon]], [[dwarven weapon]] and [[other weapon]] page collection, thus ''removing every single redundant article on every individual weapon and piece of armor in existence.'' Sheesh, as if.<br />
<br />
* Edited, formatted and organized the [[Color schemes]] page so the colors and differences could actually be seen at a glance, and the process understood (even by a newb!).<br />
<br />
* Saw the need, created this tag and implemented its use:<br />
{{Mod}}<br />
<br />
==Public Q&A==<br />
*'''Q''': Example question from a user goes here. Make sure to sign it with --<nowiki>~~~~</nowiki>!<br />
*'''A''': Administrator candidate's answer goes here.<br />
<br />
==Public Discussion==<br />
:Discuss things here, yay<br />
<br />
Shaun White kicked. Seriously. --[[User:Albedo|Albedo]] 10:50, 18 February 2010 (UTC)<br />
<br />
==Votes==<br />
===Support===<br />
# '''Strong Support''' --[[User:Kwieland|Kwieland]] 18:44, 18 February 2010 (UTC), great df player, lots of experience, good editing skills, practices the '''be bold''' meme.<br />
<br />
===Oppose===<br />
# '''OPPOSE''': Blah blah blah, here's why, signature<br />
<br />
===Neutral===<br />
# '''NEUTRAL'''| blah blah blah here's why signature</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Microcline&diff=6322740d:Microcline2010-02-18T09:26:43Z<p>75.62.155.145: comedy is fine, but start with a simple statement of the facts.</p>
<hr />
<div>Some players might assume that '''microcline''' is "just another [[stone|rock]]". End of statement. And they might well be right.<br />
<br />
<br />
{{D for Dwarf}}<br />
However, those learned in the obscure ways of the mysterious and arcane claim that it is in fact the best mineral in the game, but in disguise. Even [[adamantine]] quakes at the existence of this material, as it is the highest value and most diverse material in the game.<br />
<br />
Or at least, it's meant to be. Due to a bug in Toady's coding, Microcline actually doesn't have its special pop up window necessary for its status (much like that of adamantine) and the game also does not switch to "Royal" mode, where the game swaps from ASCII into the real graphics, groundbreaking 3D environments, with hi-definition models and excellently simulated physics. Microcline is also, due to a misplaced 0 (or a googol of them) not the highest value, although it should be. Toady has received many angry complaints about this mistreatment of the wonderful Microcline, which is still noted at every point the player discovers a vein of it. Many new players assume Microcline to simply be a common [[stone]] type, with no special qualities. Little is it known that originally Microcline was intended to be adamantine, as well as the jail of the '''[[Hidden Fun Stuff|HAPPY FUN STUFF]]'''!<br />
<br />
[[category:stone]]<br />
[[Category:Sedimentary Stone Layers]]<br />
[[Category:Igneous Extrusive Stone Layers]]<br />
[[Category:Igneous Intrusive Stone Layers]]<br />
[[Category:Metamorphic Stone Layers]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Dwarven_weapon&diff=6322640d:Dwarven weapon2010-02-18T09:19:02Z<p>75.62.155.145: Undo revision 63215 by 156.34.223.188 (Talk) Obsidian short swords never use "woodcrafter" skill</p>
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<div>There are only 7 [[weapon]]s that dwarves can manufacture in [[Fortress mode]]. Although they can wield others (gained from dead [[invader]]s or [[trade]]), these seven are considered the "'''basic dwarven weapons'''", as opposed to [[other weapon]]s. <br />
<br />
:''In [[Adventure mode]], this distinction is nearly meaningless, as adventurers (dwarven or otherwise) don't need to manufacture their own weapons, and are not nearly as limited in what they can wield as in Fortress mode. (See [[weapon]] for a full discussion of the mechanics behind all weapons.)''<br />
<br />
For melee combat, these are the...<br />
<br />
:* '''[[#Battle axe|battle axe]]'''<br />
:* '''[[#Mace|mace]]'''<br />
:* '''[[#Pick|pick]]'''<br />
:* '''[[#Short sword|short sword]]'''<br />
:* '''[[#Spear|spear]]'''<br />
:* '''[[#War hammer|war hammer]]''' <br />
<br />
...and also the '''[[crossbow]]''', which can be used for both ranged attacks and, if/when necessary, melee combat as well. <br />
<br />
Each of these weapons is governed by its own skill - [[axeman]] (aka "axedwarf") for axes, [[maceman]] skill for maces, etc. etc. - which also govern (most) [[other weapon]]s. As with any weapon, both [[material]] and [[quality]] have an influence on their effectiveness in [[combat]].<br />
<br />
All weapons can be manufactured at a [[metalsmith's forge]] by a dwarf with the [[weaponsmith]] [[labour]] enabled, and using that [[skill]], with one [[bar]] of a [[weapons-grade]] metal. (Shortswords can also be made from [[obsidian]] with a [[wood]]en handle - see below.)<br />
<br />
<br />
==Weapon Statistics==<br />
{|cellpadding="2" border="1" class="wikitable sortable"<br />
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost <br />
|-<br />
| Battle axe || 110 || [[Slash]] || Axe || none<br />
|-<br />
| Mace || 120 || [[Bludgeon]] || Mace || none<br />
|-<br />
| Pick || 70 || [[Pierce]] || Mining || +2<br />
|-<br />
| Short sword || 100 || [[Slash]] || Sword || +1<br />
|-<br />
| Spear || 100 || [[Pierce]] || Spear || +2<br />
|-<br />
| War hammer || 120 || [[Bludgeon]] || Hammer || none<br />
|-<br />
|-<br />
| [[Crossbow]] (melee only)&dagger; || 70 || [[Bludgeon]] || Hammer || none<br />
|-<br />
| Crossbow [[bolt]] || 100 || [[Pierce]] || Marksdwarf || none<br />
|}<br />
&dagger; ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))''<br />
<br />
==Melee weapons==<br />
===Battle axe===<br />
A '''battle axe''' is both a [[weapon]] and a tool for [[wood cutting]]. Without at least one battle axe, your fortress will be unable to cut down any [[trees]] for [[wood]]. <br />
<br />
They do [[slashing]] damage, which tends to sever limbs (or heads) on criticals. All axes are equally good at cutting down trees, but stronger metals or those of higher [[item quality]] will do more [[damage]] in [[combat]].<br />
<br />
[[Wood cutter]]s who [[immigration|immigrate]] to your fort will often come with an axe of some type. When [[starting build|starting a new fort]], however, you must decide whether or not to "buy" axes out of your starting points for your woodcutters (and early protection). An alternative is to take the necessary raw materials and [[Make your own weapons|forge axes on site]]; this is ''much'' cheaper than buying the actual axe, if you are going to bring along the anvil anyway. The only axes available on embark screen are steel ones, which are expensive at 300 starting-points each, and are only available as standard [[quality]] (the lowest).<br />
<br />
Any [[dwarf]] that performs wood cutting will pick up an axe (if one is available) and not put it down until they are no longer assigned the Wood Cutting [[labor]], whether or not any trees are [[designate]]d for cutting. You can make use of this to arm many (or all) of your non-[[military]] dwarves with axes, although if you do designate one or more trees for wood-cutting ({{key|d}}esignate {{key|t}}rees), all those dwarves will soon rush out to cut them down, or at least one per tree designated.<br />
<br />
[[other weapon|Other, similar weapons]] are too large for dwarves to use in [[Fortress mode]].<br />
<br />
=== Mace === <br />
<br />
Does the same [[damage]] as the war hammer, tied for the highest among these weapons. Uses the [[maceman]] skill.<br />
<br />
Other, similar weapons that dwarves can use but not manufacture, and that are governed by this same skill, include the [[Other_weapon#Morningstar|morningstar]].<br />
<br />
<br />
=== Pick === <br />
<br />
A '''pick''' is a tool used by [[dwarves]] to [[mining|mine]] areas you have designated for mining. Dwarves without picks cannot mine. Picks can be made from [[copper]], [[bronze]], [[bismuth bronze]], [[iron]], [[steel]] or [[adamantine]]. The [[material]] used only affects the weight of the pick and the damage it deals when used in combat; mining speed and product are not affected by material nor quality of the pick.<br />
<br />
[[Miner]]s can use picks as [[weapon]]s using their mining skill. Only a dwarf who is set to fight "unarmed" and who has the [[mining]] [[labour]] enabled will use one in combat (retrieving one if one is available). Picks may appear (and are) weaker than proper weapons like spears or axes, but are still amply effective in the hands of a highly skilled miner.<br />
<br />
Picks can be obtained through [[trade]] with [[Dwarves]] or [[Humans]], can be created at a [[Metalsmith's Forge]] by a dwarf with the [[Weaponsmithing]] labor enabled, and are also available on the Fortress Mode embarkation screen.<br />
<br />
=== Short sword === <br />
<br />
The '''short sword''' does [[slashing]] damage, which tends to sever limbs (or heads) on criticals.<br />
<br />
Other, similar weapons that dwarves can use but not manufacture, and that are governed by this same skill, include the [[Other_weapon#Long_sword|long sword]] and [[Other_weapon#Scimitar|scimitar]].<br />
<br />
==== Stone short sword ====<br />
:Stone short swords can be made from [[obsidian]] at a [[Craftsdwarf's workshop]], and make a great alternate weapon if you are short on [[Weapon#Material_damage_modifiers|weapons-grade metal]]s. <br />
<br />
:These deal the same damage as [[steel]], so they are extremely useful for early military and [[trap]]s. However, they require one unit of [[wood]] and one unit of [[obsidian]] in their construction, which may not be available in abundance on many maps. They are produced with the [[Stonecrafter]] skill, not [[Weaponsmith]], and are produced in a Craftsdwarf's workshop.<br />
<br />
:Unwanted low quality short swords can be assigned to weapon [[trap]]s, which can hold up to 10 of any combination of weapons each.<br />
<br />
:According to [[Toady One]], the weapons are supposed to wear very quickly but this functionality has not yet been implemented.{{version|0.28.181.40d}}<br />
<br />
:''(These seem to be based on Aztec [http://en.wikipedia.org/wiki/Macuahuitl Macuahuitl.] The weapons are described as being clubs with a sharp stone edge affixed to the side.)''<br />
<br />
<br />
=== Spear === <br />
<br />
'''Spears''' do [[piercing]] damage, which tends to destroy organs (if the opponent has any) on criticals. A spear's critical boost is tied with the highest of any melee weapon, making them potentially quite lethal. Spears are more likely to get stuck in enemies than [[sword]]s. They are also less likely to dismember enemies, leaving fewer [[Chunks|body parts]] for the [[dwarf]]s to clean up. <br />
<br />
Occasionally [[elf|elven]] traders may have [[wood]]en spears to sell.<br />
<br />
Besides the usual weapons traps, spears can also be used in [[Trap|upright spear traps]].<br />
<br />
[[Other_weapon#Pike|Other, similar weapons]] are too large for dwarves to use in [[Fortress mode]].<br />
<br />
<br />
=== War hammer === <br />
<br />
A '''war hammer''' is a hammer designed for combat purposes, and uses the [[Hammerdwarf]] skill.<br />
<br />
War hammers deal a base damage of 120, the highest of the basic dwarven weapons. They deal [[bludgeon]]ing damage, and therefore have a higher chance of breaking body parts, and a low (if any) chance of severing limbs on direct hits, though a solid hit can easily propel an enemy into an obstacle with such force that it will be blown apart, scattering limbs everywhere. They have a Critical boost stat of 0, as compared to 1 for [[Short sword]]s and 2 for [[Spear]]s, which means that they are not as likely to create such injuries as some other weapons.<br />
<br />
War hammers are also used by the [[Hammerer]] to dispense [[justice]].<br />
<br />
[[Other_weapon#Maul|Other, similar weapons]] are too large for dwarves to use in [[Fortress mode]].<br />
<br />
<br />
== Crossbow ==<br />
<br />
The crossbow has a range of 20 tiles, and is quite deadly against any creature with internal organs. Missile accuracy is improved only by the quality of the weapon (not the material), but damage is based on the quality and material of the bolt. If a [[marksdwarf]] is pressed to fight hand-to-hand with an opponent, they will use their crossbow as a [[bludgeon]] weapon using the [[hammerdwarf]] skill, and only then do both quality ''and'' material of the crossbow come in to play.<br />
<br />
See [[crossbow]] for a complete discussion.<br />
<br />
<br />
'''See also:'''<br />
:*[[military]]<br />
:*[[quality]]<br />
<br />
[[Category:Weapons]]<br />
[[Category:military]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&diff=6315140d:Stockpile design2010-02-16T07:05:53Z<p>75.62.155.145: despite the spelling of the article titles, these are not proper names.</p>
<hr />
<div>== Workshop layout for efficient hauling ==<br />
<br />
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient. For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.<br />
<br />
=== Farm-centric ===<br />
<br />
[[Farm]]s feed a wide array of workshops. Farms directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]]. The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]]. Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.<br />
<br />
As such, it's a good idea to design all these workshops and their stockpiles around each other. Farms can only be built in certain places, so that dictates the location and layout.<br />
<br />
<br />
== Workshop/Profession stockpiles ==<br />
<br />
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.<br />
<br />
=== Stockpile placement ===<br />
<br />
One strategy is to place the feeder stockpile immediately around the stockpile. This works ok with a single workshop, but it doesn't expand well.<br />
<br />
SSSSS S feeder stockpile<br />
SWWWS W workshop<br />
SWWWS<br />
SWWWS<br />
SSSSS<br />
<br />
A better strategy is to put the workshop's stockpile above or below it. This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary. It works particularly well with multiple similar workshops working off the same stockpile.<br />
<br />
adjacent z-level<br />
WWW WWW SSSSSSS<br />
WWW<WWW SSS>SSS<br />
WWW WWW SSSSSSS<br />
<br />
=== Bone Carver ===<br />
<br />
Create a refuse stockpile with only bone, shell and skulls. Make sure none of your real refuse stockpiles take them.<br />
<br />
=== Butcher & Tanning ===<br />
<br />
Because tanners are supplied directly from a butcher it's best to put them right next to each other. Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner.<br />
<br />
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.<br />
<br />
=== Kitchen ===<br />
<br />
A food stockpile accepting meat/fish, raw edible [[crop|plant]]s*, [[cheese]], [[leaves]], cookable [[mill]]ed plants (everything but the [[dye]s), [[fat]], cookable [[extract]]s ([[Dwarven syrup]] and all the [[milk]]s). If you cook [[booze]], include that. If you want to reserve some edible plants for [[brew]]ing, leave them out. Allow the maximum barrels. {{Verify}} Remember to turn off prepared food.<br />
:''(* [[plump helmet]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[rat weed]], [[fisher berry]] and [[sun berry]])''<br />
<br />
Also include a furniture stockpile accepting only barrels to ensure your prepared food gets barreled. {{Verify}}<br />
<br />
=== Brewing ===<br />
<br />
A food stockpile accepting brewable [[plants]]*. Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else. Remember to turn off prepared food.<br />
:''(* [[plump helmet]], [[pig tail]], [[cave wheat]], [[sweet pod]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[longland grass]], [[rat weed]], [[fisher berry]], [[rope reed]], [[sliver barb]], [[sun berry]], [[whip vine]])''<br />
<br />
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.<br />
<br />
=== Sparring ===<br />
<br />
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with. This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm. Enable all weapons you intend to train with. Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter). This should leave you with low damage bone, wood and silver weapons. If you don't have any, assign an untrained dwarf to make copper weapons.<br />
<br />
Similarly, you can allocate a wood and bone ammo stockpile near your [[archery target]].<br />
<br />
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle. To avoid this you need a weapons locker...<br />
<br />
=== Weapons Locker ===<br />
<br />
A weapons stockpile containing only your best weapons and ammo. Enable metals, but remove the low damage metals (silver, copper, bronze & bismuth bronze and iron in that order). Remove low core qualities. Be sure to turn off Unusable. What is "low" and "high" quality is relative to the overall quality of your fortress' weapons.<br />
<br />
Be sure to leave your dwarves with something to fight with! If the best you have is low quality copper weapons, enable that. If you have a mix of low quality materials with high quality craftsmanship, and vice-versa, consult the [[Weapons#damage calculation|weapon damage calculation]] formulas to figure out which combo comes out best for you.<br />
<br />
Place this stockpile in a room with a door near your barracks. When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons. They'll have no choice but to pick up what's in the weapons locker with them.<br />
<br />
[[Category:Guides]]<br />
[[Category:Stockpiles]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d_Talk:Other_weapon&diff=6315040d Talk:Other weapon2010-02-16T06:54:32Z<p>75.62.155.145: that would be a "yes"</p>
<hr />
<div>==Previous discussion moved from stub-articles along with content now in this article:==<br />
::::::::::::::''(by'' [[User:Albedo|Albedo]] 17:13, 16 September 2009 (UTC)'')''<br />
<br />
=== Blowgun ===<br />
In the pre-Z level version, ive been attacked by batman wielding these. [[User:Diabl0658|Diabl0658]] 00:02, 1 December 2007 (EST)<br />
<br />
Where can you get darts for this weapon? [[User:Xaque|Xaque]] 19:33, 23 January 2009 (EST)<br />
<br />
:Re-read the article. Darts cannot be manufactured in Fortress Mode. Might be able to find some on attackers if they're wielding blowguns and you wax 'em before they can use up their ammo. As far as Adventure Mode, my guess would be the same--you have to find them on creatures wielding blowguns. [[User:RedKing|RedKing]] 02:23, 24 January 2009 (EST)<br />
<br />
=== Bow ===<br />
<br />
Can bows be used in weapon traps? [[User:Diabl0658|Diabl0658]] 02:53, 11 December 2007 (EST)<br />
<br />
:I guess this still needs verification.--[[User:Richards|Richards]] 18:18, 15 April 2008 (EDT)<br />
<br />
::The article "Weapon" states that bows can be used in weapon traps. --[[User:Bouchart|Bouchart]] 20:25, 15 April 2008 (EDT)<br />
<br />
:::Thanks.--[[User:Richards|Richards]] 02:08, 21 April 2008 (EDT)<br />
[[File:dwarfwithbow.jpg|thumbnail]]<br />
Dwarves can use bows! At least when they are trained by goblins to use them against you. I think therefore it's rather something cultural that does them forbid to use bows than their fingers. <br />
--[[User:Arni|Arni]] 16:45, 25 December 2009 (UTC)<br />
<br />
=== Large dagger ===<br />
<br />
Can be used by anyone? Are you sure about this, or does that only refer to Adventure Mode. I've had almost a dozen daggers in my Fortress in the past, and I can't get any of my dwarves to use them. --[[User:Thanatos|Thanatos]] 19:54, 18 December 2007<br />
<br />
:Well, dwarves are theoretically able to learn the skill, since a dwarf adventurer can, but you can't make your fortress mode dwarves pick one up and train with it. Best just to trade them away or melt them down. --[[User:Mzbundifund|Mzbundifund]] 20:01, 18 December 2007<br />
<br />
=== Pike ===<br />
<br />
As I said a lot of times now, I've managed to wield a pike with a dwarven adventurer in 23a. This need to be verified, maybe there's a strenght requirement. --[[User:Eagle of Fire|Eagle of Fire]] 18:34, 10 December 2007 (EST)<br />
: You CAN wield it as a dwarf in AM, but not in DM, because they are fobidden to do so by the game code. --[[User:Heliopios|Heliopios]] 18:40, 10 December 2007 (EST)<br />
====Pikeman skill VS Spearman skill====<br />
I'm not going to start or create an edit war here. If you ([[User:Heliopios|Heliopios]]) are so sure you're right, then prove it. If you are indeed right I'll be happy to oblige you. Otherwise, I'm going to edit it back again if you can't answer to this in about a few days...<br />
:I also think that whatever happens, it should be pointed out that the aforementioned pikeman skill is only used in adventurer mode since dwarves can't wield it in fortress mode. If we're going to make this weapon entry fit with all the others, readers will assume that the skill written there is the fortress mode skill. --[[User:Eagle of Fire|Eagle of Fire]] 01:06, 11 December 2007 (EST)<br />
[[Image:Dwarffortpike.jpg|right|thumb|100px|Pikeman]]<br />
Is this enough to prove you wrong? Next time do some simple research before you go saying that shit doesnt exist. --[[User:Heliopios|Heliopios]] 01:58, 11 December 2007 (EST)<br />
:Sorry... I'm not the one who's agressive about it here. Obviously, we don't all have a degree in Dwarf Fortressology like ''you'' do... *rolls eyes* --[[User:Eagle of Fire|Eagle of Fire]] 02:29, 11 December 2007 (EST)<br />
So what about a halberd and a pike? I've seen goblins wielding shields and halberds, I don't know about pikes. I always thought a halberd was a pike with an axe on the end. --Gotthard 12:39, 11 December 2007 (EST)<br />
:Halberds are shorter than pikes, about 6ft in real life. Pikes are closer to 18ft. In the raws it says it requires 2 hands, though I don;t know about real life. I don;t know what's happening with those goblins, maybe they are mutant 3 armed ones? [[User:Dangerous Beans|Dangerous Beans]] 06:07, 1 December 2008 (EST)<br />
<br />
====Pikedwarf in Fortress Mode====<br />
[[Image:Pikedwarf.PNG|right|thumb|100px|Pikeman]]<br />
I think I've found a bug. There's a pikedwarf in one of my coffins. I've never trained a pikedwarf, and I don't think I can. Moreover, I've checked my game log and it has no record of this person dying. Is it possible that Dwarven guards of merchant trains can be pikedwarfs? Maybe one of them got caught and killed in a siege and ended up in my mortuary.<br />
[[User:Revan|Revan]] 15:12, 16 February 2009 (EST)<br />
<br />
:Probably not what happened, but it could always be possible that pikemen dwarves could immigrate to your fort. --[[User:Myroc|Myroc]] 15:47, 16 February 2009 (EST)<br />
<br />
::Possibly a member of a human caravan. Dwarves belonging to other civs still get buried in your coffins. [[User:VengefulDonut|VengefulDonut]] 16:56, 16 February 2009 (EST)<br />
::More likely a kidnapped child who returned as attacker with goblins. They too end up in your coffins.--[[User:Birthright|Birthright]] 13:10, 15 September 2009 (UTC)<br />
<br />
<br />
=== Whip ===<br />
So how does the game ensure that a dwarf can't wear a whip in fortress mode? --[[User:Birthright|Birthright]] 23:30, 12 September 2009 (UTC)<br />
<br />
== Maul ==<br />
<br />
A maul is a <s>very</s>, very large, heavy hammer...<br />
<br />
(and actually a term for sledge hammer))<br />
And a "spear" is a term for something you go snorkling with to catch little fishies. Just as there are axes for work and there are battle axes, there are mauls for work and there are mauls for battle. I've always pictured a "battle maul" as something MUCH different from a sledge hammer, even tho' when you use a "maul and wedge" (to split wood), you're (probably) just using a generic sledge from the hardware store. Just as a war hammer is much bigger than a claw hammer (perhaps starting at the size of a one-handed sledge, or bigger), a maul is another step up from that - cartoony big, looking more like a section of a treetrunk (banded and decorated, or not) on a proportionally large handle. In Conan the Barbarian, one of the bad guys had a maul, one that he missed <s>Arnold</s> Conan with and broke a huge <s>plaster</s> stone column in <s>James Earl Jones'</s> Thulsa Doom's lair. To me, that's a "maul", in the combat sense. Meh.--[[User:Albedo|Albedo]] 21:44, 16 September 2009 (UTC)<br />
<br />
<br />
Can goblins wield mauls? It says here that only humans can, but many hammer goblins in sieges have been seen with them. Are they actually wielding them or just carrying them?<br />
--[[User:Newtype0083|Newtype0083]] 04:52, 16 February 2010 (UTC)<br />
:If an [[invader]] is carrying a weapon, you can bet it hasn't been brought (intentionally) as a gift.--[[Special:Contributions/75.62.155.145|75.62.155.145]] 06:54, 16 February 2010 (UTC)<br />
<br />
== Flail ==<br />
One of my macedwarf champions is merrily holding a flail. This leads me to suspect that dwarves can use the weapon despite it not being listed so, here. :D<br />
--[[Special:Contributions/131.111.213.42|131.111.213.42]] 20:03, 11 October 2009 (UTC)<br />
:Checked all my macedwarves, and a few of them are using flails. GASP! --[[Special:Contributions/131.111.213.42|131.111.213.42]] 20:06, 11 October 2009 (UTC)</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Experience&diff=6312940d:Experience2010-02-15T20:44:37Z<p>75.62.155.145: /* Increasing skills */ v. minor format</p>
<hr />
<div>'''Experience''' represents how much a certain [[dwarf]] (or other [[humanoid|intelligent creature]]) has learned (about a certain subject, or as a whole). It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Precise points in experience are never displayed directly, except in [[Adventure Mode]].<br />
<br />
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached. Attribute increases happen when a certain total number of points is reached.<br />
<br />
The [[announcement]] "''<Dwarfname>'' is more experienced" signifies an [[attribute]] increase. Skill increases are not announced unless the increase changes a dwarf's [[profession]], when the announcement will be to the effect of "''<Dwarfname>'' has become a ''<new profession>''".<br />
<br />
__TOC__ <br />
<br />
== Increasing skills ==<br />
<br />
If a dwarf has zero experience in a skill, they will have no skill listed (but can still use that skill at an untrained level if a [[labor]] associated with the skill is designated, and will gain experience from completing such tasks).<br />
<br />
As soon as a dwarf gets even 1 point of experience in a skill from completing just one [[job]], they attain '''Dabbling''' rank in that skill. This can be important for [[strange mood]]s.<br />
<br />
To reach '''Novice''' level in any skill requires 500 XP. Reaching each successive level requires 500 plus an additional 100 XP per additional rank, so to go from '''Novice''' to '''''(no label)''''' requires 600 XP; '''''(no label)''''' to '''Competent''' requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.<br />
<br />
As dwarfs gain more experience from completing jobs, they gain more experience in the skill related to those jobs:<br />
<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0"<br />
|-<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| '''Novice''' || align="right" | 500<br />
|-<br />
| ''(no label)'' || align="right" | 1100<br />
|-<br />
| '''Competent''' || align="right" | 1800<br />
|-<br />
| '''Skilled''' || align="right" | 2600<br />
|-<br />
| '''Proficient''' * || align="right" | 3500<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|- <br />
| <br />
|-<br />
| '''Talented''' || align="right" | 4500<br />
|-<br />
| '''Adept ''' || align="right" | 5600<br />
|-<br />
| '''Expert ''' || align="right" | 6800<br />
|-<br />
| '''Professional''' || align="right" | 8100<br />
|-<br />
| '''Accomplished''' || align="right" | 9500<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| <br />
|-<br />
| '''Great ''' || align="right" | 11000<br />
|-<br />
| '''Master ''' || align="right" | 12600<br />
|-<br />
| '''High Master''' || align="right" | 14300<br />
|-<br />
| '''Grand Master''' || align="right" | 16100<br />
|-<br />
| '''Legendary ''' || align="right" | 18000<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| <br />
|-<br />
| '''Legendary'''(+1) || align="right" | 20000<br />
|-<br />
| '''Legendary'''(+2) || align="right" | 22100<br />
|-<br />
| '''Legendary'''(+3) || align="right" | 24300<br />
|-<br />
| '''Legendary'''(+4) || align="right" | 26600<br />
|-<br />
| '''Legendary'''(+5) || align="right" | 29000<br />
|}<br />
|}<br />
<br />
::::::''(* "Proficient" is the highest rank that one of your initial seven dwarves can start with. [[Migrant]]s will arrive with no skills, Novice, or (no label) levels.)''<br />
<br />
<br />
Although '''[[Legendary]]''' is the highest skill level displayed, there are actually five skill levels above that. Any higher skill levels are known to have an effect on [[item quality]]; a Legendary dwarf will make [[masterpiece]] items 15% of the time, on average, whereas a Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time). Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.<br />
<br />
You can't find out exactly when a dwarf gets to Legendary+5, but if they have no other skills it will happen 1000 XP before their eighth [[attribute]] -- so when they get eight attributes, they are past Legendary+5. Although skill is capped at Legendary+5, experience is not capped at any level; a dwarf can keep gaining [[attribute]]s by using a skill that has long since topped out.<br />
<br />
== Increasing attributes ==<br />
<br />
[[Attribute]] increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.<br />
<br />
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.<br />
<br />
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right"<br />
|-<br />
| width="50%" style="border-right: 1px solid black" |<br />
{| width="100%"<br />
! Attributes !! style="padding-left: 35px;"| XP<br />
|-<br />
! 1<br />
| 2000<br />
|-<br />
! 2<br />
| 4500<br />
|-<br />
! 3 <br />
| 7500<br />
|-<br />
! 4<br />
| 11000<br />
|-<br />
! 5<br />
| 15000<br />
|-<br />
! 6<br />
| 19500<br />
|-<br />
! 7<br />
| 24500<br />
|-<br />
! 8<br />
| 30000<br />
|}<br />
| width="50%" valign="top" |<br />
{| width="100%" <br />
! Attributes !! style="padding-left: 35px;"| XP<br />
|-<br />
! 9<br />
| 36000<br />
|-<br />
! 10<br />
| 42500<br />
|-<br />
! 11<br />
| 49500<br />
|-<br />
! 12<br />
| 57000<br />
|-<br />
! 13<br />
| 65000<br />
|-<br />
! 14<br />
| 73500<br />
|-<br />
! 15<br />
| 82500<br />
|-<br />
! 16<br />
| 92000<br />
|}<br />
|}<br />
<br />
<br />
== Gaining experience ==<br />
<br />
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. <br />
<br />
Constructing [[building]]s or [[construction]]s does not give experience unless the building requires [[architecture]] to build. Such buildings give 30 points of experience in [[building designer]] to the architect and a varying amount of experience to whichever dwarf finishes the building once it is designed, given gradually as the structure is built. The additional experience depends on what material is used to build the building: a building made of [[stone]], stone [[block]]s, or [[glass]] blocks gives [[masonry]] experience; a building made of [[log]]s or wood blocks gives [[carpentry]] experience; a building made of [[metal]] bars or blocks gives [[blacksmithing]] experience; and [[soap]] bars appear to give no experience to any skill.<br />
<br />
Destroying buildings and constructions of any type gives no experience.<br />
<br />
{| style="margin: 0 auto"<br />
|+ style="margin: 0 auto" |'''Known Experience Values'''<br />
| style="vertical-align: top" |<br />
{| style="border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black"<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | '''Skill''' || '''Task''' || '''XP'''<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || any digging ([[soil]] ''or'' [[stone]]) || align="right" style="padding: 0.2em 0.4em" | 10 / tile<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || Remove ramp (natural) || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || Fight "unarmed" w/ [[pick]] || align="right" style="padding: 0.2em 0.4em" | variable (low)<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Bowyer]] || Make wooden [[crossbow]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Carpenter]] || Construct [[bed]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Wood Cutter]] || Fell [[tree]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | [[Engraver]] || [[Smooth]] or detail a [[floor]] or [[wall]] || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #fff" <br />
| style="padding: 0.2em 0.4em" | [[Mason]] || Construct rock object || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Trapper]] || Construct [[animal trap]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Trapper]] || Bait [[animal trap]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #888"<br />
| style="padding: 0.2em 0.4em" | [[Armorsmith]] || Make [[armor]] (any type) || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #888"<br />
| style="padding: 0.2em 0.4em" | [[Metalsmith]] || Make metal [[Block]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Stonecrafter]] || Make stone [[crafts]], [[mug]]s, etc. || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Weaver]] || Gather [[silk]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Weaver]] || Weave any [[cloth]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Wood crafter]] || Make wooden [[bolt]]s || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Glassmaker]] || Construct [[block]]s,[[window]]s || align="right" style="padding: 0.2em 0.4em" | 30<br />
|}<br />
| style="vertical-align: top" |<br />
{| style="border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black"<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | '''Skill''' || '''Task''' || '''XP'''<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Mechanic]] || Link a building to trigger || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege engineer]] || Construct catapult/ballista parts || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege engineer]] || Assemble ballista arrow || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege operator]] || Load [[catapult]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege operator]] || Fire [[catapult]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Brewer]] || Brew [[alcohol|drink]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Butcher]] || Slaughter [[animal]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Cook]] || Cook easy/fine/lavish [[kitchen#Prepared meals|meal]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Grower]] || Harvest [[plants]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Grower]] || Plant [[seeds]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Herbalist]] || Gather [[plants]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #a6a"<br />
| style="padding: 0.2em 0.4em" | [[Building designer|Building&nbsp;designer]] || Construct [[building]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #a6a"<br />
| style="padding: 0.2em 0.4em" | [[Organizer]] || Manage Work Order (per task) || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #6bb"<br />
| style="padding: 0.2em 0.4em" | [[Strand extractor]] || Extract [[adamantine]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Marksdwarf]] || Shoot at archery range || align="right" style="padding: 0.2em 0.4em" | ≈7.5<br />
|- style="background: #288"<br />
| style="padding: 0.2em 0.4em" | [[Appraisal]] || View Goods for trade<sup>1</sup> || align="right" style="padding: 0.2em 0.4em" | ≈7.5 / item<sup>1</sup><br />
|- style="background: #288"<br />
| style="padding: 0.2em 0.4em" | "[[Broker]]"<sup>2</sup> || Successful [[trade]]<sup>3</sup> || align="right" style="padding: 0.2em 0.4em" | ≈7.5<sup>3</sup><br />
|}<br />
|}<br />
<br />
:'''Notes:'''<br />
::1) ''The first time the {{k|t}}rade button is used at a Depot for any single caravan, the dwarf who responded to do the trading immediately gains this amount, ≈7.5 experience x the number of items. No further experience can be gained in Appraisal for this caravan for this dwarf or any other, but another dwarf can replace them as [[broker]], respond to the call for a "Trader requested at depot", and use their ''existing'' skill to see the value of goods and make trades.''<br />
::2) ''In this context, "Broker" skills include [[Persuader]], [[Negotiator]], [[Judge of Intent]], [[Intimidator]], [[Liar]], [[Conversationalist]], [[Comedian]], and [[Flatterer]]. Which particular skills are used will depend on the [[personality]] of the dwarf in question.''<br />
::3) ''There seem to be a lot of variables in a "successful trade", and different skills seem to increase more or less depending on the exact combination of factors. More research is needed, but over trading sessions this average seems to hold true.''<br />
<br />
<br />
:* A dwarf taken by any [[strange mood]] (except a [[Mood#Possessed|possession]]) will gain 20,000 experience in the affected skill upon completion of the artifact.<br />
<br />
[[Category:Dwarves]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6311740d:Water wheel2010-02-15T11:27:04Z<p>75.62.155.145: True colors are not always clearest in diagrams</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|<br />
|'''Upper<br /> Level'''<br />
|'''Lower<br /> Level'''<br />
|-<br />
|<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|╗<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|▼<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╠<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; padding: 0"|X<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╠<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #080; padding: 0"|X<br />
|style="color: #0F0; padding: 0"|X<br />
|style="color: #880; padding: 0"|_<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; background: #FFF; padding: 0"|W<br />
|style="color: #FFF; padding: 0"|O<br />
|style="color: #880; padding: 0"|║<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; background: #FFF; padding: 0"|W<br />
|style="color: #880; padding: 0"|═<br />
|style="color: #CCC; padding: 0"|*<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; background: #FFF; padding: 0"|W<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|}<br />
<br />
|<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #CCC; padding: 0"|▲<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╠<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╣<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; padding: 0"|X<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
|}<br />
|}<br />
'''<span style="color:#080">X</span><span style="color:#0F0">X</span>''' = '''Pumps from east'''<br />
<br />
<br /><br />
<br />
===Design #2===<br />
This uses a simple oval as a waterway. Changes to the design to fill that may be needed.<br />
Expect spillage from the pump outlet.<br />
<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #CCC; padding: 0"|▲<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #07F; padding: 0"|≈<br />
|style="color: #07F; padding: 0"|≈<br />
|style="color: #07F; padding: 0"|≈<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #080; padding: 0"|X<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #880; padding: 0"|═<br />
|style="color: #0F0; padding: 0"|X<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #07F; padding: 0"|≈<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #07F; padding: 0"|≈<br />
|style="color: #07F; padding: 0"|≈<br />
|style="color: #07F; padding: 0"|≈<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|}<br />
<br />
'''<span style="color:#080">X</span><br /><span style="color:#0F0">X</span>''' = '''Pump from south'''<br />
<br />
<br /><br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to [[machinery]] outside them, not shown). [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
{|<br />
|'''Lower<br /> Level'''<br />
|'''Upper<br /> Level'''<br />
|-<br />
|<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╦<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #07F; padding: 0"|≈<br />
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|style="color: #FFF; padding: 0"|╚<br />
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|style="color: #07F; padding: 0"|≈<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
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|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
|}<br />
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|<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
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|style="color: #FFF; padding: 0"|═<br />
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|-<br />
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|style="color: #880; padding: 0"|W<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
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|-<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #080; padding: 0"|X<br />
|style="color: #880; padding: 0"|W<br />
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|-<br />
|style="color: #888; padding: 0"|+<br />
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|style="color: #0F0; padding: 0"|X<br />
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'''<span style="color:#080">X</span><br /><span style="color:#0F0">X</span>''' = '''Pumps from south'''<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that for the upper level, no southern walls are shown as none are needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Experience&diff=6309140d:Experience2010-02-14T23:36:21Z<p>75.62.155.145: copy/paste sections, no text changes</p>
<hr />
<div>'''Experience''' represents how much a certain [[dwarf]] (or other [[humanoid|intelligent creature]]) has learned (about a certain subject, or as a whole). It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Precise points in experience are never displayed directly, except in [[Adventure Mode]].<br />
<br />
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached. Attribute increases happen when a certain total number of points is reached.<br />
<br />
The [[announcement]] "''<Dwarfname>'' is more experienced" signifies an [[attribute]] increase. Skill increases are not announced unless the increase changes a dwarf's [[profession]], when the announcement will be to the effect of "''<Dwarfname>'' has become a ''<new profession>''".<br />
<br />
__TOC__ <br />
<br />
== Increasing skills ==<br />
<br />
If a dwarf has zero experience in a skill, they will have no skill listed (but can still use that skill at an untrained level if a [[labor]] associated with the skill is designated, and will gain experience from completing such tasks).<br />
<br />
As soon as a dwarf gets even 1 point of experience in a skill from completing just one [[job]], they attain '''Dabbling''' rank in that skill. This can be important for [[strange mood]]s.<br />
<br />
To reach '''Novice''' level in any skill requires 500 XP. Reaching each successive level requires 500 plus an additional 100 XP per additional rank, so to go from '''Novice''' to '''''(no label)''''' requires 600 XP; '''''(no label)''''' to '''Competent''' requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.<br />
<br />
As dwarfs gain more experience from completing jobs, they gain more experience in the skill related to those jobs:<br />
<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0"<br />
|-<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| '''Novice''' || align="right" | 500<br />
|-<br />
| ''(no label)'' || align="right" | 1100<br />
|-<br />
| '''Competent''' || align="right" | 1800<br />
|-<br />
| '''Skilled''' || align="right" | 2600<br />
|-<br />
| '''Proficient'''* || align="right" | 3500<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|- <br />
| <br />
|-<br />
| '''Talented''' || align="right" | 4500<br />
|-<br />
| '''Adept ''' || align="right" | 5600<br />
|-<br />
| '''Expert ''' || align="right" | 6800<br />
|-<br />
| '''Professional''' || align="right" | 8100<br />
|-<br />
| '''Accomplished''' || align="right" | 9500<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| <br />
|-<br />
| '''Great ''' || align="right" | 11000<br />
|-<br />
| '''Master ''' || align="right" | 12600<br />
|-<br />
| '''High Master''' || align="right" | 14300<br />
|-<br />
| '''Grand Master''' || align="right" | 16100<br />
|-<br />
| '''Legendary ''' || align="right" | 18000<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| <br />
|-<br />
| '''Legendary'''(+1) || align="right" | 20000<br />
|-<br />
| '''Legendary'''(+2) || align="right" | 22100<br />
|-<br />
| '''Legendary'''(+3) || align="right" | 24300<br />
|-<br />
| '''Legendary'''(+4) || align="right" | 26600<br />
|-<br />
| '''Legendary'''(+5) || align="right" | 29000<br />
|}<br />
|}<br />
<br />
::::::''(* "Proficient" is the highest rank that one of your initial seven dwarves can start with. [[Migrant]]s will arrive with no skills, Novice, or (no label) levels.)''<br />
<br />
<br />
Although '''[[Legendary]]''' is the highest skill level displayed, there are actually five skill levels above that. Any higher skill levels are known to have an effect on [[item quality]]; a Legendary dwarf will make [[masterpiece]] items 15% of the time, on average, whereas a Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time). Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.<br />
<br />
You can't find out exactly when a dwarf gets to Legendary+5, but if they have no other skills it will happen 1000 XP before their eighth [[attribute]] -- so when they get eight attributes, they are past Legendary+5. Although skill is capped at Legendary+5, experience is not capped at any level; a dwarf can keep gaining [[attribute]]s by using a skill that has long since topped out.<br />
<br />
== Increasing attributes ==<br />
<br />
[[Attribute]] increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.<br />
<br />
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.<br />
<br />
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right"<br />
|-<br />
| width="50%" style="border-right: 1px solid black" |<br />
{| width="100%"<br />
! Attributes !! style="padding-left: 35px;"| XP<br />
|-<br />
! 1<br />
| 2000<br />
|-<br />
! 2<br />
| 4500<br />
|-<br />
! 3 <br />
| 7500<br />
|-<br />
! 4<br />
| 11000<br />
|-<br />
! 5<br />
| 15000<br />
|-<br />
! 6<br />
| 19500<br />
|-<br />
! 7<br />
| 24500<br />
|-<br />
! 8<br />
| 30000<br />
|}<br />
| width="50%" valign="top" |<br />
{| width="100%" <br />
! Attributes !! style="padding-left: 35px;"| XP<br />
|-<br />
! 9<br />
| 36000<br />
|-<br />
! 10<br />
| 42500<br />
|-<br />
! 11<br />
| 49500<br />
|-<br />
! 12<br />
| 57000<br />
|-<br />
! 13<br />
| 65000<br />
|-<br />
! 14<br />
| 73500<br />
|-<br />
! 15<br />
| 82500<br />
|-<br />
! 16<br />
| 92000<br />
|}<br />
|}<br />
<br />
<br />
== Gaining experience ==<br />
<br />
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. <br />
<br />
Constructing [[building]]s or [[construction]]s does not give experience unless the building requires [[architecture]] to build. Such buildings give 30 points of experience in [[building designer]] to the architect and a varying amount of experience to whichever dwarf finishes the building once it is designed, given gradually as the structure is built. The additional experience depends on what material is used to build the building: a building made of [[stone]], stone [[block]]s, or [[glass]] blocks gives [[masonry]] experience; a building made of [[log]]s or wood blocks gives [[carpentry]] experience; a building made of [[metal]] bars or blocks gives [[blacksmithing]] experience; and [[soap]] bars appear to give no experience to any skill.<br />
<br />
Destroying buildings and constructions of any type gives no experience.<br />
<br />
{| style="margin: 0 auto"<br />
|+ style="margin: 0 auto" |'''Known Experience Values'''<br />
| style="vertical-align: top" |<br />
{| style="border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black"<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | '''Skill''' || '''Task''' || '''XP'''<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || any digging ([[soil]] ''or'' [[stone]]) || align="right" style="padding: 0.2em 0.4em" | 10 / tile<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || Remove ramp (natural) || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || Fight "unarmed" w/ [[pick]] || align="right" style="padding: 0.2em 0.4em" | variable (low)<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Bowyer]] || Make wooden [[crossbow]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Carpenter]] || Construct [[bed]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Wood Cutter]] || Fell [[tree]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | [[Engraver]] || [[Smooth]] or detail a [[floor]] or [[wall]] || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #fff" <br />
| style="padding: 0.2em 0.4em" | [[Mason]] || Construct rock object || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Trapper]] || Construct [[animal trap]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Trapper]] || Bait [[animal trap]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #888"<br />
| style="padding: 0.2em 0.4em" | [[Armorsmith]] || Make [[armor]] (any type) || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #888"<br />
| style="padding: 0.2em 0.4em" | [[Metalsmith]] || Make metal [[Block]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Stonecrafter]] || Make stone [[crafts]], [[mug]]s, etc. || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Weaver]] || Gather [[silk]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Weaver]] || Weave any [[cloth]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Wood crafter]] || Make wooden [[bolt]]s || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Glassmaker]] || Construct [[block]]s,[[window]]s || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #880"<br />
| style="padding: 0.2em 0.4em" | [[Herbalist]] || Gather plants || align="right" style="padding: 0.2em 0.4em" | 30<br />
|}<br />
| style="vertical-align: top" |<br />
{| style="border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black"<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | '''Skill''' || '''Task''' || '''XP'''<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Mechanic]] || Link a building to trigger || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege engineer]] || Construct catapult/ballista parts || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege engineer]] || Assemble ballista arrow || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege operator]] || Load [[catapult]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege operator]] || Fire [[catapult]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Brewer]] || Brew [[alcohol|drink]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Butcher]] || Slaughter [[animal]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Cook]] || Cook easy/fine/lavish [[kitchen#Prepared meals|meal]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Grower]] || Harvest [[plants]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Grower]] || Plant [[seeds]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Herbalist]] || Gather [[plants]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #a6a"<br />
| style="padding: 0.2em 0.4em" | [[Building designer|Building&nbsp;designer]] || Construct [[building]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #a6a"<br />
| style="padding: 0.2em 0.4em" | [[Organizer]] || Manage Work Order (per task) || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #6bb"<br />
| style="padding: 0.2em 0.4em" | [[Strand extractor]] || Extract [[adamantine]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Marksdwarf]] || Shoot at archery range || align="right" style="padding: 0.2em 0.4em" | ≈7.5<br />
|- style="background: #288"<br />
| style="padding: 0.2em 0.4em" | [[Appraisal]] || View Goods for trade<sup>1</sup> || align="right" style="padding: 0.2em 0.4em" | ≈7.5 / item<sup>1</sup><br />
|- style="background: #288"<br />
| style="padding: 0.2em 0.4em" | "[[Broker]]"<sup>2</sup> || Successful [[trade]]<sup>3</sup> || align="right" style="padding: 0.2em 0.4em" | ≈7.5<sup>3</sup><br />
|}<br />
|}<br />
<br />
:'''Notes:'''<br />
::1) ''The first time the {{k|t}}rade button is used at a Depot for any single caravan, the dwarf who responded to do the trading immediately gains this amount, ≈7.5 experience x the number of items. No further experience can be gained in Appraisal for this caravan for this dwarf or any other, but another dwarf can replace them as [[broker]], respond to the call for a "Trader requested at depot", and use their ''existing'' skill to see the value of goods and make trades.''<br />
::2) ''In this context, "Broker" skills include [[Persuader]], [[Negotiator]], [[Judge of Intent]], [[Intimidator]], [[Liar]], [[Conversationalist]], [[Comedian]], and [[Flatterer]]. Which particular skills are used will depend on the [[personality]] of the dwarf in question.''<br />
::3) ''There seem to be a lot of variables in a "successful trade", and different skills seem to increase more or less depending on the exact combination of factors. More research is needed, but over trading sessions this average seems to hold true.''<br />
<br />
<br />
:* A dwarf taken by any [[strange mood]] (except a [[Mood#Possessed|possession]]) will gain 20,000 experience in the affected skill upon completion of the artifact.<br />
<br />
[[Category:Dwarves]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6307640d:Water wheel2010-02-14T09:43:23Z<p>75.62.155.145: /* Design #3 */ symmetric language, easier to follow</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|═<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|<br />
|'''Upper Level'''<br />
|'''Lower Level'''<br />
|-<br />
|<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|╗<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|▼<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╠<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; padding: 0"|X<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╠<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #080; padding: 0"|X<br />
|style="color: #0F0; padding: 0"|X<br />
|style="color: #880; padding: 0"|_<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; background: #FFF; padding: 0"|W<br />
|style="color: #FFF; padding: 0"|O<br />
|style="color: #880; padding: 0"|║<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; background: #FFF; padding: 0"|W<br />
|style="color: #880; padding: 0"|═<br />
|style="color: #CCC; padding: 0"|*<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; background: #FFF; padding: 0"|W<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|}<br />
<br />
|<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #CCC; padding: 0"|▲<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╠<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╣<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; padding: 0"|X<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
|}<br />
|}<br />
'''<span style="color:#080">X</span><span style="color:#0F0">X</span>''' = '''Pumps from east'''<br />
<br />
<br /><br />
<br />
===Design #2===<br />
This uses a simple oval as a waterway. Changes to the design to fill that may be needed.<br />
Expect spillage from the pump outlet.<br />
<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #000; padding: 0"|█<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #CCC; padding: 0"|▲<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #008; padding: 0"|≈<br />
|style="color: #008; padding: 0"|≈<br />
|style="color: #008; padding: 0"|≈<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #080; padding: 0"|X<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #880; padding: 0"|═<br />
|style="color: #0F0; padding: 0"|X<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #008; padding: 0"|≈<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #008; padding: 0"|≈<br />
|style="color: #008; padding: 0"|≈<br />
|style="color: #008; padding: 0"|≈<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|}<br />
<br />
'''<span style="color:#080">X</span><br /><span style="color:#0F0">X</span>''' = '''Pump from south'''<br />
<br />
<br /><br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to [[machinery]] outside them, not shown). [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
{|<br />
|'''Upper Level'''<br />
|'''Lower Level'''<br />
|-<br />
|<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╦<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #00F; padding: 0"|≈<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #00F; padding: 0"|≈<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
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|style="color: #00F; padding: 0"|≈<br />
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|style="color: #00F; padding: 0"|≈<br />
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|style="color: #FFF; padding: 0"|║<br />
|style="color: #00F; padding: 0"|≈<br />
|style="color: #FFF; padding: 0"|O<br />
|style="color: #00F; padding: 0"|≈<br />
|style="color: #FFF; padding: 0"|║<br />
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|-<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|╗<br />
|style="color: #00F; padding: 0"|≈<br />
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|style="color: #FFF; padding: 0"|╝<br />
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|-<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|╚<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
|}<br />
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|<br />
{| style="border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%"<br />
|-<br />
|style="color: #FFF; padding: 0"|╔<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|═<br />
|style="color: #FFF; padding: 0"|╗<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|║<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #FFF; padding: 0"|║<br />
<br />
|-<br />
|style="color: #FFF; padding: 0"|╝<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #080; padding: 0"|X<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #FFF; padding: 0"|╚<br />
<br />
|-<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #0F0; padding: 0"|X<br />
|style="color: #880; padding: 0"|W<br />
|style="color: #888; padding: 0"|+<br />
<br />
|-<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #008; padding: 0"|≈<br />
|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
<br />
|-<br />
|style="color: #888; padding: 0"|+<br />
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|style="color: #888; padding: 0"|+<br />
|style="color: #888; padding: 0"|+<br />
|}<br />
|}<br />
'''<span style="color:#080">X</span><br /><span style="color:#0F0">X</span>''' = '''Pumps from south'''<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that for the upper level, no southern walls are shown as none are needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6304440d:Water wheel2010-02-13T09:10:47Z<p>75.62.155.145: /* Design #2 */</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1'''<br /><br />
Upper___________Lower<br />
Level____________Level'''<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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<font color="#008000">'''X'''</font><font face="Arial" color="#00FF00">'''X'''</font> = '''Pumps from east'''<br />
<br />
<br /><br />
<br />
===Design #2===<br />
This uses a simple oval as a waterway. Changes to the design to fill that may be needed.<br />
Expect spillage from the pump outlet.<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2<br />
(upper level only)'''<br />
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<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
<br />
<br /><br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower_________Upper<br />
Level__________Level'''<br />
<br />
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:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that for the upper level, no southern walls are shown as none are needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6304340d:Water wheel2010-02-13T09:09:43Z<p>75.62.155.145: /* Design #1 */ pump label, spacing</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1'''<br /><br />
Upper___________Lower<br />
Level____________Level'''<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▼<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╣<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╩<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #008000; padding: 0"|'''X'''<br />
|style="color: #00FF00; padding: 0"|'''X'''<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #808000; padding: 0"|║<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #C0C0C0; padding: 0"|*<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br />
<font color="#008000">'''X'''</font><font face="Arial" color="#00FF00">'''X'''</font> = '''Pumps from east'''<br />
<br />
<br /><br />
<br />
===Design #2===<br />
This uses a simple oval as a waterway. Changes to the design to fill that may be needed.<br />
Expect spillage from the pump outlet.<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2<br />
(upper level only)'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #970; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #00FF00; padding: 0"|X<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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<br /><br />
<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower_________Upper<br />
Level__________Level'''<br />
<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|}<br />
<br /><br />
:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that for the upper level, no southern walls are shown as none are needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6304240d:Water wheel2010-02-13T09:07:14Z<p>75.62.155.145: /* Design #2 */ tightened, comments</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1'''<br /><br />
Upper___________Lower<br />
Level____________Level'''<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #008000; padding: 0"|'''X'''<br />
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|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
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|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
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|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br />
===Design #2===<br />
This uses a simple oval as a waterway. Changes to the design to fill that may be needed.<br />
Expect spillage from the pump outlet.<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2<br />
(upper level only)'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
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|style="color: #C0C0C0; padding: 0"|▲<br />
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|style="color: #FFFFFF; padding: 0"|║<br />
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|style="color: #7FF; padding: 0"|~<br />
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|style="color: #FFFFFF; padding: 0"|║<br />
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|style="color: #FFFFFF; padding: 0"|║<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #970; padding: 0"|W<br />
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|style="color: #7FF; padding: 0"|~<br />
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|style="color: #FFFFFF; padding: 0"|║<br />
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|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
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|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|}<br />
<br /><br />
<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower_________Upper<br />
Level__________Level'''<br />
<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
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|style="color: #FFFFFF; padding: 0"|╦<br />
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|style="color: #FFFFFF; padding: 0"|╗<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
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|style="color: #FFFFFF; padding: 0"|╔<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
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|style="color: #FFFFFF; padding: 0"|╝<br />
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|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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<br /><br />
:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that for the upper level, no southern walls are shown as none are needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6304140d:Water wheel2010-02-13T09:00:40Z<p>75.62.155.145: /* Design #1 */ side by side = easier to read</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #07F; padding: 0"|~<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #7FF; padding: 0"|~<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
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|style="color: #07F; padding: 0"|~<br />
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|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #07F; padding: 0"|~<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
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|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
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|style="color: #970; padding: 0"|W<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1'''<br /><br />
Upper___________Lower<br />
Level____________Level'''<br />
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<br />
===Design #2===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2'''<br />
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<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower_________Upper<br />
Level__________Level'''<br />
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:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that for the upper level, no southern walls are shown as none are needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6303640d:Water wheel2010-02-13T04:11:27Z<p>75.62.155.145: /* Design #3 */wrong link</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
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{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
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{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Top Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #C0C0C0; padding: 0"|.<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▼<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╩<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #008000; padding: 0"|'''X'''<br />
|style="color: #00FF00; padding: 0"|'''X'''<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #808000; padding: 0"|║<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #C0C0C0; padding: 0"|*<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|%<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br /><br /><br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Bottom Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|%<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╣<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|.<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br /><br />
<br />
===Design #2===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #008000; padding: 0"|X<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #00FF00; padding: 0"|X<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|}<br />
<br /><br />
<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower_________Upper<br />
Level__________Level'''<br />
<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╦<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #008000; padding: 0"|X<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #FFFFFF; padding: 0"|║<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #00FF00; padding: 0"|X<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
<br />
|}<br />
<br /><br />
:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that for the upper level, no southern walls are shown as none are needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&diff=6303440d:Hatch cover2010-02-13T03:34:51Z<p>75.62.155.145: </p>
<hr />
<div>A '''hatch cover''' (also called a '''floor hatch''' or just '''hatch''') is a circular covering for a hole in the ground, effectively a horizontal door based on the Z-axis. It is classed as [[furniture]] and can be built from either [[rock]], [[wood]], [[metal]] or [[glass]]. When closed, hatches have the symbol {{Raw Tile|¢|Gray|Silver}}, and when open they "disappear", just like [[door]]s or [[floodgates]]. You can verify the presence of an open hatch by using the {{k|k}} key and moving the cursor over/near the hatch opening. You can also use the {{k|t}} key to view the quality/value of an installed hatch.<br />
<br />
When you create any stairway down between two floors, a Floor Hatch, when put on the upper floor, acts exactly like a door. If you lock it, the dwarves will not use that staircase. A closed floor hatch will block the passage of fluids onto the lower floor, and will stop falling creatures. They can also be used on ramps. Up-down stairways do not prevent the use of hatches in that tile to block the down-portion - the up-portion would need to be blocked from the level above that. Floor hatches can also be placed or grouped on open space, provided they have support.<br />
<br />
== Hatch settings ==<br />
<br />
There are three options one can specify on any door or hatch from the {{K|q}} menu:<br />
* {{K|l}} Forbid/Permit Passage<br />
** A hatch set to Forbidden is impassable to any dwarves in the game. A hatch cannot be set Forbidden if it is open. Invading thieves may lock-pick and bypass a Forbidden hatch.<br />
* {{K|o}} Keep Tightly Closed/Make Pet-Passable<br />
** A hatch that is pet-passable allows through traffic of pets. A pet can still pass through a hatch that is tightly closed if it does so while it is being held open by an object or dwarf.<br />
* {{K|s}} Set as Internal/External<br />
** A hatch set to external functions as a floor when defining boundaries of a room such as a [[bedroom]]. A hatch set to internal allows the room boundaries to pour over.<br />
<br />
== Building Hatches ==<br />
<br />
After constructing a hatch at any of the above workshops, they must be "{{K|b}}uilt" (placed) like all other furniture. Hatches can be built on any free floor tile, over empty space, or on top of down-staircases (or up/down staircases, or even up-staircases, although that last option won't do anything useful). Hatches cannot be placed on the same tile as most other constructions, including all [[furniture]] and [[trap]]s.<br />
<br />
To be used effectively, a hatch should either be placed above a downstair (or in an up/down stair) where, like a door, it will impede liquid flow while still allowing access; or alternatively it can be linked up to a lever (and probably placed above a channel, or lava, or below a river etc), which when pulled will temporarily open the hatch, allowing whatever is above to fall down below.<br />
<br />
Like [[grate]]s, hatches placed on top of floor tiles are purely decorative. Placing a hatch cover does not automatically dig out anything under the hatch.<br />
<br />
Water which has a hatch on top of it can still be used as a water source and for fishing.<br />
<br />
Hatches over empty space can be safely walked on and even driven over by caravans (They do need to be next to a wall or floor for support, however, but they can't even be built if that condition isn't met - and supports on the level below don't do any good {{verify}}).<br />
<br />
== On using Hatches ==<br />
*They work just like doors. Only on the Z-axis.<br />
*The hatch will be flashing if placed over stairs or ramps.<br />
*Trap doors when hooked to pressure plates <br />
*For use over pits and ponds <br />
*Cover for stockpile stashes hidden underground <br />
*Preventing water and magma from flowing down stairs or ramps - useful for aquifer levels<br />
*Last minute defense for an invasion (Mainly for fortress built right into the ground)<br />
*A dwarf falling down a multiple floor stairway will be stopped by a closed floor hatch.<br />
*Hatches can be linked to levers to function like a "vertical" floodgate without blocking liquid accumulating on the surface above - for example they can be used as emergency drains for pools of water - or magma, if made of magma-safe materials. <br />
*Hatches can be deconstructed by creatures with the [[building destroyer]] tag, like [[troll]]s or [[cave crocodile]]s.<br />
*Freezing water has been reported to deconstruct hatches, causing flooding when the water thaws (and leaving the hatch lying nearby the opening).<br />
*Can be used to halt enemies coming from below the hatch, as enemies must be on the same level as their target (or higher) when making a melee attack. This might not work if an enemy's body temperature is high enough to damage the hatch.<br />
<br />
{{Colored Notice Box|#FF00FF|More testing is required.}}<br />
<br />
{{buildings}}<br />
[[Category:Furniture]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Item_value&diff=6303240d:Item value2010-02-13T01:59:48Z<p>75.62.155.145: /* Base values of items */ contradictory, fixed</p>
<hr />
<div>'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.<br />
<br />
The '''final value''' of an item multiplies the '''base value''' of the form of the object (a stone, a statue) by the '''material multiplier''' (granite, gold), and by the '''quality modifier''' (fine, masterful) if any, and then adding any final value for '''decorations'''.<br />
<br />
[[Room]]s also have a "value" which determines their [[Room#Specific_room_quality_grades|quality]], which is the sum of the objects placed within their designated area plus the [[material]]s that surround it plus improvements (such as [[engraving]]) to those materials. See [[room]] for a more complete discussion of these values, and [[How do I increase the value of a room]] for a complete list of options.<br />
<br />
==Base values of items==<br />
The '''base value''' of an item is determined by the item itself, not what it is made out of. For example, a wood block uses the base value for a block, not the multiplier for 'wooden', and a block of gold ore or any other material would use the ''same'' '''base value''', for a "block". In both cases, the '''final value''' is then multiplied by the [[material]] and/or the [[quality]] multiplier(s), if appropriate.<br />
<br />
<br />
===Items with neither material nor quality===<br />
{| style="border-spacing: 0"<br />
|- style="background-color: #EEE"<br />
! Value<br />
! Items<br />
|-<br />
|1||[[Gutter cruor]], [[Prickle berry wine]], [[Seed]], [[Sewer brew]], [[Swamp whiskey]]<br />
|- style="background-color: #EEE"<br />
|2||[[Dwarven ale]], [[Dwarven beer]], [[Dwarven rum]], [[Dwarven wine]], [[Fisher berry wine]], [[Longland beer]], [[River spirits]], [[Strawberry wine]], [[Tuber beer]]<br />
|-<br />
|3||[[Whip wine]]<br />
|- style="background-color: #EEE"<br />
|5||[[Lye]], [[Quarry bush leaves|Quarry bush leaf]], [[Sand]], [[Sunshine]]<br />
|-<br />
|10||[[Redroot dye]]<br />
|- style="background-color: #EEE"<br />
|20||[[Extracts|Cave spider venom]], [[Milk|Cow's milk]], [[Dimple dye]], [[Dwarven sugar]], [[Dwarven syrup]], [[Dwarven wheat flour]], [[Emerald dye]], [[Longland flour]], [[Milk|One-humped camel's milk]], [[Extracts|Phantom spider venom]], [[Sliver dye]], [[Milk|Two-humped camel's milk]]<br />
|-<br />
|25||[[Whip vine flour]]<br />
|- style="background-color: #EEE"<br />
|30||[[Cheese|Cow cheese]], [[Cheese|One-humped camel's cheese]], [[Cheese|Two-humped camel's cheese]]<br />
|-<br />
|50||[[Dwarven milk]], [[Mog juice]]<br />
|- style="background-color: #EEE"<br />
|100||[[Cheese|Dwarven cheese]], [[Extracts|Giant cave spider venom]], [[Extracts|Giant desert scorpion venom]], [[Golden salve]], [[Gnomeblight]], [[Extracts|Liquid fire]], [[Extracts|Snakeman venom]]<br />
|}<br />
<br />
The values of tame animals (and pets) are listed [[Tame|here]].<br />
<br />
===Items with material but without quality===<br />
{| style="border-spacing: 0"<br />
|- style="background-color: #EEE"<br />
! Value<br />
! Items<br />
|-<br />
|0||[[Severed body part|Body part]], [[Bone]], [[Chunk]], [[Corpse]], [[Fat]], [[Skin|Hide]] (raw), [[Shell]], [[Skull]]<br />
|- style="background-color: #EEE"<br />
|1||[[Vermin]] (untamed), [[Tallow]]<br />
|-<br />
|2||[[Fish]] (including raw), [[Meat]], [[Plant]]<br />
|- style="background-color: #EEE"<br />
|3||[[Gem]] (rough), [[Log]], [[Ore]], [[Stone]] (both economic and non-economic)<br />
|-<br />
|5||[[Bar]], [[Block]], [[Gem]] (cut), [[Leather]]<br />
|- style="background-color: #EEE"<br />
|6||[[Thread]]<br />
|-<br />
|10||[[Coin]]<br />
|- style="background-color: #EEE"<br />
|25||[[Soap]]<br />
|}<br />
<br />
===Items with both material and quality===<br />
{| style="border-spacing: 0"<br />
|- style="background-color: #EEE"<br />
! Value<br />
! Items<br />
|-<br />
|1||[[Arrow]], [[Blowdart]], [[Bolt]]<br />
|- style="background-color: #EEE"<br />
|7||[[Cloth]][4]<br />
|-<br />
|10||[[Animal Trap]], [[Buckler]], [[Cage]], [[Cap]] (metal, leather or cloth), [[Decoration]]<sup>[1]</sup>, Finished good<sup>[2][4]</sup>, [[Furniture]]<sup>[3]</sup>, [[Prepared meal]], [[Trap component]], [[Weapon]]<br />
|- style="background-color: #EEE"<br />
|15||[[Boot]], [[Gauntlet]], [[Helm]], [[Leggings]], [[Shield]], [[Shoe]]<sup>[4]</sup>, [[Clothing|Sock]]<sup>[4]</sup><br />
|-<br />
|20||[[Ballista arrow]], [[Armor|Leather armor]]<br />
|- style="background-color: #EEE"<br />
|25||[[Statue]], [[Window]]<br />
|-<br />
|30||[[Ballista part]], [[Catapult part]], [[Greaves]], [[Mechanism]]<br />
|- style="background-color: #EEE"<br />
|60||[[Chain mail]]<br />
|-<br />
|100||[[Anvil]], [[Plate mail]]<br />
|}<br />
<br />
[1] Decorations include "It is decorated with <material>", "It is encircled with bands of <material>", "It is adorned with hanging rings of <material>", "This object menaces with spikes of <material>", "On this object is an image of <description> in <material>", "It is studded with <metal>". See also the section about decorations.<br />
<br />
[2] Except for armor, shoes, and socks. [[Crafts|Amulet]], [[Backpack]], [[Crafts|Bracelet]], [[Restraint|Chain]], [[Clothing]], [[Crafts|Crown]], [[Goblet|Cup]], [[Instrument|Drum]], [[Crafts|Earring]], [[Vial|Flask]], [[Instrument|Flute]], [[Gem]] (large), [[Goblet]], [[Instrument|Harp]], [[Crafts|Idol]], [[Toy|Mini-forge]], [[Goblet|Mug]], [[Instrument|Piccolo]], [[Toy|Puzzlebox]], [[Quiver]], [[Crafts|Ring]], [[Restraint|Rope]], [[Crafts|Scepter]], [[Totem|Skull Totem]], [[Toy|Toy axe]], [[Toy|Toy boat]], [[Toy|Toy hammer]], [[Instrument|Trumpet]], [[Vial]], [[Waterskin]]<br />
<br />
[3] Except for anvil, ballista part, catapult part, mechanism, statue, and window.<br />
<br />
[4] Cloth items get a free decoration made of the same material. Goods made out of cloth get the following built in as decorations: the cloth (with quality mod), the thread (without quality), and the dye (with quality).<br />
<br />
==Material multipliers==<br />
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest - that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Stone]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Stone<br />
|- style="background-color: #EEE"<br />
|x1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Common stone]]<br />
|-<br />
|x2||[[Cassiterite]], [[Copper nuggets]], [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]<br />
|- style="background-color: #EEE"<br />
|x3||[[Tetrahedrite]], [[Obsidian]]<br />
|-<br />
|x5||[[Galena]]<br />
|- style="background-color: #EEE"<br />
|x8||[[Hematite]], [[Limonite]], [[Magnetite]]<br />
|-<br />
|x10||[[Horn silver]], [[Silver nuggets]]<br />
|- style="background-color: #EEE"<br />
|x30||[[Gold nuggets]]<br />
|-<br />
|x40||[[Native aluminum]], [[Platinum nuggets]]<br />
|- style="background-color: #EEE"<br />
|x250||[[Raw adamantine]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Gem]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Gem<br />
|- style="background-color: #EEE"<br />
|x2||[[Banded agate]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Lace agate]], [[Moss agate]], [[Plume agate]], [[Tube agate]], [[Bloodstone]], [[Carnelian]], [[Gray chalcedony]], [[White chalcedony]], [[Chrysocolla]], [[Chrysoprase]], [[Rock crystal]], [[Citrine]], [[Tiger iron]], [[Blue jade]], [[Lavender jade]], [[Pink jade]], [[White jade]], [[Brown jasper]], [[Yellow jasper]], [[Lapis lazuli]], [[Moonstone]], [[Morion]], [[Onyx]], [[Prase]], [[Pyrite]], [[Milk quartz]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Sunstone]], [[Tigereye]], [[Turquoise]], [[Variscite]]<br />
|-<br />
|x3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]<br />
|- style="background-color: #EEE"<br />
|x10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]<br />
|-<br />
|x15||[[Melanite]], [[Fire opal]], [[Jelly opal]], [[Pink tourmaline]], [[Red tourmaline]]<br />
|- style="background-color: #EEE"<br />
|x20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Golden beryl]], [[Honey yellow beryl]], [[Red beryl]], [[Chrysoberyl]], [[Cat's eye]], [[Clear garnet]], [[Pink garnet]], [[Goshenite]], [[Cinnamon grossular]], [[Red grossular]], [[Yellow grossular]], [[Heliodor]], [[Green jade]], [[Kunzite]], [[Morganite]], [[Bandfire opal]], [[Claro opal]], [[Crystal opal]], [[Harlequin opal]], [[Levin opal]], [[Pinfire opal]], [[Precious fire opal]], [[Red flash opal]], [[White opal]], [[Peridot]], [[Black pyrope]], [[Red pyrope]], [[Rhodolite]], [[Rubicelle]], [[Violet spessartine]], [[Yellow spessartine]], [[Purple spinel]], [[Red spinel]], [[Tanzanite]], [[Topazolite]], [[Topaz]], [[Green tourmaline]], [[Black zircon]], [[Brown zircon]], [[Green zircon]], [[Red zircon]], [[Yellow zircon]]<br />
|-<br />
|x25||[[Indigo tourmaline]], [[Clear zircon]]<br />
|- style="background-color: #EEE"<br />
|x30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]<br />
|-<br />
|x40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]<br />
|- style="background-color: #EEE"<br />
|x60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Metal]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Metal<br />
|- style="background-color: #EEE"<br />
|x2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]<br />
|-<br />
|x3||[[Lay pewter]], [[Nickel silver]]<br />
|- style="background-color: #EEE"<br />
|x4||[[Trifle pewter]]<br />
|-<br />
|x5||[[Bronze]], [[Fine pewter]]<br />
|- style="background-color: #EEE"<br />
|x6||[[Billon]], [[Bismuth bronze]]<br />
|-<br />
|x7||[[Brass]]<br />
|- style="background-color: #EEE"<br />
|x8||[[Sterling silver]]<br />
|-<br />
|x10||[[Iron]], [[Pig iron]], [[Silver]]<br />
|- style="background-color: #EEE"<br />
|x11||[[Black bronze]]<br />
|-<br />
|x20||[[Electrum]]<br />
|- style="background-color: #EEE"<br />
|x23||[[Rose gold]]<br />
|-<br />
|x30||[[Gold]], [[Steel]]<br />
|- style="background-color: #EEE"<br />
|x40||[[Aluminum]], [[Platinum]]<br />
|-<br />
|x300||[[Adamantine]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Animal]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Animal<br />
|- style="background-color: #EEE"<br />
|x1||[[Antman]], [[Batman]], [[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Cat]], [[Cave Swallowman]], [[Chimpanzee]], [[Cyclops]], [[Dark gnome]], [[Deer]], [[Dog]], [[Donkey]], [[Dwarf]], [[Elf]], [[Ettin]], [[Fox]], [[Frogman]], [[Gazelle]], [[Giant]], [[Goblin]], [[Gorilla]], [[Gray gibbon]], [[Gremlin]], [[Groundhog]], [[Harpy]], [[Hoary marmot]], [[Horse]], [[Human]], [[Kobold]], [[Lizardman]], [[Mandrill]], [[Minotaur]], [[Mountain gnome]], [[Mountain goat]], [[Mule]], [[Olmman]], [[Orangutan]], [[Phantom spider]], [[Pileated gibbon]], [[Raccoon]], [[Ratman]], [[Rhesus macaque]], [[Siamang]], [[Silvery gibbon]], [[Snakeman]], [[Titan]], [[Troglodyte]], [[White-browed gibbon]], [[White-handed gibbon]], [[Wizard]]<br />
|-<br />
|x2||[[Beak dog]], [[Cow]], [[Elk]], [[Foul blendec]], [[Giant mole]], [[Giant rat]], [[Grimeling]], [[Ice wolf]], [[Large rat]], [[Muskox]], [[Naked mole dog]], [[One-humped camel]], [[Satyr]], [[Two-humped camel]], [[Warthog]], [[Wolf]]<br />
|- style="background-color: #EEE"<br />
|x3||All large oceanic creatures ([[Walrus]], [[Whale]], sharks, oceanic fish), [[Black bear]], [[Carp]], [[Cheetah]], [[Cougar]], [[Elephant]], [[Giant cheetah]], [[Giant jaguar]], [[Giant leopard]], [[Giant lion]], [[Giant tiger]], [[Grizzly bear]], [[Hippo]], [[Jaguar]], [[Leechman]], [[Leopard]], [[Lion]], [[Longnose gar]], [[Pike (fish)|Pike]], [[Polar bear]], [[Sea monster]], [[Sea serpent]], [[Slugman]], [[Snailman]], [[Strangler]], [[Tiger]], [[Tigerfish]], [[Tigerman]]<br />
|-<br />
|x4||[[Alligator]], [[Nightwing]], [[Saltwater crocodile]], [[Werewolf]]<br />
|- style="background-color: #EEE"<br />
|x5||[[Cave crocodile]], [[Giant bat]], [[Giant cave swallow]], [[Giant eagle]], [[Giant olm]], [[Giant toad]], [[Purring maggot]]<br />
|-<br />
|x10||[[Blizzard man]], [[Fire imp]], [[Giant cave spider]], [[Giant desert scorpion]], [[Ogre]], [[Sasquatch]], [[Troll]], [[Unicorn]]<br />
|- style="background-color: #EEE"<br />
|x20||[[Frog demon]], [[Tentacle demon]]<br />
|-<br />
|x50||[[Demon]], [[Dragon]], [[Hydra]], [[Merperson]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|[[Plant]]s<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Plant<br />
|- style="background-color: #EEE"<br />
|x1||[[Hide root]], [[Muck root]], [[Prickle berry]], [[Rat weed]], [[Sliver barb]]<br />
|-<br />
|x2||[[Blade weed]], [[Bloated tuber]], [[Cave wheat]], [[Dimple cup]], [[Fisher berry]], [[Longland grass]], [[Pig tail]], [[Plump helmet]], [[Quarry bush]], [[Rope reed]], [[Sweet pod]], [[Wild strawberry]], [[Sun berry]], [[Whip vine]]<br />
|- style="background-color: #EEE"<br />
|x5||[[Kobold bulb]], [[Valley herb]]<br />
|}<br />
<br />
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"<br />
|- style=background-color:#ccf<br />
! colspan=2|Miscellaneous<br />
|- style=text-align:left<br />
! style=padding-right:1em|Multiplier<br />
! Material<br />
|- style="background-color: #EEE"<br />
|x1||[[Ash]], [[Wood]]<br />
|-<br />
|x2||[[Charcoal]], [[Coke]], [[Green glass]], [[Thread|Silk thread]]<sup>[1]</sup><br />
|- style="background-color: #EEE"<br />
|x3||[[Potash]]<br />
|-<br />
|x4||[[Pearlash]]<br />
|- style="background-color: #EEE"<br />
|x5||[[Clear glass]], [[Soap]]<sup>[1]</sup><br />
|-<br />
|x10||[[Crystal glass]]<br />
|-<br />
|||<sup>[1]The value of objects made from these materials is also multiplied by the value of their source animal.</sup><br />
|}<br />
<br />
== Quality ==<br />
Item value is further increased by applying the [[Quality|quality]] modifier.<br />
<br />
{|<br />
! style="padding-right: 35px;" | '''Designation''' || style="text-align: left;" | '''Description''' || style="padding-right: 20px; padding-left: 15px; text-align: center;" | '''Value <br>Modifier''' || <br />
|-<br />
| &nbsp;Item Name || style="text-align: center;" | &mdash;&nbsp;&nbsp;&nbsp;&nbsp; || style="text-align: center;" | &times;1&nbsp; ||<br />
|-<br />
| -Item Name- || Well-crafted || style="text-align: center;" | &times;2&nbsp; || <br />
|-<br />
| +Item Name+ || Finely-crafted || style="text-align: center;" | &times;3&nbsp; ||<br />
|-<br />
| *Item Name* || Superior quality || style="text-align: center;" | &times;4&nbsp; || <br />
|-<br />
| ≡Item Name≡ || Exceptional || style="text-align: center;" | &times;5&nbsp; || <br />
|-<br />
| ☼Item Name☼ || Masterful || style="text-align: center;" | &times;12&nbsp; || <br />
|-<br />
| Unique Name || Artifact || style="text-align:center;" | &times;120&nbsp; ||<br />
|}<br />
<br />
==Decorations==<br />
<br />
Your [[craftsdwarf|craftsdwarves]] can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a [[gold]] stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.<br />
<br />
Engravings are decorations with the standard material modifiers.<br />
<br />
Note that some races have additional modifiers that cause them to prefer certain types of decorations over others. For example, Dwarves prefer encircled bands and menacing spikes over hanging rings, while Elves perceive menacing spikes as completely worthless.<br />
<br />
== Dyeing ==<br />
Value gained by [[dye]]ing is added, like that of decorations. Only [[thread]], [[cloth]] and its products can be dyed. For details see [[Dye]].<br />
<br />
==Examples==<br />
===Basic examples===<br />
{| style="border-spacing: 0"<br />
|-<br />
! Base Object<br />
!<br />
! Material<br />
!<br />
! [[Quality]]<br />
!<br />
! Final Value<br />
|-<br />
|[[Anvil]] ||(100)||[[Steel]] ||(x30)||+Item+ ||(x3)||9000☼<br />
|-<br />
|[[Door]] ||(10)||[[Obsidian]] ||(x3)||None ||(x1)||30☼<br />
|-<br />
|[[Block]] ||(5)||[[Wood]] ||(x1)||None ||(x1)||5☼<br />
|-<br />
|[[Goblet]] ||(10)||[[Lead]] ||(x2)||-Item- ||(x2)||40☼<br />
|-<br />
|[[Goblet]] ||(10)||[[Aluminum]]||(x40)||☼Item☼ ||(x12)||4800☼<br />
|}<br />
===+«+Pig tail shoe+»+===<br />
{{Gametext|This is a finely-crafted Pig tail shoe. It is made from well-crafted Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye. On the item is a finely-designed image of squares in Pig tail by Urvad Zonilash. It is made from superior quality Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye.}}<br />
{|<br />
|-<br />
!Base item<br />
!Material<br />
!Quality<br />
!Subtotal<br />
|-<br />
|15 (shoe)||x2 (pig tail)||x3 (fine quality)||= 90<br />
|-<br />
|10 (cloth decoration)||x2 (pig tail)||x2 (well-crafted quality)||= 40<br />
|-<br />
|10 (thread decoration)||x2 (pig tail)||||= 20<br />
|-<br />
|20 (dimple dye)||||x3 (fine quality)||= 60<br />
|-<br />
|10 (image decoration)||x2 (pig tail)||x3 (fine quality)||= 60<br />
|-<br />
|20 (dimple dye)||||x3 (fine quality)||= 60<br />
|}<br />
'''Total:''' 330☼<br />
<br />
[[Category:Items|*Value]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&diff=6300840d Talk:Glass2010-02-12T09:23:26Z<p>75.62.155.145: /* Crystal Glass Windows? */</p>
<hr />
<div>==Quantities Required==<br />
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)<br />
<br />
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)<br />
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)<br />
<br />
==Glass Traps==<br />
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required. This raises the issue, however, of what damage rating the various sorts of glass get. As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is. Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)<br />
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)<br />
:: It says in the article that GREEN glass has a 50% damage modifier... It's probably safe to assume the same of clear, what about crystal? [[User:Loyal|Loyal]] 17:04, 29 December 2009 (EST)<br />
<br />
==Products==<br />
:"Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill."<br />
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)<br />
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen. You can get around it with the manager. [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)<br />
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)<br />
<br />
==The Raw Glass==<br />
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]<br />
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)? If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass. Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)<br />
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)<br />
<br />
== Glass furniture made by a Mason? ==<br />
<br />
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors. If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons. Thoughts? [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)<br />
<br />
:It's not like you're going to run out of stone. You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass. Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it. High-quality glass trap weapons (and terraria) are really quite good. Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)<br />
<br />
::The only ores with value >3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine. It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass. So clear glass furniture makes sense for a classy fortress. [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)<br />
<br />
:::If you want classy furniture you can make it out of metal at a metalsmiths. There's definately plenty of non-iron metal that you can waste for it. Clear glass is actually pretty low quality in comparison to most of the crap metal bars' (billon e.g.) value. [[User:Greep|Greep]] 04:40, 23 June 2009 (UTC)<br />
<br />
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)<br />
<br />
:Clear glass is a pain to make. Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything. In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient. Clear glass is fancy, certainly, but best left to challenge builds. And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum. (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves. Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)<br />
<br />
::Hmmm... You may be right about the quality thing. Looking at the thoughts page, we have one thought following the template "admired {a/own} {quality} {building} lately" and another following the template "admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately". So my guess is that the first thought depends only on quality, while the second thought depends on value. The second thought might only be for statues. As for clear glass, please do not doubt my mastery of efficient fortress design and operation. :-P [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)<br />
<br />
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)<br />
<br />
== raw glass cannot be cut by Jewelers to make glass gems ==<br />
<br />
According to this article, raw glass can be cut by a gem cutter just like other rough gems.<br />
I have produced raw glass. It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted. I repeat: raw glass does not appear as an option for cut or encrust. What am I missing here? Is this a bug in 40d? What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)<br />
<br />
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason. Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)<br />
<br />
::Ah, thank you very much! Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)<br />
<br />
== Glass is Magma-Proof? ==<br />
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)<br />
<br />
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma. It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)<br />
<br />
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either. Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)<br />
<br />
==Limestone?==<br />
Why was a comparison to the value of limestone added? I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)<br />
<br />
==The cake is a lie==<br />
"Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel." Is this an in-joke or something? If so, I don't get it. (I've played Portal.) If it's not, then what is going on with this sentence? I'd recommend either explaining it or taking it out. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Ookpik|Ookpik]]</small><br />
<br />
:Read the article and was wondering what that line was referencing as well... Can anyone clarify? --[[User:Elvang|Elvang]] 05:58, 9 June 2009 (UTC)<br />
<br />
::Check the history of a page next time. -[[User:N9103|Edward]] 22:05, 9 June 2009 (UTC)<br />
<br />
:::I did, only thing I learned was that it was added by [[User:Random832|Random832]]. --[[User:Elvang|Elvang]] 02:15, 10 June 2009 (UTC)<br />
<br />
::::Are you guys saying you've never heard of [http://en.wikipedia.org/wiki/The_Green_Glass_Door The Green Glass Door]? [[User:DaPatman|DaPatman]] 23:39, 30 August 2009 (UTC)<br />
<br />
:::::Have now. (Wish I hadn't, but still, thanks.) I'd rather play [http://en.wikipedia.org/wiki/Botticelli_%28game%29 Botticelli].--[[User:Albedo|Albedo]] 01:15, 31 August 2009 (UTC)<br />
<br />
== Green glass as gems ==<br />
i had a dwarf in a strange mood ignore my Raw Green glass, till i got some gems proper.. why was this (he did want uncut gems) [[User:Corhen|Corhen]] 04:50, 8 June 2009 (UTC)<br />
:That's because when he wants glass, he'll ask for glass. This time he wanted gems. Glass is not a gem, you know--[[User:Dorten|Dorten]] 10:35, 8 June 2009 (UTC)<br />
::then the article will have to be changed, it is written to sound like he can use green glass as a gem[[User:Corhen|Corhen]] 00:28, 9 June 2009 (UTC)<br />
<br />
== Crystal Glass Windows? ==<br />
I found some rock crystals in my current fort--which is bound for a magma pool death collapse--and decided to make some crystal glass windows to put on a small pyramid and the dwarf gathered ''rock crystals'' and pearlash with which to make the windows '''not''' the raw crystal glass that had already been produced. Is this normal?--[[User:Draco18s|Draco18s]] 18:11, 23 January 2010 (UTC)<br />
<br />
:Raw crystal glass is treated as a gem, not a building substance. --[[Special:Contributions/67.166.153.85|67.166.153.85]] 19:00, 23 January 2010 (UTC)<br />
<br />
::Gems can be made into windows too, my point is they were NOT USING the raw crystal glass to make ''crystal glass windows''--[[User:Draco18s|Draco18s]] 21:58, 11 February 2010 (UTC)<br />
:::Of course not - you can't make anything from "raw crystal glass" except gems. While glass is often thought of as a gem, it can't be made directly into a window, because ''any'' object made from glass first must be made from the appropriate ingredients. Glass windows are pieces of "furniture" that are produced at a glass furnace. They're like chairs or grates - first you produce them, ''then'' you place them. And it takes rock crystal to produce an object of crystal glass.--[[Special:Contributions/75.62.155.145|75.62.155.145]] 08:57, 12 February 2010 (UTC)</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&diff=6300740d Talk:Glass2010-02-12T08:57:06Z<p>75.62.155.145: sloppy wording - fixed</p>
<hr />
<div>==Quantities Required==<br />
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)<br />
<br />
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)<br />
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)<br />
<br />
==Glass Traps==<br />
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required. This raises the issue, however, of what damage rating the various sorts of glass get. As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is. Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)<br />
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)<br />
:: It says in the article that GREEN glass has a 50% damage modifier... It's probably safe to assume the same of clear, what about crystal? [[User:Loyal|Loyal]] 17:04, 29 December 2009 (EST)<br />
<br />
==Products==<br />
:"Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill."<br />
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)<br />
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen. You can get around it with the manager. [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)<br />
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)<br />
<br />
==The Raw Glass==<br />
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]<br />
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)? If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass. Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)<br />
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)<br />
<br />
== Glass furniture made by a Mason? ==<br />
<br />
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors. If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons. Thoughts? [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)<br />
<br />
:It's not like you're going to run out of stone. You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass. Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it. High-quality glass trap weapons (and terraria) are really quite good. Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)<br />
<br />
::The only ores with value >3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine. It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass. So clear glass furniture makes sense for a classy fortress. [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)<br />
<br />
:::If you want classy furniture you can make it out of metal at a metalsmiths. There's definately plenty of non-iron metal that you can waste for it. Clear glass is actually pretty low quality in comparison to most of the crap metal bars' (billon e.g.) value. [[User:Greep|Greep]] 04:40, 23 June 2009 (UTC)<br />
<br />
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)<br />
<br />
:Clear glass is a pain to make. Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything. In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient. Clear glass is fancy, certainly, but best left to challenge builds. And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum. (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves. Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)<br />
<br />
::Hmmm... You may be right about the quality thing. Looking at the thoughts page, we have one thought following the template "admired {a/own} {quality} {building} lately" and another following the template "admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately". So my guess is that the first thought depends only on quality, while the second thought depends on value. The second thought might only be for statues. As for clear glass, please do not doubt my mastery of efficient fortress design and operation. :-P [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)<br />
<br />
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)<br />
<br />
== raw glass cannot be cut by Jewelers to make glass gems ==<br />
<br />
According to this article, raw glass can be cut by a gem cutter just like other rough gems.<br />
I have produced raw glass. It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted. I repeat: raw glass does not appear as an option for cut or encrust. What am I missing here? Is this a bug in 40d? What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)<br />
<br />
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason. Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)<br />
<br />
::Ah, thank you very much! Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)<br />
<br />
== Glass is Magma-Proof? ==<br />
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)<br />
<br />
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma. It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)<br />
<br />
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either. Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)<br />
<br />
==Limestone?==<br />
Why was a comparison to the value of limestone added? I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)<br />
<br />
==The cake is a lie==<br />
"Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel." Is this an in-joke or something? If so, I don't get it. (I've played Portal.) If it's not, then what is going on with this sentence? I'd recommend either explaining it or taking it out. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Ookpik|Ookpik]]</small><br />
<br />
:Read the article and was wondering what that line was referencing as well... Can anyone clarify? --[[User:Elvang|Elvang]] 05:58, 9 June 2009 (UTC)<br />
<br />
::Check the history of a page next time. -[[User:N9103|Edward]] 22:05, 9 June 2009 (UTC)<br />
<br />
:::I did, only thing I learned was that it was added by [[User:Random832|Random832]]. --[[User:Elvang|Elvang]] 02:15, 10 June 2009 (UTC)<br />
<br />
::::Are you guys saying you've never heard of [http://en.wikipedia.org/wiki/The_Green_Glass_Door The Green Glass Door]? [[User:DaPatman|DaPatman]] 23:39, 30 August 2009 (UTC)<br />
<br />
:::::Have now. (Wish I hadn't, but still, thanks.) I'd rather play [http://en.wikipedia.org/wiki/Botticelli_%28game%29 Botticelli].--[[User:Albedo|Albedo]] 01:15, 31 August 2009 (UTC)<br />
<br />
== Green glass as gems ==<br />
i had a dwarf in a strange mood ignore my Raw Green glass, till i got some gems proper.. why was this (he did want uncut gems) [[User:Corhen|Corhen]] 04:50, 8 June 2009 (UTC)<br />
:That's because when he wants glass, he'll ask for glass. This time he wanted gems. Glass is not a gem, you know--[[User:Dorten|Dorten]] 10:35, 8 June 2009 (UTC)<br />
::then the article will have to be changed, it is written to sound like he can use green glass as a gem[[User:Corhen|Corhen]] 00:28, 9 June 2009 (UTC)<br />
<br />
== Crystal Glass Windows? ==<br />
I found some rock crystals in my current fort--which is bound for a magma pool death collapse--and decided to make some crystal glass windows to put on a small pyramid and the dwarf gathered ''rock crystals'' and pearlash with which to make the windows '''not''' the raw crystal glass that had already been produced. Is this normal?--[[User:Draco18s|Draco18s]] 18:11, 23 January 2010 (UTC)<br />
<br />
:Raw crystal glass is treated as a gem, not a building substance. --[[Special:Contributions/67.166.153.85|67.166.153.85]] 19:00, 23 January 2010 (UTC)<br />
<br />
::Gems can be made into windows too, my point is they were NOT USING the raw crystal glass to make ''crystal glass windows''--[[User:Draco18s|Draco18s]] 21:58, 11 February 2010 (UTC)<br />
:::Of course not - you can't make anything from "raw crystal glass" except gems. While glass is often thought of as a gem, any object made from glass is made from the appropriate ingredients. Glass blocks are blocks, not "raw glass" - no such thing as a raw material. Glass windows are pieces of "furniture" that are produced at a glass furnace. They're like chairs or grates - first you produce them, ''then'' you place them. And it takes rock crystal to produce an object of crystal glass.--[[Special:Contributions/75.62.155.145|75.62.155.145]] 08:57, 12 February 2010 (UTC)</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&diff=6300640d Talk:Glass2010-02-12T08:54:16Z<p>75.62.155.145: /* Crystal Glass Windows? */</p>
<hr />
<div>==Quantities Required==<br />
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)<br />
<br />
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)<br />
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)<br />
<br />
==Glass Traps==<br />
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required. This raises the issue, however, of what damage rating the various sorts of glass get. As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is. Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)<br />
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)<br />
:: It says in the article that GREEN glass has a 50% damage modifier... It's probably safe to assume the same of clear, what about crystal? [[User:Loyal|Loyal]] 17:04, 29 December 2009 (EST)<br />
<br />
==Products==<br />
:"Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill."<br />
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)<br />
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen. You can get around it with the manager. [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)<br />
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)<br />
<br />
==The Raw Glass==<br />
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]<br />
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)? If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass. Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)<br />
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)<br />
<br />
== Glass furniture made by a Mason? ==<br />
<br />
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors. If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons. Thoughts? [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)<br />
<br />
:It's not like you're going to run out of stone. You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass. Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it. High-quality glass trap weapons (and terraria) are really quite good. Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)<br />
<br />
::The only ores with value >3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine. It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass. So clear glass furniture makes sense for a classy fortress. [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)<br />
<br />
:::If you want classy furniture you can make it out of metal at a metalsmiths. There's definately plenty of non-iron metal that you can waste for it. Clear glass is actually pretty low quality in comparison to most of the crap metal bars' (billon e.g.) value. [[User:Greep|Greep]] 04:40, 23 June 2009 (UTC)<br />
<br />
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)<br />
<br />
:Clear glass is a pain to make. Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything. In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient. Clear glass is fancy, certainly, but best left to challenge builds. And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum. (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves. Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)<br />
<br />
::Hmmm... You may be right about the quality thing. Looking at the thoughts page, we have one thought following the template "admired {a/own} {quality} {building} lately" and another following the template "admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately". So my guess is that the first thought depends only on quality, while the second thought depends on value. The second thought might only be for statues. As for clear glass, please do not doubt my mastery of efficient fortress design and operation. :-P [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)<br />
<br />
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)<br />
<br />
== raw glass cannot be cut by Jewelers to make glass gems ==<br />
<br />
According to this article, raw glass can be cut by a gem cutter just like other rough gems.<br />
I have produced raw glass. It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted. I repeat: raw glass does not appear as an option for cut or encrust. What am I missing here? Is this a bug in 40d? What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)<br />
<br />
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason. Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)<br />
<br />
::Ah, thank you very much! Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)<br />
<br />
== Glass is Magma-Proof? ==<br />
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)<br />
<br />
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma. It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)<br />
<br />
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either. Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)<br />
<br />
==Limestone?==<br />
Why was a comparison to the value of limestone added? I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)<br />
<br />
==The cake is a lie==<br />
"Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel." Is this an in-joke or something? If so, I don't get it. (I've played Portal.) If it's not, then what is going on with this sentence? I'd recommend either explaining it or taking it out. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Ookpik|Ookpik]]</small><br />
<br />
:Read the article and was wondering what that line was referencing as well... Can anyone clarify? --[[User:Elvang|Elvang]] 05:58, 9 June 2009 (UTC)<br />
<br />
::Check the history of a page next time. -[[User:N9103|Edward]] 22:05, 9 June 2009 (UTC)<br />
<br />
:::I did, only thing I learned was that it was added by [[User:Random832|Random832]]. --[[User:Elvang|Elvang]] 02:15, 10 June 2009 (UTC)<br />
<br />
::::Are you guys saying you've never heard of [http://en.wikipedia.org/wiki/The_Green_Glass_Door The Green Glass Door]? [[User:DaPatman|DaPatman]] 23:39, 30 August 2009 (UTC)<br />
<br />
:::::Have now. (Wish I hadn't, but still, thanks.) I'd rather play [http://en.wikipedia.org/wiki/Botticelli_%28game%29 Botticelli].--[[User:Albedo|Albedo]] 01:15, 31 August 2009 (UTC)<br />
<br />
== Green glass as gems ==<br />
i had a dwarf in a strange mood ignore my Raw Green glass, till i got some gems proper.. why was this (he did want uncut gems) [[User:Corhen|Corhen]] 04:50, 8 June 2009 (UTC)<br />
:That's because when he wants glass, he'll ask for glass. This time he wanted gems. Glass is not a gem, you know--[[User:Dorten|Dorten]] 10:35, 8 June 2009 (UTC)<br />
::then the article will have to be changed, it is written to sound like he can use green glass as a gem[[User:Corhen|Corhen]] 00:28, 9 June 2009 (UTC)<br />
<br />
== Crystal Glass Windows? ==<br />
I found some rock crystals in my current fort--which is bound for a magma pool death collapse--and decided to make some crystal glass windows to put on a small pyramid and the dwarf gathered ''rock crystals'' and pearlash with which to make the windows '''not''' the raw crystal glass that had already been produced. Is this normal?--[[User:Draco18s|Draco18s]] 18:11, 23 January 2010 (UTC)<br />
<br />
:Raw crystal glass is treated as a gem, not a building substance. --[[Special:Contributions/67.166.153.85|67.166.153.85]] 19:00, 23 January 2010 (UTC)<br />
<br />
::Gems can be made into windows too, my point is they were NOT USING the raw crystal glass to make ''crystal glass windows''--[[User:Draco18s|Draco18s]] 21:58, 11 February 2010 (UTC)<br />
:::Of course not - there is no such thing as "raw crystal glass". While glass is often treated as a gem, any object made from glass is made from the appropriate ingredients. Glass blocks are blocks, not "raw glass" - no such thing. Glass windows are pieces of "furniture" that are produced at a glass furnace. They're like chairs or grates - first you produce them, ''then'' you place them. And it takes rock crystal to produce an object of crystal glass.--[[Special:Contributions/75.62.155.145|75.62.155.145]] 08:54, 12 February 2010 (UTC)</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Preferences&diff=6298740d:Preferences2010-02-12T04:45:15Z<p>75.62.155.145: have many dwarves w/ pref for armour ''and'' clothing, in that order.</p>
<hr />
<div>Every dwarf is born with a unique [[personality]] that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.<br />
<br />
== Possible Objects of Affection or Revulsion ==<br />
Each dwarf prefers particular materials, objects, animals, and foods. These types may or may not be generally thought of as preferable, valuable or even useful. A given dwarf may display many, a few, or (theoretically) even none of these preferences.<br />
<br />
Preferences will include:<br />
:* one type of [[stone]], [[soil]], [[ore]], or [[raw adamantine]]<br />
:* one type of [[metal]], or [[adamantine]]<br />
:* one type of [[gem]]<br />
<br />
Preferences may also include:<br />
:* a specific type of [[wood]]<br />
:* a type of [[leather]]<br />
:* a type of [[glass]]<br />
:* a type of decoration material: a specific type of [[bone]], horn, ivory, etc.<br />
:* a type of [[cloth]] <br />
:* a color<br />
:* a design/motif<br />
:* a [[weapon]] (inc. picks and bolts) <br />
:* a specific [[armor piece|piece of armor]] <br />
:* a specific piece of [[clothing]]<br />
:* a type of finished goods or craft<br />
:* a type of [[furniture]] (inc. anvils)<br />
:* [[trap]] or [[siege weapon]] components<br />
:* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate)<br />
:* a type of [[crop]]<br />
:* one or more favourite [[food]]s (new preferences can develop during game; presumably only for food that is actually eaten and probably only if it's not part of a prepared meal{{verify}})<br />
:* one or more favourite [[alcohol|drink]]s (new preferences can develop during game; presumably only for booze that is actually drunk{{verify}})<br />
:* detesting a type of [[vermin]]<br />
<br />
<br />
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.<br />
<br />
<br />
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}<br />
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}<br />
<br />
Note that it is guaranteed that each of your initial seven dwarfs "likes working outdoors" and "grumbles only mildly at inclement weather". [[Immigrant]]s most likely will not have these preferences.<br />
<br />
All dwarfs "need alcohol to get through the working day" - that's part of being a dwarf.<br />
<br />
== Effect on Skill Use (Crafting) ==<br />
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object. This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects. The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.<br />
<br />
Note that the material preferences can affect more than one stage in the production chain. If you're fortunate enough to have a dwarf who likes [[pig tail]] [[cloth]], or [[giant cave spider]] [[silk]], it will improve both their [[weaving]] and [[clothesmaking]] with those materials. It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.<br />
<br />
== Effect on Thoughts and Behavior ==<br />
Dwarves who prefer particular drinks or foods will seek them out instead of choosing whatever's closest or newest, and will get a more intense happiness boost from a given quality of food or drink. Dwarves without a preference for a drink will go for the newest brewed. The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals. The deciding factor is not the name of the meal but whether one or more of its ingredients is a favored one.<br />
<br />
Dwarves will also try to acquire items they like; adopting [[pet]]s, purchasing items from a [[shop]], and in the case of [[noble]]s, [[demand|demanding]] furniture in their [[room]]s or [[mandate|mandating]] construction of items in their favourite metal/stone.<br />
<br />
Of particular note, dwarves that like [[cat]]s are more vulnerable to [[Catsplosion|cuddly-wuddly syndrome]].<br />
<br />
== Effect on Artifacts and Demands ==<br />
A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]]. If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will. Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway! This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor). <br />
<br />
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]). Any noble that likes a material you cannot create (for example, one who likes [[green glass]] items on a map without sand) should probably be [[unfortunate accident|dealt with]] at the earliest opportunity.<br />
<br />
== Civilian and Military Positions ==<br />
The preferences screen also contains a short section detailing any positions a dwarf holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with another civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations. <br />
<br />
== Continuing Study ==<br />
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress. Also "under construction" is our ''knowledge'' of what certain traits mean and how they affect gameplay. We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind. The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6296740d:Water wheel2010-02-11T06:31:15Z<p>75.62.155.145: /* Design #3 */</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Top Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #C0C0C0; padding: 0"|.<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▼<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╩<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #008000; padding: 0"|'''X'''<br />
|style="color: #00FF00; padding: 0"|'''X'''<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #808000; padding: 0"|║<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #C0C0C0; padding: 0"|*<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|%<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br /><br /><br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Bottom Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|%<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╣<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|.<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br /><br />
<br />
===Design #2===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
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|style="color: #FFFFFF; padding: 0"|╗<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #777; padding: 0"|+<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
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|style="color: #970; padding: 0"|W<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #00FF00; padding: 0"|X<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|=<br />
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|}<br />
<br /><br />
<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower_________Upper<br />
Level__________Level'''<br />
<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #07F; padding: 0"|~<br />
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|style="color: #07F; padding: 0"|~<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|}<br />
<br /><br />
:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that for the upper level, no southern walls are shown as none are needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6296640d:Water wheel2010-02-11T04:45:08Z<p>75.62.155.145: /* Design #3 */ tweaks</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #970; padding: 0"|=<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Top Floor'''<br />
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|style="color: #008000; padding: 0"|'''X'''<br />
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{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Bottom Floor'''<br />
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<br /><br />
<br />
===Design #2===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2'''<br />
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<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower__________Upper<br />
Level__________Level'''<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000; padding: 0"|█<br />
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|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
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|}<br />
<br /><br />
:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area. Note that no southern wall is shown for the upper level, as none is needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6296540d:Water wheel2010-02-11T04:43:10Z<p>75.62.155.145: /* Design #3 */</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #7FF; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07f; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Top Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #008000; padding: 0"|'''X'''<br />
|style="color: #00FF00; padding: 0"|'''X'''<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
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|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
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|style="color: #FFFFFF; padding: 0"|═<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
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|style="color: #C0C0C0; padding: 0"|%<br />
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|}<br />
<br /><br /><br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Bottom Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #C0C0C0; padding: 0"|%<br />
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|style="color: #C0C0C0; padding: 0"|.<br />
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<br /><br />
<br />
===Design #2===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2'''<br />
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<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower__________Upper<br />
Level__________Level'''<br />
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:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~6/7, but will not overflow back past the water wheel to the walkway area. Note that no southern wall is shown for the upper area, as it is not needed.<br />
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6296440d:Water wheel2010-02-11T04:34:15Z<p>75.62.155.145: /* Design #3 */ upgrade</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
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{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
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{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
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|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|*<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|=<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #970; padding: 0"|W<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #07F; padding: 0"|~<br />
|style="color: #07F; padding: 0"|~<br />
|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Top Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|`<br />
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|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #C0C0C0; padding: 0"|.<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▼<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
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|style="color: #777; padding: 0"|+<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╩<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #777; padding: 0"|+<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #008000; padding: 0"|'''X'''<br />
|style="color: #00FF00; padding: 0"|'''X'''<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #808000; padding: 0"|║<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #C0C0C0; padding: 0"|*<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #970; background: #FFFFFF; padding: 0"|W<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|%<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br /><br /><br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Bottom Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
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|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|%<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #C0C0C0; padding: 0"|`<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╠<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╣<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #808000; padding: 0"|X<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #C0C0C0; padding: 0"|.<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #FFFFFF; padding: 0"|╗<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
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|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #000000; padding: 0"|█<br />
|}<br />
<br /><br />
<br />
===Design #2===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|style="color: #000000; padding: 0"|█<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╔<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|style="color: #C0C0C0; padding: 0"|▲<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╗<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #008000; padding: 0"|X<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #808000; padding: 0"|=<br />
|style="color: #00FF00; padding: 0"|X<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #970; padding: 0"|W<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #808000; padding: 0"|_<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #777; padding: 0"|+<br />
|style="color: #FFFFFF; padding: 0"|║<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #FFFFFF; padding: 0"|╚<br />
|style="color: #FFFFFF; padding: 0"|═<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|=<br />
|style="color: #FFFFFF; padding: 0"|╝<br />
|}<br />
<br /><br />
<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete de-construction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point. <br />
<br />
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower__________Upper<br />
Level__________Level'''<br />
<br />
<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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<br />
|style="color: #FFF; padding: 0"|█<br />
|style="color: #FFF; padding: 0"|█<br />
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:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<font color="#07F">'''~'''</font> = water intake here (optional safety grate)<br />
<br />
Dig the V-shaped channel. Construct the pump, pumping from the South. Construct the two water wheels. Start the pump - the reactor will start immediately. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~6/7, but will not overflow back past the water wheel to the walkway area. Note that no southern wall is shown for the upper area, as it is not needed.<br />
<br />
<br />
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Water_wheel&diff=6296340d:Water wheel2010-02-11T04:09:38Z<p>75.62.155.145: edit of perpetual motion, 3rd design (MUCH more compact)</p>
<hr />
<div>{{Machine_component|name=Water wheel|key=w<br />
|construction=<br />
* 3 [[Wood]]<br />
|construction_job=<br />
# [[Architecture]]<br />
# [[Carpenter]]<br />
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.<br />
}}<br />
<br />
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. <br />
<br />
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
The architecture and carpentry labor are needed for the construction.<br />
<br />
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).<br />
<br />
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.<br />
<br />
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions. <!-- it stopped working after a bit. smth is fishy. -> Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--><br />
<br />
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.<br />
<br />
==Brook==<br />
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.<br />
<br />
== Channels ==<br />
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.<br />
<br />
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.<br />
<br />
==Designs==<br />
<br />
<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Basic watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #07F; padding: 0"|~<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #07F; padding: 0"|~<br />
|style="color: #777; padding: 0"|+<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #333; padding: 0"|O<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #970; padding: 0"|W<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #333; padding: 0"|*<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|}<br />
{|style="border: 1px solid #0b0; background: #dfd"<br />
|+'''Dual watermill design'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
|style="color: #777; padding: 0"|+<br />
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|style="color: #07F; padding: 0"|~<br />
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|style="color: #07F; padding: 0"|~<br />
|style="color: #7FF; padding: 0"|~<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
|style="color: #777; padding: 0"|#<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|}<br />
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.<br />
<br />
== Perpetual motion ==<br />
<br />
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... <br />
<br />
To get it working, you must start the pump manually.*<br />
<br />
:''(* Exceptions are [[aquifers]], which can sometimes have naturally occurring [[flow]]. This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''<br />
<br />
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. <br />
:'''Key:'''<br /><br />
'''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦''' = '''Wall'''<br />
<br /><br />
<font color="#777">+ </font> = '''Floor'''<br />
<br /><br />
<font color="#970">W</font> = '''Water Wheel'''<br />
<br /><br />
<font color="#777">*</font> = '''Gear Assembly''' <br />
<br /><br />
<font color="#808000">═</font> = '''Axle E/W'''<br />
<br /><br />
<font color="#808000">║</font> = '''Axle N/S'''<br />
<br /><br />
<font color="#00FF00">X</font><font face="Arial" color="#008000">X</font> = '''Pump from west'''<br />
<br /><br />
<font color="#808000">_</font> = '''Channel'''<br />
<br /><br />
<font color="#808000">X</font> = '''Closed Water Source Opening''' <br />
<br />
'''*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''<br />
<br />
===Design #1===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Top Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|style="color: #008000; padding: 0"|'''X'''<br />
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|style="color: #C0C0C0; padding: 0"|%<br />
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<br /><br /><br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #1 - Bottom Floor'''<br />
|- style="font-family: monospace; font-weight: bold; font-size: 135%"<br />
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|}<br />
<br /><br />
<br />
===Design #2===<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Perpetual Motion Design #2'''<br />
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<br /><br />
<font color="#008000">X</font><br /><font face="Arial" color="#00FF00">X</font> = '''Pump from south'''<br />
<br />
<br />
===Design #3===<br />
<br />
'''Dwarven Water Reactor'''<br />
<br />
This compact design, once started, cannot be stopped without complete destruction of all components, since the pump is directly linked to both wheels - deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and if the pump is deconstructed both wheels will collapse. [[Power]] is routed up from the pump or to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power. <br />
<br />
The design below produces 170 surplus power, less any additional drive train. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to do change the configuration. A second reactor, then connected to the power train, might be better.<br />
<br />
<br />
{|style="border: 1px solid #333; background: #000"<br />
|+'''Dwarven Water Reactor<br /><br />
Lower__________Upper<br />
Level__________Level'''<br />
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<br /><br />
:<font color="#008000">'''X'''</font><br /><font face="Arial" color="#00FF00">'''X'''</font> = '''Pump from south'''<br />
:<nowiki>#</nowiki> = grate over channel, water intake here<br />
<br />
Dig the U-shaped channel, leaving an "island" of 3 tiles in the middle. (Leave a land bridge, or replace with grate(s) when removed.) Construct the pump, pumping from the South. Construct the two water wheels. Start the pump - the reactor will start immediately. The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~6/7, but will not overflow back past the water wheel to the walkway area. Note that no southern wall is shown for the upper area, as it is not needed.<br />
<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Swimmer&diff=6295640d:Swimmer2010-02-11T01:48:18Z<p>75.62.155.145: Needs more investigation, 1 example is not "proof" - but it's interesting</p>
<hr />
<div>{{Skill<br />
| color = rgb(0,192,192)<br />
| skill = Swimmer<br />
| speciality = Swimming<br />
| profession = None<br />
| job name = None<br />
| tasks =<br />
* Getting in and out of water<br />
* Staying calm underwater<br />
}}<br />
<br />
'''Swimmers''' can move in [[water]] without drowning.<br />
<br />
In [[adventurer mode]], by moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without drowning. To get out, move carefully against a shoreline and select the option to move above.<br />
<br />
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|>}} and {{k|<}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them.<br />
<br />
It is trained by:<br />
*Swimming.<br />
*Drowning.<br />
*Walking on an [[ocean]] wave.<br />
*Generally getting wet.<br />
<br />
Notable ways that it is not gained include:<br />
*Crossing a [[brook]].<br />
<br />
To train swimming skill, find a pool of shallow water (preferably depth 4, which is safe) or a body of water with slopes (such as a [[lake]]). The speed of training seems to vary depending on the strength of the current; higher levels of water usually mean more current, and more pushing of your character around. Brooks count as ground tiles, you can't swim in them.<br />
<br />
If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a [[ramp]] or [[stairway]], and if neither are accessible, they're done for.<br />
<br />
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will panic in [[#Drowning|certain situations]]. Normal swimmers do not panic like novices do, so training to this level is highly recommended.<br />
<br />
In adventure mode, water preference can be switched between "when possible" and "necessary" by pressing {{k|m}}.<br />
<br />
If knocked into a pond or stream in adventure mode, it is possible to escape using (alt) and a direction key to move carefully onto the shore.<br />
<br />
== Drowning ==<br />
<br />
If a creature is surrounded by a blue [[status icon]], they are drowning. If they cannot reach air soon, they will die. <br />
Swimmers with a normal or above rank will simply be able to swim toward the nearest air supply. Swimmers of novice or below, however, will panic when they begin to drown, and will have to get out via ramp or stairway.<br />
<br />
The following situations will make a novice swimmer panic:<br />
*Falling into water from a height.<br />
*Not having air in the tile above them.<br />
<br />
The amount of weight a creature is carrying does not make them drown faster.<br />
<br />
== Swimming in Fortress Mode ==<br />
<br />
The specifics are unknown at this point. It is assumed that dwarves with a novice rank or better will be able to swim up and to the surface.<br />
<br />
In the current version, it seems dwarves will not necessarily drown in 7/7 water so long as there is air directly above them. Dabbling swimmers cannot move while in greater than 4/7 water,{{verify}} but if they can tread water long enough to reach Novice swimmer, they will then be able to swim to safety.<br />
<br />
''A movie of fortress mode dwarves swimming up and out of a water chamber, without a ramp or stairs. This behaviour needs more investigation'': [http://mkv25.net/dfma/movie-280-dwarfswimming Movie]<br />
<br />
==Teaching your dwarves to swim==<br />
===Waterfall method===<br />
[[Image:dwarfswim.png|border|right]]<br />
For this, you'll need a [[waterfall]] - if you don't already have one, you can build one with a [[pump]].<br />
<br />
The first level is a room with a [[channel]] leading to a [[river]]. The [[pressure plate]] is set to trigger when the water level reaches 7, and is connected to the floor [[hatch]]es. These then open, draining the water into...<br />
<br />
The second level. This room should be set up as a [[meeting hall]] or [[booze]] [[stockpile]], to ensure it always contains dwarves. Alternatively, you could draft your trainees into the military and station them here. Up to you. I went for the lazy option. The [[grates]] in the floor let the water drain before your dwarves drown.<br />
<br />
The third level lets the water back into the river, post-waterfall.<br />
<br />
The real beauty of this setup is that it not only teaches your dwarves to swim{{verify}} and gives them a much needed wash,{{verify}} it will give them happy [[Mist|waterfall thoughts]], too!<br />
<br />
=== Murky pool outdoor method ===<br />
<br />
Build a large platform with drainage grates above a murky pool. Install pumps and pump water all over it. Then make it a barracks and get your dwarves to spar there. Your dwarves will gain swimming skill and be insulated against cave adaptation as they spar. And you will have to pump one fewer level, in case you don't like using the powered-pump exploit. It's also a way to use up some relatively useless real estate (if you simply sparred in the outside, your dwarves would trample the grass.) I haven't actually tried this yet but it should work.<br />
<br />
=== Swimming pool method ===<br />
<br />
Firstly, build a room to any size specification connected to a pump so that the room fills when the pump is activated. Connected to the same room, make a small tunnel with a ramp upwards at the end and a door somewhere in between. Draft the dwarves which you wish to train and station them inside of this room. Next, lock the door. Lastly, activate the pump, keeping a keen eye on the water level. The ideal water height is 4. However, if you would rather not monitor the water level by eye, you can always hook up a pressure plate to deactivate the pump (or the gear assembly connected to the windmill or waterwheel which powers said pump) at a water level of 4. The dwarves will casually sit there until they learn to swim. <br />
<br />
{{Skills}}<br />
{{Water FAQ}}<br />
<br />
[[Category: Skills]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Item_quality&diff=6292740d:Item quality2010-02-10T10:37:34Z<p>75.62.155.145: & don't sign an article</p>
<hr />
<div>''Also see [[Item designations]].''<br />
<br />
All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''. [[Decoration]]s (such as bone, gems, and studding) further increase the value.<br />
<br />
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].<br />
<br />
[[Room]]s also have a "quality grade" which determines their [[Room#Specific_room_quality_grades|value]] in the eyes of those owning/using the room, which is the sum of the objects placed within their designated area plus the [[material]]s that surround it plus improvements (such as [[engraving]]) to those materials. See [[room]] for a more complete discussion of these values, and [[How do I increase the value of a room]] for a complete list of options.<br />
<br />
__TOC__<br />
== Quality grades ==<br />
<br />
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.<br />
<br />
{|<br />
! style="padding-right: 35px;" | '''Designation''' || style="text-align: left;" | '''Description''' || style="padding-right: 20px; padding-left: 15px; text-align: center;" | '''Value <br>Modifier''' || style="text-align: center;" | '''&nbsp;Damage / To-Hit /<br>Armor Modifier'''<br />
|-<br />
| &nbsp;Item Name || style="text-align: center;" | &mdash;&nbsp;&nbsp;&nbsp;&nbsp; || style="text-align: center;" | &times;1&nbsp; || style="text-align: center;" | &times;1.0&nbsp;<br />
|-<br />
| -Item Name- || Well-crafted || style="text-align: center;" | &times;2&nbsp; || style="text-align: center;" | &times;1.2&nbsp;<br />
|-<br />
| +Item Name+ || Finely-crafted || style="text-align: center;" | &times;3&nbsp; || style="text-align: center;" | &times;1.4&nbsp;<br />
|-<br />
| *Item Name* || Superior quality || style="text-align: center;" | &times;4&nbsp; || style="text-align: center;" | &times;1.6&nbsp;<br />
|-<br />
| ≡Item Name≡ || Exceptional || style="text-align: center;" | &times;5&nbsp; || style="text-align: center;" | &times;1.8&nbsp;<br />
|-<br />
| ☼Item Name☼ || Masterful || style="text-align: center;" | &times;12&nbsp; || style="text-align: center;" | &times;2.0&nbsp;<br />
|-<br />
| ''Unique name'' || Artifact || style="text-align: center;" | &times;120&nbsp; || style="text-align: center;" | &times;2.0?*<br />
|}<br />
<br />
:''(* An analysis of game memory indicates a base multiplier of 2.0, however observational reports (and some other elements of the game code) imply that the multiplier might be (significantly?) higher. As it stands, it's not perfectly clear - more research is needed.)''<br />
<br />
====Masterpiece====<br />
A '''masterpiece''' is more than the highest normal quality and value - it is an artistic expression that is of great importance to the dwarf who created it.<br />
<br />
When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!" The loss, destruction or theft of such a masterpiece will cause the dwarf that created it a ''very'' unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break - however, ''losing'' a bolt, even one left on the battlefield, will. So if a kobold or wild animal steals a used masterpiece bolt which was lying around, or misses its target and falls into the [[chasm]] or is melted by "the impertinent [[magma]]", this also counts as defacement, and the maker's mood will decrease (but not as much as might be - see below). <br />
<br />
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}. So an engraver with hundreds of masterwork images on the walls of the fortress or a bonecarver with several dozen masterpiece bone bolts will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.<br />
<br />
Since [[legendary]] dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; [[tantrum]]ing legendary dwarves can be very difficult to subdue.<br />
<br />
====Artifacts====<br />
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen. According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items. It is unclear if this is true for weapons/armor or not - opinions differ as to whether artifact weapons and armor have a 2.0 multiplier or something higher; nothing has been found in the game code to support such, but observation suggests otherwise.<br />
<br />
== Skill and quality levels ==<br />
<br />
Tradesdwarves of different [[skill]] levels will produce items of differing quality. "Dabbling" dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.<br />
<br />
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"<br />
|-<br />
!Chance for !!No quality!!-Well-crafted-!!+Finely-crafted+!!*Superior quality*!!≡Exceptional≡!!☼Masterful☼!!Average [[Value]] Multiplier!!Jump in Average Value<br />
|-<br />
|Dabbling|| 100.0% || || || || || ||1.000||<br />
|-<br />
|Novice|| 63.0% || 31.4% || 5.2% || 0.38% || 0.01% || 0.000089% ||1.430||0.430<br />
|-<br />
|No|| 36.4% || 44.1% || 16.7% || 2.6% || 0.16% || 0.0028% ||1.860||0.430<br />
|-<br />
|Competent|| 18.3% || 43.8% || 29.4% || 7.7% || 0.79% || 0.022% ||2.291||0.431<br />
|-<br />
|Skilled|| 6.7% || 35.6% || 39.4% || 15.8% || 2.4% || 0.091% ||2.725||0.434<br />
|-<br />
|Proficient|| || 23.3% || 44.4% || 26.4% || 5.6% || 0.28% ||3.167||0.441<br />
|-<br />
|Talented|| || 15.5% || 41.5% || 33.3% || 9.2% || 0.58% ||3.415||0.248<br />
|-<br />
|Adept|| || 9.4% || 36.3% || 39.2% || 14.0% || 1.1% ||3.674||0.259<br />
|-<br />
|Expert|| || 5.0% || 29.7% || 43.5% || 20.0% || 1.8% ||3.949||0.275<br />
|-<br />
|Professional|| || 1.9% || 22.2% || 45.8% || 27.2% || 2.9% ||4.245||0.296<br />
|-<br />
|Accomplished|| || || 14.4% || 45.6% || 35.6% || 4.4% ||4.567||0.322<br />
|-<br />
|Great|| || || 10.2% || 42.4% || 41.4% || 5.9% ||4.785||0.218<br />
|-<br />
|Master|| || || 6.7% || 38.2% || 47.4% || 7.7% ||5.021||0.236<br />
|-<br />
|High Master|| || || 3.9% || 33.0% || 53.3% || 9.8% ||5.276||0.255<br />
|-<br />
|Grand Master|| || || 1.6% || 26.9% || 59.2% || 12.2% ||5.552||0.276<br />
|-<br />
|Legendary|| || || || 20.0% || 65.0% || 15.0% ||5.850||0.298<br />
|-<br />
|Legendary+1|| || || || 15.7% || 67.2% || 17.1% ||6.037||0.187<br />
|-<br />
|Legendary+2|| || || || 11.6% || 69.1% || 19.3% ||6.233||0.195<br />
|-<br />
|Legendary+3|| || || || 7.6% || 70.8% || 21.6% ||6.436||0.203<br />
|-<br />
|Legendary+4|| || || || 3.7% || 72.2% || 24.1% ||6.647||0.211<br />
|-<br />
|Legendary+5|| || || || || 73.3% || 26.7% ||6.867||0.219<br />
|-<br />
<br />
|}<br />
<br />
The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]]:<br />
<br />
First, a skill level is computed, directly related to the dabbling...legendary indicators and likes of the particular crafter. No skill or dabbling is 0, legendary is 15. It is capped at 20.<br />
<br />
Item quality is set to 0.<br />
<br />
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.<br />
<br />
* If d5 < skill level, quality is bumped.<br />
* If d10 < skill level, quality is bumped.<br />
* If d15 < skill level, quality is bumped.<br />
* If d20 < skill level, quality is bumped.<br />
* If d25 < skill level and d3 == 1, quality is bumped.<br />
This gives the 6 quality levels (0 to 5).<br />
<!--<br />
Here is 0x517A5D's disassembly and analysis, up-to-date as of version .40d9:<br />
<br />
; ---------------------------------------------------------------------------<br />
<br />
loc_6FCB92:<br />
push eax<br />
call get_dorf_level_in_a_skill<br />
mov ebx, eax<br />
<br />
loc_6FCB9A:<br />
cmp ebx, 20<br />
mov [edi+7Ah], bx ; Save the creator's true skill level.<br />
; EDI points to the item being created.<br />
<br />
jle short loc_6FCBA8<br />
mov ebx, 20 ; EBX is a value in the range of [0..20],<br />
; and is the (capped) skill level of the<br />
; creator, possibly adjusted for material<br />
; preferences, I didn't check.<br />
<br />
; We roll a d5 and compare the result with the creator's skill level.<br />
; (Technically, we compare d5 - 1 against skill_level - 1.)<br />
<br />
loc_6FCBA8: ; field 78h is quality.<br />
xor eax, eax<br />
<br />
mov [edi+78h], ax ; Init item quality to 0<br />
<br />
call mt_engine ; Get a random number (returned in EAX).<br />
<br />
mov ecx, eax ; This mess is a division by 5,<br />
mov eax, 3 ; retaining the modulus.<br />
mul ecx ; It's done this way in the hope<br />
mov eax, ecx ; that three multiplies is less<br />
sub eax, edx ; expensive than a single divide.<br />
shr eax, 1 ; This technique is called<br />
add eax, edx ; "multiplying by the reciprocal."<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 4FFFFFFFh<br />
mul ecx<br />
shr edx, 1Bh ; now EDX is in the range [0..4]<br />
; i.e. d5 - 1<br />
<br />
cmp edx, ebx ; Compare the "die roll" against the<br />
; 0-based skill level (still in EBX).<br />
jge short loc_6FCBE1<br />
add [edi+78h], bp ; If the random number was less than<br />
; the skill level,<br />
; add 1 to the quality level.<br />
; (BP is known to be 1, and<br />
; item quality is known to be 0.)<br />
<br />
; Now we roll a d10 and compare. It's important to note that the roll<br />
; of the d10 is independent, not conditional, of the roll of the d5.<br />
<br />
loc_6FCBE1: ; Random number<br />
call mt_engine<br />
mov ecx, eax ; Modulus<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 4FFFFFFFh<br />
mul ecx<br />
shr edx, 1Ah ; now EDX is in the range [0..9]<br />
; i.e. d10 - 1<br />
cmp edx, ebx ; Compare<br />
jge short loc_6FCC14<br />
add [edi+78h], bp ; If d10 < skill, bump quality.<br />
<br />
loc_6FCC14: ; Same thing for a d15.<br />
call mt_engine<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0EFFFFFF3h<br />
mul ecx<br />
shr edx, 1Bh<br />
cmp edx, ebx<br />
jge short loc_6FCC47<br />
add [edi+78h], bp ; If d15 < skill, bump quality.<br />
<br />
loc_6FCC47: ; Same thing for a d20.<br />
call mt_engine<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 3FFFFFE3h<br />
mul ecx<br />
sub ecx, edx<br />
shr ecx, 1<br />
add ecx, edx<br />
shr ecx, 1Ah<br />
cmp ecx, ebx<br />
jge short loc_6FCC80<br />
add [edi+78h], bp ; If d20 < skill. bump quality.<br />
<br />
loc_6FCC80: ; Now we roll a d25<br />
call mt_engine<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0C7FFFFFDh<br />
mul ecx<br />
shr edx, 1Ah<br />
cmp edx, ebx ; Compare against skill,<br />
jge short loc_6FCCE2<br />
call mt_engine ; AND roll a d3<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0BFFFFFFFh<br />
mul ecx<br />
shr edx, 1Dh<br />
test edx, edx ; The d3 result must be 1.<br />
; (Technically, d3-1 is tested against 0.)<br />
jnz short loc_6FCCE2<br />
add [edi+78h], bp ; If d25 < skill AND d3 = 1, bump<br />
<br />
loc_6FCCE2:<br />
cmp word ptr [edi+78h], 5<br />
jnz loc_6FCE28<br />
lea ecx, [esp+40h+var_2C]<br />
call ds:??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ<br />
lea ecx, [esp-14h+arg_24]<br />
push ecx<br />
mov ecx, esi<br />
mov [esp-10h+arg_4C], 0<br />
call get_dorf_name<br />
add esp, 4<br />
push offset aHasCreatedAMasterpiece ; " has created a masterpiece!"<br />
lea ecx, [esp-10h+arg_24]<br />
call ds:??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z<br />
cmp [esp-18h+arg_40], 10h<br />
mov ecx, [esp-18h+arg_2C]<br />
jnb short loc_6FCD2C<br />
lea ecx, [esp-18h+arg_2C]<br />
--><br />
<br />
According to inspections of the memory values, it seems that artifacts have a quality of 5.<br />
<br />
==Effects of Quality==<br />
<br />
Most obviously, quality influences the [[value|monetary worth]] of an object, for purposes of [[trade|trading]] and determining price (the latter once [[economy]] starts). Destruction of a [[masterwork]] will also cause relevant unhappiness. However, for some items, quality may also influence other things.<br />
<br />
Note that this is not a complete list.<br />
<br />
===Food===<br />
<br />
Higher quality [[meal]]s and [[booze]] give dwarfs who consume them more happiness.<br />
<br />
===Furniture===<br />
<br />
Because [[room quality]] is based on total value of the furniture in a room, high-quality furniture will result in high quality rooms, which provide more satisfaction for the occupants.<br />
<br />
===Weapons {{ver|0.23.130.23a}}===<br />
<br />
To quote Toady:<br />
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;"><br />
The quality of any weapon, including [[crossbow]]s used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to<br />
<br />
Skill<sub>new</sub> = Skill<sub>original</sub> &times; (1.0 + 0.2 &times; Q) + Q<br />
<br />
This is pretty extreme and will probably be reduced for all weapons.<br />
</div><br />
<br />
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:<br />
<br />
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"<br />
|-<br />
!Result for !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful<br />
|-<br />
|Dabbling ||No label ||Skilled ||Talented ||Expert ||Accomplished<br />
|-<br />
|Novice ||Competent ||Proficient ||Expert ||Accomplished||Master<br />
|-<br />
|No label ||Skilled ||Adept ||Professional ||Master ||Grand Master<br />
|-<br />
|Competent ||Talented ||Expert ||Great ||High Master||Legendary<br />
|-<br />
|Skilled ||Adept ||Accomplished ||Master ||Legendary ||Legendary<br />
|-<br />
|Proficient ||Expert ||Great ||Grand Master ||Legendary ||Legendary<br />
|-<br />
|Talented ||Professional||Master ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Adept ||Accomplished||Grand Master ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Expert ||Master ||Legendary ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Professional||High Master ||Legendary ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Accomplished||Grand Master||Legendary ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Great and better||Legendary||Legendary ||Legendary ||Legendary ||Legendary<br />
|}<br />
<br />
If this is true, then it would be possible to:<br />
<br />
# Train a couple dozen skilled miners<br />
# Give them exceptional picks<br />
# Draft them and give them decent armor<br />
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves<br />
<br />
<br />
----<br />
<br />
<br />
=DF 2010: Upcoming changes to artifact weapons=<br />
Toady just gave us a further quote on weapon and armor quality, giving the game qualities of an "artifact" in the next version:<br />
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;"><br />
#Value*10.<br />
#Cannot be owned (can be equipped, you might have to do it explicitly though).<br />
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.<br />
#Same for melee attack and archery rolls.<br />
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.<br />
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.<br />
</div><br />
<br />
[[Category:Items|*Quality]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=Bay_12_Forums&diff=62922Bay 12 Forums2010-02-10T01:17:43Z<p>75.62.155.145: minor, exterior link to bay12games/forum</p>
<hr />
<div>{{Colored Notice Box|#FF0000|This section has not been completely checked for accuracy since the old forums. Some information may be out of date.}} <br />
<br />
Link to Forum home page: [http://www.bay12games.com/forum/ '''Bay 12 Games'''/Forum]<br />
<br />
The official Bay 12 Games Forums are the major hub of fan-based activity and discussion surrounding the game. Users can ask questions about game play, exchange stories of their exploits, advertise their own contributions (mods, tools, pregenerated worlds), make suggestions (which <b>might</b> inspire [[Toady One]] but have no binding nature), or discuss the game in a general fashion. [[Toady One]] is known to read the forums and respond to posts when he sees fit, but there is no guarantee for such a response nor any rights to it. One important function offered, which does regularly involve [[Toady One]], is the possibility to report [[bugs|Bug]]. But, usually, activity on the forums is between fans only.<br />
<br />
==Rules==<br />
<br />
Contrary to popular myth, there are rules and laws on the internet, just as everywhere else in the world.<br />
<br />
While [[Toady One]] is very lenient in policing the forums, there are still rules of conduct you should try to abide by.<br />
<br />
====Check the Wiki====<br />
<br />
Before posting any questions, please try to find the answer to the question in the wiki. The wiki does offer a lot of information not found in the included help and thus is a useful resource.<br />
<br />
The wiki is created by the fans and as such not perfect. Besides searching for the first term that comes to mind, you should also try searching for related terms. Sometimes, features are listed only within articles about some of their constituents.<br />
<br />
====Check the FAQ====<br />
<br />
[[Toady One]] has provided an [http://www.bay12games.com/dwarves/faq.html FAQ page] answering some expected general questions. Since it provides answers to very different questions, checking it before starting a new discussion is well worth your time.<br />
<br />
====Check the Development Page====<br />
<br />
[[Toady One]] also maintains a detailed [http://www.bay12games.com/dwarves/dev.html development page]. Besides listing the current developments, it also lists reported bugs as well as long-term plans and ideas [[Toady One]] wishes to implement eventually.<br />
<br />
Regardless of whether you are planning to report a bug, ask a question about a really unexpected behavior of the game, or have a good idea for new game features, this page can save you a lot of time as it keeps you from repeating what is already known.<br />
<br />
The development page is actually divided into several parts for easier theme based searching. If you are not sure where to look concerning an issue, there is also the [http://www.bay12games.com/dwarves/dev_single.html consolidated development page] which tries to summarize all the other pages. This can be used together with your browser's search feature to find things quickly.<br />
<br />
====Use the Search Function====<br />
<br />
The forums offer a search function (look in the upper right corner). The forums see a lot of activity day by day and thus chances are great that someone already asked the same question before or made a similar suggestion previously.<br />
<br />
Please note that the search function offers searching a single forum or all forums, defaulting to the forum from where you visited the search function. There may be cases where people posted in an unexpected forum, so you might wish to search in all forums the issue you wish to discuss might fit in (for instance, questions about how to create certain structures in fortress mode could fit both in the <i>DF Gameplay Questions</i> or the <i>DF Dwarf Mode Discussions</i> subforums.<br />
<br />
====Support Existing Threads====<br />
<br />
Instead of starting new threads, consider participating in threads already dealing with the issue. This is especially an important issue for suggestions as some of the obvious ones tend to resurface regularly.<br />
<br />
=== Important threads ===<br />
<br />
The following are threads which are considered useful for handling specific discussions.<br />
<br />
==== Threads to Read ====<br />
* [http://www.bay12games.com/forum/eternal_voting.php DF Eternal Suggestion Voting] - Not strictly a thread (though [http://www.bay12games.com/forum/index.php?topic=24818.0 there is one associated with it]) - this is essentially the most recent (and dynamic) incarnation of the master list of popular suggestions - very useful as an index to find the thread for that suggestion that, no, you're ''not'' the first to think of.<br />
''need more...''<br />
==== Threads to Watch ====<br />
* [http://www.bay12games.com/forum/index.php?topic=21498.645 The NEW Future of the Fortress] - [[Toady One]] answers questions about new/planned features (don't forget to read the [[dev logs]].<br />
''need more...''<br />
==== Historical perspective ====<br />
This is the list as it was when this page was created in April. Some links are broken due to the forum move and inability to find the thread again, and all of them are somewhat old.<br />
<br />
* [http://www.bay12games.com/forum/index.php?topic=4479 The BIGGEST gameplay problems with DF] - This thread has seen a major discussion about what people consider major obstacles for full enjoyment of the game. As such, it also includes ideas for solutions. Last active in September.<br />
* [http://www.bay12games.com/forum/index.php?topic=24622.0 Creating a magic system?] - This is one of the major discussions about the possible implementation of magic in Dwarf Fortress. The topic is active at the moment. (12.15.2008)<br />
* [http://www.bay12games.com/forum/index.php?topic=3192 Magic: By dwarfs for dwarfs] - This is one of the major discussions about possible dwarven magic. Last active in June.<br />
* [http://www.bay12games.com/forum/index.php?topic=4617.0 Occam's Razor: Dwarven Magic] - Another discussion about dwarven magic. Last active in March.<br />
* [http://www.bay12games.com/forum/index.php?topic=4731.0 Occam's Razor: Elven Magic] - Despite the title, the discussion is not limited to elven magic. Last active in March.<br />
* Top 3 Suggestions - This is a list of the most common/preffered suggestions, add your favourites. If what you planned to post is listed here then don't make a new thread. Could not locate a thread by this name.<br />
* Multiplayer Mod - Multiplayer is NOT being implemented in the forseeable future and therefore if you wish to discuss the problem it goes in the modding forum. Could not locate a thread by this name<br />
* Stone "problem" - A lot of people have problems with the clutter of stone in a fortress and suggestions for ways of dealing with it. Search the suggestions forum for topics with the word 'stone' in the subject for another 50 examples. Could not locate a thread by this name<br />
<br />
==Location==<br />
<br />
The official Bay 12 Games Forums can be found [http://www.bay12games.com/forum/index.php here].<br />
<br />
==Subforums==<br />
<br />
The official Bay 12 Games Forums consist of several subforums, most, but not all of which are concerned with Dwarf Fortress.<br />
<br />
===Announcements===<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=8.0 forum] is a place where [[Toady One]] provides general announcements about Bay 12 Games. It does not offer any interactivity for fans.<br />
<br />
=== Dwarf Fortress ===<br />
<br />
====DF Announcements====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=10.0 forum] is dedicated to announcements about Dwarf Fortress only. Besides the official statements by [[Toady One]], the threads here regularly see comments by fans, ranging from crash bug reports up to comments and praise about what has been announced (usually new release versions).<br />
<br />
====DF Bug Reports====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=6.0 forum] has a special role within the forums. This is the place where you should initially post bug reports. If the [[bug]] is already [[bug|known]], other fans may inform you about this. Likewise, if it is not a [[bug]] but a misunderstanding, it is likely to be resolved with the help of senior fans. If it is indeed a hitherto unknown [[bug]], [[Toady One]] himself may respond in your thread and most likely ask for necessary details or even a save file so he can check and eventually fix the [[bug]].<br />
<br />
====DF Suggestions====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=5.0 forum] is the place where fans can freely discuss ways of how the game could be improved. Any suggestions are welcome, ranging from minor changes to the display up to major additions like magic systems.<br />
<br />
While [[Toady One]] is known to visit this forum, these suggestions have no special status for him. If he likes an idea, he might implement it, but if not, the idea is not implemented. Because of this non-binding nature, <b>vote counting</b> (which is also not automatically supported by the forums which are lacking a poll feature) is <b>meaningless</b> and [[Toady One]] himself has recommended to refrain from using unqualified support posts (in other words, if you do like or dislike a suggestion, you should also state why you feel that way).<br />
<br />
Please keep in mind that [[Toady One]] is providing all of this voluntarily. You may try to outline what you consider a good idea and try to make it look appealing, but there are no obligations on [[Toady One]]'s part. Threatening or trying to blackmail [[Toady One]] is therefore meaningless.<br />
<br />
====DF Gameplay Questions====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=7.0 forum] is the place where you can go if you encounter something you do not understand, which neither looks like a [[bug]] nor is explained sufficiently in the wiki.<br />
<br />
Questions about specific game mechanisms are common, but people also often ask for advice about how to implement certain ideas or features there.<br />
<br />
====DF Dwarf Mode Discussion====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=11.0 forum] is especially dedicated to discussions about [[dwarf fortress mode]]. <br />
<br />
This forum usually contains discussions about either ideas for ways to play in [[fortress mode]] or experiences with [[fortress mode]]. The content therefore ranges from anecdotal to inspirational.<br />
<br />
====DF Adventure Mode Discussion====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=12.0 forum] is the counterpart to the previously described forum. It is dedicated to discussions about [[adventurer mode]].<br />
<br />
Like its [[fortress mode]] counterpart, this forum ranges from ideas to anecdotes as people describe both their experiences as well as their ideas for [[adventurer mode]] playing.<br />
<br />
====DF Community Games & Stories====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=14.0 forum] is the youngest of the forums and dedicated to discussions about community games and stories.<br />
<br />
In this forum, fans can advertise their community games, succession games, and the like and also handle the actually post exchange that is required for organizing such events. And they also exchange the stories of what happens in the game. Please note that, like the other forums, this forum does not offer upload facilities.<br />
<br />
====DF Modding====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is dedicated to discussions about [[modding]].<br />
<br />
Fans use it to advertise their mods, exchange experiences with the modding process, and also ask and answer questions about how to mod the game successfully.<br />
<br />
====DF General Discussion====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=2.0 forum] is the catch for all forum for dwarf fortress. Any discussions that do not fit nicely in any of the other DF forums go here.<br />
<br />
Topics here range from random ranting only losely related to the game, over dwarf fortress' public image, fanart exchanges, general thoughts on the game, [[Toady One]], and the developments surrounding both.<br />
<br />
A noteworthy special feature are the <i>Future of the Fortress</i> threads started by [[Toady One]] himself to discuss the development. This feature is noteworthy since its content somewhat overlaps with the DF Announcement forum and the suggestion forum.<br />
<br />
===Other Projects===<br />
<br />
====Slaves to Armok: God of Blood====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=1.0 forum] is dedicated to discussions concerning the predecessor of dwarf fortress.<br />
<br />
====Curses====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=3.0 forum] is dedicated to discussions about other ASCII based games by Bay 12 Games.<br />
<br />
====Other Games====<br />
<br />
This [http://www.bay12games.com/forum/index.php?board=4.0 forum] is dedicated to discussions about non-ASCII games by Bay 12 Games as well as gaming in general.<br />
<br />
===Finally...===<br />
====Various Nonsense====<br />
This [http://www.bay12games.com/forum/index.php?board=9.0 forum] is dedicated to meaningless and general banter. People discuss politics, their pen names, riddles, and heaven knows what else there.<br />
<br />
====Forum Games and Roleplaying====<br />
[http://www.bay12games.com/forum/index.php?board=15.0 Exactly what it says on the tin.]<br />
<br />
[[Category:Guides]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Item_quality&diff=6290640d:Item quality2010-02-09T19:53:17Z<p>75.62.155.145: only loss of masterwork causes unhappiness, links</p>
<hr />
<div>''Also see [[Item designations]].''<br />
<br />
All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''. [[Decoration]]s (such as bone, gems, and studding) further increase the value.<br />
<br />
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].<br />
<br />
[[Room]]s also have a "quality grade" which determines their [[Room#Specific_room_quality_grades|value]] in the eyes of those owning/using the room, which is the sum of the objects placed within their designated area plus the [[material]]s that surround it plus improvements (such as [[engraving]]) to those materials. See [[room]] for a more complete discussion of these values, and [[How do I increase the value of a room]] for a complete list of options.<br />
<br />
__TOC__<br />
== Quality grades ==<br />
<br />
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.<br />
<br />
{|<br />
! style="padding-right: 35px;" | '''Designation''' || style="text-align: left;" | '''Description''' || style="padding-right: 20px; padding-left: 15px; text-align: center;" | '''Value <br>Modifier''' || style="text-align: center;" | '''&nbsp;Damage / To-Hit /<br>Armor Modifier'''<br />
|-<br />
| &nbsp;Item Name || style="text-align: center;" | &mdash;&nbsp;&nbsp;&nbsp;&nbsp; || style="text-align: center;" | &times;1&nbsp; || style="text-align: center;" | &times;1.0&nbsp;<br />
|-<br />
| -Item Name- || Well-crafted || style="text-align: center;" | &times;2&nbsp; || style="text-align: center;" | &times;1.2&nbsp;<br />
|-<br />
| +Item Name+ || Finely-crafted || style="text-align: center;" | &times;3&nbsp; || style="text-align: center;" | &times;1.4&nbsp;<br />
|-<br />
| *Item Name* || Superior quality || style="text-align: center;" | &times;4&nbsp; || style="text-align: center;" | &times;1.6&nbsp;<br />
|-<br />
| ≡Item Name≡ || Exceptional || style="text-align: center;" | &times;5&nbsp; || style="text-align: center;" | &times;1.8&nbsp;<br />
|-<br />
| ☼Item Name☼ || Masterful || style="text-align: center;" | &times;12&nbsp; || style="text-align: center;" | &times;2.0&nbsp;<br />
|-<br />
| ''Unique name'' || Artifact || style="text-align: center;" | &times;120&nbsp; || style="text-align: center;" | &times;2.0?*<br />
|}<br />
<br />
:''(* An analysis of game memory indicates a base multiplier of 2.0, however observational reports (and some other elements of the game code) imply that the multiplier might be (significantly?) higher. As it stands, it's not perfectly clear - more research is needed.)''<br />
<br />
====Masterpiece====<br />
A '''masterpiece''' is more than the highest normal quality and value - it is an artistic expression that is of great importance to the dwarf who created it.<br />
<br />
When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!" The loss, destruction or theft of such a masterpiece will cause the dwarf that created it a ''very'' unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break - however, ''losing'' a bolt, even one left on the battlefield, will. So if a kobold or wild animal steals a used masterpiece bolt which was lying around, or misses its target and falls into the [[chasm]] or is melted by "the impertinent [[magma]]", this also counts as defacement, and the maker's mood will decrease (but not as much as might be - see below). <br />
<br />
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}. So an engraver with hundreds of masterwork images on the walls of the fortress or a bonecarver with several dozen masterpiece bone bolts will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.<br />
<br />
Since [[legendary]] dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; [[tantrum]]ing legendary dwarves can be very difficult to subdue.<br />
<br />
====Artifacts====<br />
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen. According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items. It is unclear if this is true for weapons/armor or not - opinions differ as to whether artifact weapons and armor have a 2.0 multiplier or something higher; nothing has been found in the game code to support such, but observation suggests otherwise.<br />
<br />
== Skill and quality levels ==<br />
<br />
Tradesdwarves of different [[skill]] levels will produce items of differing quality. "Dabbling" dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.<br />
<br />
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"<br />
|-<br />
!Chance for !!No quality!!-Well-crafted-!!+Finely-crafted+!!*Superior quality*!!≡Exceptional≡!!☼Masterful☼!!Average [[Value]] Multiplier!!Jump in Average Value<br />
|-<br />
|Dabbling|| 100.0% || || || || || ||1.000||<br />
|-<br />
|Novice|| 63.0% || 31.4% || 5.2% || 0.38% || 0.01% || 0.000089% ||1.430||0.430<br />
|-<br />
|No|| 36.4% || 44.1% || 16.7% || 2.6% || 0.16% || 0.0028% ||1.860||0.430<br />
|-<br />
|Competent|| 18.3% || 43.8% || 29.4% || 7.7% || 0.79% || 0.022% ||2.291||0.431<br />
|-<br />
|Skilled|| 6.7% || 35.6% || 39.4% || 15.8% || 2.4% || 0.091% ||2.725||0.434<br />
|-<br />
|Proficient|| || 23.3% || 44.4% || 26.4% || 5.6% || 0.28% ||3.167||0.441<br />
|-<br />
|Talented|| || 15.5% || 41.5% || 33.3% || 9.2% || 0.58% ||3.415||0.248<br />
|-<br />
|Adept|| || 9.4% || 36.3% || 39.2% || 14.0% || 1.1% ||3.674||0.259<br />
|-<br />
|Expert|| || 5.0% || 29.7% || 43.5% || 20.0% || 1.8% ||3.949||0.275<br />
|-<br />
|Professional|| || 1.9% || 22.2% || 45.8% || 27.2% || 2.9% ||4.245||0.296<br />
|-<br />
|Accomplished|| || || 14.4% || 45.6% || 35.6% || 4.4% ||4.567||0.322<br />
|-<br />
|Great|| || || 10.2% || 42.4% || 41.4% || 5.9% ||4.785||0.218<br />
|-<br />
|Master|| || || 6.7% || 38.2% || 47.4% || 7.7% ||5.021||0.236<br />
|-<br />
|High Master|| || || 3.9% || 33.0% || 53.3% || 9.8% ||5.276||0.255<br />
|-<br />
|Grand Master|| || || 1.6% || 26.9% || 59.2% || 12.2% ||5.552||0.276<br />
|-<br />
|Legendary|| || || || 20.0% || 65.0% || 15.0% ||5.850||0.298<br />
|-<br />
|Legendary+1|| || || || 15.7% || 67.2% || 17.1% ||6.037||0.187<br />
|-<br />
|Legendary+2|| || || || 11.6% || 69.1% || 19.3% ||6.233||0.195<br />
|-<br />
|Legendary+3|| || || || 7.6% || 70.8% || 21.6% ||6.436||0.203<br />
|-<br />
|Legendary+4|| || || || 3.7% || 72.2% || 24.1% ||6.647||0.211<br />
|-<br />
|Legendary+5|| || || || || 73.3% || 26.7% ||6.867||0.219<br />
|-<br />
<br />
|}<br />
<br />
The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]]:<br />
<br />
First, a skill level is computed, directly related to the dabbling...legendary indicators and likes of the particular crafter. No skill or dabbling is 0, legendary is 15. It is capped at 20.<br />
<br />
Item quality is set to 0.<br />
<br />
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.<br />
<br />
* If d5 < skill level, quality is bumped.<br />
* If d10 < skill level, quality is bumped.<br />
* If d15 < skill level, quality is bumped.<br />
* If d20 < skill level, quality is bumped.<br />
* If d25 < skill level and d3 == 1, quality is bumped.<br />
This gives the 6 quality levels (0 to 5).<br />
<!--<br />
Here is 0x517A5D's disassembly and analysis, up-to-date as of version .40d9:<br />
<br />
; ---------------------------------------------------------------------------<br />
<br />
loc_6FCB92:<br />
push eax<br />
call get_dorf_level_in_a_skill<br />
mov ebx, eax<br />
<br />
loc_6FCB9A:<br />
cmp ebx, 20<br />
mov [edi+7Ah], bx ; Save the creator's true skill level.<br />
; EDI points to the item being created.<br />
<br />
jle short loc_6FCBA8<br />
mov ebx, 20 ; EBX is a value in the range of [0..20],<br />
; and is the (capped) skill level of the<br />
; creator, possibly adjusted for material<br />
; preferences, I didn't check.<br />
<br />
; We roll a d5 and compare the result with the creator's skill level.<br />
; (Technically, we compare d5 - 1 against skill_level - 1.)<br />
<br />
loc_6FCBA8: ; field 78h is quality.<br />
xor eax, eax<br />
<br />
mov [edi+78h], ax ; Init item quality to 0<br />
<br />
call mt_engine ; Get a random number (returned in EAX).<br />
<br />
mov ecx, eax ; This mess is a division by 5,<br />
mov eax, 3 ; retaining the modulus.<br />
mul ecx ; It's done this way in the hope<br />
mov eax, ecx ; that three multiplies is less<br />
sub eax, edx ; expensive than a single divide.<br />
shr eax, 1 ; This technique is called<br />
add eax, edx ; "multiplying by the reciprocal."<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 4FFFFFFFh<br />
mul ecx<br />
shr edx, 1Bh ; now EDX is in the range [0..4]<br />
; i.e. d5 - 1<br />
<br />
cmp edx, ebx ; Compare the "die roll" against the<br />
; 0-based skill level (still in EBX).<br />
jge short loc_6FCBE1<br />
add [edi+78h], bp ; If the random number was less than<br />
; the skill level,<br />
; add 1 to the quality level.<br />
; (BP is known to be 1, and<br />
; item quality is known to be 0.)<br />
<br />
; Now we roll a d10 and compare. It's important to note that the roll<br />
; of the d10 is independent, not conditional, of the roll of the d5.<br />
<br />
loc_6FCBE1: ; Random number<br />
call mt_engine<br />
mov ecx, eax ; Modulus<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 4FFFFFFFh<br />
mul ecx<br />
shr edx, 1Ah ; now EDX is in the range [0..9]<br />
; i.e. d10 - 1<br />
cmp edx, ebx ; Compare<br />
jge short loc_6FCC14<br />
add [edi+78h], bp ; If d10 < skill, bump quality.<br />
<br />
loc_6FCC14: ; Same thing for a d15.<br />
call mt_engine<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0EFFFFFF3h<br />
mul ecx<br />
shr edx, 1Bh<br />
cmp edx, ebx<br />
jge short loc_6FCC47<br />
add [edi+78h], bp ; If d15 < skill, bump quality.<br />
<br />
loc_6FCC47: ; Same thing for a d20.<br />
call mt_engine<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 3FFFFFE3h<br />
mul ecx<br />
sub ecx, edx<br />
shr ecx, 1<br />
add ecx, edx<br />
shr ecx, 1Ah<br />
cmp ecx, ebx<br />
jge short loc_6FCC80<br />
add [edi+78h], bp ; If d20 < skill. bump quality.<br />
<br />
loc_6FCC80: ; Now we roll a d25<br />
call mt_engine<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0C7FFFFFDh<br />
mul ecx<br />
shr edx, 1Ah<br />
cmp edx, ebx ; Compare against skill,<br />
jge short loc_6FCCE2<br />
call mt_engine ; AND roll a d3<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0BFFFFFFFh<br />
mul ecx<br />
shr edx, 1Dh<br />
test edx, edx ; The d3 result must be 1.<br />
; (Technically, d3-1 is tested against 0.)<br />
jnz short loc_6FCCE2<br />
add [edi+78h], bp ; If d25 < skill AND d3 = 1, bump<br />
<br />
loc_6FCCE2:<br />
cmp word ptr [edi+78h], 5<br />
jnz loc_6FCE28<br />
lea ecx, [esp+40h+var_2C]<br />
call ds:??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ<br />
lea ecx, [esp-14h+arg_24]<br />
push ecx<br />
mov ecx, esi<br />
mov [esp-10h+arg_4C], 0<br />
call get_dorf_name<br />
add esp, 4<br />
push offset aHasCreatedAMasterpiece ; " has created a masterpiece!"<br />
lea ecx, [esp-10h+arg_24]<br />
call ds:??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z<br />
cmp [esp-18h+arg_40], 10h<br />
mov ecx, [esp-18h+arg_2C]<br />
jnb short loc_6FCD2C<br />
lea ecx, [esp-18h+arg_2C]<br />
--><br />
<br />
According to inspections of the memory values, it seems that artifacts have a quality of 5.<br />
<br />
==Effects of Quality==<br />
<br />
Most obviously, quality influences the [[value|monetary worth]] of an object, for purposes of [[trade|trading]] and determining price (the latter once [[economy]] starts). Destruction of a [[masterwork]] will also cause relevant unhappiness. However, for some items, quality may also influence other things.<br />
<br />
Note that this is not a complete list.<br />
<br />
===Food===<br />
<br />
Higher quality [[meal]]s and [[booze]] give dwarfs who consume them more happiness.<br />
<br />
===Furniture===<br />
<br />
Because [[room quality]] is based on total value of the furniture in a room, high-quality furniture will result in high quality rooms, which provide more satisfaction for the occupants.<br />
<br />
===Weapons {{ver|0.23.130.23a}}===<br />
<br />
To quote Toady:<br />
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;"><br />
The quality of any weapon, including [[crossbow]]s used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to<br />
<br />
Skill<sub>new</sub> = Skill<sub>original</sub> &times; (1.0 + 0.2 &times; Q) + Q<br />
<br />
This is pretty extreme and will probably be reduced for all weapons.<br />
</div><br />
<br />
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:<br />
<br />
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"<br />
|-<br />
!Result for !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful<br />
|-<br />
|Dabbling ||No label ||Skilled ||Talented ||Expert ||Accomplished<br />
|-<br />
|Novice ||Competent ||Proficient ||Expert ||Accomplished||Master<br />
|-<br />
|No label ||Skilled ||Adept ||Professional ||Master ||Grand Master<br />
|-<br />
|Competent ||Talented ||Expert ||Great ||High Master||Legendary<br />
|-<br />
|Skilled ||Adept ||Accomplished ||Master ||Legendary ||Legendary<br />
|-<br />
|Proficient ||Expert ||Great ||Grand Master ||Legendary ||Legendary<br />
|-<br />
|Talented ||Professional||Master ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Adept ||Accomplished||Grand Master ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Expert ||Master ||Legendary ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Professional||High Master ||Legendary ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Accomplished||Grand Master||Legendary ||Legendary ||Legendary ||Legendary<br />
|-<br />
|Great and better||Legendary||Legendary ||Legendary ||Legendary ||Legendary<br />
|}<br />
<br />
If this is true, then it would be possible to:<br />
<br />
# Train a couple dozen skilled miners<br />
# Give them exceptional picks<br />
# Draft them and give them decent armor<br />
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves<br />
<br />
====update for next version====<br />
I'm not sure how to fit this in, but Toady just gave us a further quote on weapon and armor quality, giving the game qualities of an "artifact" in the next version:<br />
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;"><br />
#Value*10.<br />
#Cannot be owned (can be equipped, you might have to do it explicitly though).<br />
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.<br />
#Same for melee attack and archery rolls.<br />
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.<br />
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.<br />
</div><br />
--[[User:Calenth|Calenth]]<br />
[[Category:Items|*Quality]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=User_talk:Briess&diff=62884User talk:Briess2010-02-09T09:44:31Z<p>75.62.155.145: /* deletion not gone */ new section</p>
<hr />
<div>== Extension request ==<br />
<br />
(mostly copied from [[User talk:senso]])<br />
<br />
A string manipulation extension would allow things to be dynamically created from raw files and other powerful templates. With the upcoming big change to creature structure in DF, something that pulls info directly from raw data would really help rework the creature pages. I've been looking through some extensions, and one of these would fit well (in order of preference)<br />
#http://www.mediawiki.org/wiki/Extension:MultiReplace<br />
#http://www.mediawiki.org/wiki/Extension:RegexParserFunctions<br />
#http://www.mediawiki.org/wiki/Extension:StringFunctions<br />
The first one is a replacement function that can preform multiple replacements in one call (and it supports regex). The second one is a straightforward regex engine, and the last one is a collection of string manipulations. For my suggested purpose just one of the three would be enough, but none of them completely covers the tasks the of others. So, if possible, having all of them would be best. [[User:VengefulDonut|VengefulDonut]] 21:35, 15 September 2009 (UTC)<br />
<br />
:Their functionality does overlap a lot. The differences are as follows: <br />
*Multireplace can preform multiple replacements with one call, which the second one cannot. It can evaluate regular expressions for the replacement.<br />
*RegexParserFunctions can preform a regex replacement. It can also be used for a regex search, which multireplace isn't meant for.<br />
:Multireplace would be better suited for a template that generates diagrams. Regexparserfunctions could do this by nesting the function call many times, which I don't think is a good idea.<br />
:Regexparserfunctions would be better suited for a template that pulls information from raw data files. Multireplace could do this by matching everything before and after the matchtext and cropping it, like so: '''(.*)(matchtext)(.*)=$2'''. However, to do this multireplace is effectively matching the entire page at once. [[User:VengefulDonut|VengefulDonut]] 22:50, 15 September 2009 (UTC)<br />
<br />
::This is a possible alternative: http://www.mediawiki.org/wiki/Extension:RegexFunctions [[User:VengefulDonut|VengefulDonut]] 05:04, 27 September 2009 (UTC)<br />
<br />
==Archive Subdomain problem==<br />
Sorry to bother, i sent an email to senso, but it seems that you are the new admin. Grats.<br />
Yesterday i was surfing the archive [http://archive.dwarffortresswiki.net/index.php/Main_Page] and suddendly it started to redirect to a french blog. Now it redirect to the main wiki. (Actually every subdomain redirects to the main wiki, also invalid ones) Can you bring it back? I know that it's rarely used, but sometimes it's funny to build 2D nostalgia fortresses. --[[User:Tempus|Tempus]] 09:13, 16 September 2009 (UTC)<br />
<br />
== Contact info? ==<br />
<br />
Thanks for stepping up. Are you going to have an e-mail contact addy, for less public communication? --[[User:Albedo|Albedo]] 17:31, 16 September 2009 (UTC)<br />
<br />
== Favicon ==<br />
<br />
The favicon for the previous wiki seems not to have been copied over. [[User:VengefulDonut|VengefulDonut]] 18:36, 17 September 2009 (UTC)<br />
<br />
:http://web.archive.org/web/20071127071819/http://www.dwarffortresswiki.net/favicon.ico [[User:VengefulDonut|VengefulDonut]] 01:35, 18 September 2009 (UTC)<br />
<br />
== You may want to watch this page ==<br />
<br />
[[Dwarf Fortress Wiki:Spamreport]] [[User:VengefulDonut|VengefulDonut]] 01:41, 18 September 2009 (UTC)<br />
<br />
<br />
== Short delay for new accounts? ==<br />
<br />
Some wikis have a policy of a short waiting period between the creation of a new user account and the ability to edit an article. (On the main wiki, I believe this is 30 days.) This delay achieves 3 things, but the only one I'm really concerned with is that it would ''seriously'' slow down bots and spammers. As a side benefit, it also prevents confused newbies from editing before they have a feel for the wiki as a whole, and spontaneous, ill-considered or mean-spirited contributions from a variety of other less-than-serious sources, such as the occasional spur-of-the-moment vandal or the late-Saturday-night beer-goggled comedy writing team. I think 1 week would be ample, but even a 48 or 72 hour period might slow the spam bots. No editor who has a worthwhile contribution to make would resent 48 hours to consider their first effort.<br />
<br />
Just a thought.--[[User:Albedo|Albedo]] 02:09, 18 September 2009 (UTC)<br />
<br />
== IP numbers instead of sig? ==<br />
<br />
When I was trying to use the standard <nowiki>--~~~~</nowiki> sig, IP numbers are coming up instead of the user/date. See [[Talk:Furniture Industry]]. Don't know what's up wi'dat. --[[User:Albedo|Albedo]] 06:39, 27 September 2009 (UTC)<br />
Is it possible you were logged out at the time? I enabled<br /> anonymous edits for at least a trial period earlier today...<br />
Okay, that must have been it - I had no notification that it wouldn't accept my edit, so... <br /><br />
Otoh, I, for one, do have a problem when a page gets edited by [[24.198.25.175]] - how do I respond on their talk page? More, don't some smaller ISP's still share IP numbers between users over time in the same area? So... who, exactly, made that edit? Everyone with that ISP? Lastly, when keeping getting a feel for who is editing what, and their style, hard to mentally keep casual track of an IP addy. Just one vote, but in this case, it's one of dissent.--[[User:Albedo|Albedo]] 18:30, 27 September 2009 (UTC)<br />
:Well, you da boss. You may want to make a general announcement, perhaps on the "current events" page? It's rather jarring to see IP's instead of user:names, and I would never have guessed that their :talk page would work - might want to mention that, too, for all the other ignorants out there. (Also, if I never "don't log in" again, I'll never see any response to the one IP edit I did make, right? 2 user pages for each editor w/ a user:name? And even more if they (don't) log in from different locations/IP's? hrmmm...)--[[User:Albedo|Albedo]] 08:42, 28 September 2009 (UTC)<br />
You're on 'er, yer honour. Sleeep gooood...--[[User:Albedo|Albedo]] 09:33, 28 September 2009 (UTC)<br />
<br />
==leave==<br />
User AcpasNorol wants to leave the wiki (see edits). I think he was blocked before, are old spamaccounts still blocked? --[[Special:Contributions/92.202.37.191|92.202.37.191]] 13:01, 8 October 2009 (UTC)<br />
<br />
==Personal==<br />
Thanks for cleaning up after me, including the formatting on the joining page. --[[User:The Architect|The Architect]]<br />
<br />
== Deletion Policy ==<br />
<br />
Redirects serve two purposes - links from other articles, and Searches. These fit under neither category, or none that also fit other policies (like singular/plural article names). And a lot depends on what links to them - since most of these were orphans (or effectively so, any reference only being a conversation re deletion) what are the odds of a search? <br /><br />
Re plurals - I guess on one hand once they're there, they might as well stay, but they do set a bad precedent, and they are serving no good purpose except as an undesirable crutch. <br /> <br />
As far as "bizmuth bronze", that's a terrible precedent imo - do we start allowing any and every misspelled word to be "redirected"? If it's regional (armour/armor) or a common confusion (adamantium/adamantine) I support it 100%, but misspellings? Bleh. Remind me to make a redirect page for the metals iorn and steal, and sliver and goaled, among others. Double bleh.<br /><br />
[[Personality modding]] was someone's pet project that was never started beyond posting the (almost blank) page, and abandoned and forgotten by late '07, not updated until [[user:I2amroy]] copied/pasted the entirety of the personality page onto it without further comment. It had no links except on 2 user pages, one where we were recently wondering "WTF ''IS'' this?", and another that's listed under "old forum links". Since the page itself was 2 years old, and has nothing that the original didn't... I think it's another that could get trimmed without loss, as the odds of anyone typing in "personality modding" are slim to none.<br /><br />
So my position is "Lose 'em all, no one will ever miss them, and it's a cleaner site without" - but that's my opinion - the final policy is up to you.--[[User:Albedo|Albedo]] 18:19, 20 October 2009 (UTC)<br />
.... Er, I really meant if you still disagree, I'm more than willing to continue discussing what<br /> the appropriate course of action should be over any editorial policies we may have on this wiki.<br />
Nah - I'm opinionated and vocal, but that's not the same as being always adamant in that opinion nor believing that means that I'm "right" (nor always spoiling for an argument/fight, some evidence to the contrary). I've voiced my point and the reasons behind it, and I believe you've weighed that (Respect) - so if in your estimation it doesn't wash, that's all good by me. (In this case.) ;) The policies are a collaboration as much as the content itself, and we've held to that process. So, until next time... ;D --[[User:Albedo|Albedo]] 23:57, 20 October 2009 (UTC)<br />
<br />
== graphic gone missing ==<br />
<br />
[[File:Pumpsnc4.png]], from the [[pump]] page, is MIA. I have no idea why or how, she gone.--[[User:Albedo|Albedo]] 09:52, 29 October 2009 (UTC)<br />
<br />
== Quote page - Karl's recent deletion constitutes vandalism ==<br />
Karl is continually removing any and every quote I add to the quote page while leaving alone anything added by anyone else. Ie, he's clearly attacking me rather than trying to improve the quote page. This behavior is strikingly aberrant especially because he seems to be in favor of keeping any other quote no matter how bad. <br />
<br />
I've acted in good faith to improve the quote page, and am trying to participate in a dialog about the other deleted quotes which I honestly don't feel belong on the page on their own merits. He's judging quotes i've added solely on the basis that I added them. He's also deleted other quotes i've added previously, and appends his recent changes summary with smilie faces as if he thinks he's being funny. This amounts to vandalism pure and simple. Needless to say, this is unacceptable behavior. <br />
<br />
--[[User:Squirrelloid|Squirrelloid]] 16:29, 5 November 2009 (UTC)<br />
<br />
Addendum: My attempts to talk with him about it on his talk page caused him to merely delete my text with no response. I hate to ask it, but i'm asking for administrative action - he's clearly incapable of separating personal from substantative differences. --[[User:Squirrelloid|Squirrelloid]] 16:31, 5 November 2009 (UTC)<br />
<br />
The quote I removed was based on the way you remove them, they were not grade-A funny quote. A taste of your own Medicine. You judge quote based on your biased opinion, saying they need to be funny, which is not the case, it's written nowhere on the wiki. You try to impose your own twisted sense of humor on this wiki. The fact no one cares about the quote make it hard to add them back, even if me and corona wanted to have some back, you opposed your veto, saying it was hardly a consensus. <br />
<br />
You are by the way really condescending vs me and corona, talking about whining and all, did it ever occur to you that humor might be a personal taste ? <br />
<br />
Oh, and by the way, it's unnecessary to copy/paste your rant on multiple page. --[[User:Karl|Karl]] 16:44, 5 November 2009 (UTC)<br />
<br />
:As much as i hate to have a discussion with you on someone else's talk page<br />
:First, the discussions, while on related issues, served different purposes. Namely a referendum on the quotes talk page on those quotes versus talking with an administrator about the appropriateness of particular editing behavior.<br />
:Second, you're applying a different standard to quotes I've added than to other quotes on that page, which means you're targetting them because I've added them. Ie, exactly what I've said above. I doubt anything which I add you would ever consider grade-A funny, solely because i've added it.<br />
:Third, they certainly aren't quotes crafted by me - i've merely noticed them and decided they should be added. They deserve to be judged on their own merits. You're not hurting me by removing them because I added them, you're hurting the page, and you're penalizing the people whose material it was originally.<br />
:--[[User:Squirrelloid|Squirrelloid]] 16:49, 5 November 2009 (UTC)<br />
<br />
::This is stupid and childish. I suggest the two of you cease contact and stay away from the quote page. --[[User:Iban|Iban]] 07:20, 9 February 2010 (UTC)<br />
<br />
== Number of regex evaluations allowed per page ==<br />
<br />
The number-of-functions-per-page parameter in the regex parser functions extension defaults to 10. Limiting it to a small number isn't warranted since computation time is based more on the complexity of the expressions involved rather than the quantity. A higher limit would allow [[template:diagram]] to be used more than three times on a single page. I've compared the serve time of these two pages: [[User:VengefulDonut/g|a]] [[User:VengefulDonut/r|b]], and found the difference was usually about 0.003 seconds. Based on this, I don't think its use is dangerous. [[User:VengefulDonut|VengefulDonut]] 17:38, 10 November 2009 (UTC)<br />
<br />
:Hmm. If the ceiling is a few hundred, we probably won't bump into it. [[User:VengefulDonut|VengefulDonut]] 13:02, 11 November 2009 (UTC)<br />
<br />
::When you were testing [[template:diagram]], the limit you bumped into was the post-expand include size limit for templates. Templates are not allowed to generate more than 2MB of data on a single page. Since trying to display 2MB of data in one article is a bad idea anyway, this limit is very reasonable. If you want to see the include size, serve time, and other properties of an article, they get added as comments the page's html source when served. [[User:VengefulDonut|VengefulDonut]] 14:00, 16 November 2009 (UTC)<br />
<br />
== Cannot add new accounts ==<br />
<br />
The wiki will not allow new accounts to be created as the picture thing seems to be set up wrong<br />
<br />
<pre><br />
To help protect against automated account creation, please type the two words you see in the box below: <br />
<br />
This reCAPTCHA key isn't authorized for the given domain. More info </pre><br />
<br />
Please fix, I would like to set up and account versus being just an IP<br />
<br />
:I found this other site "http://www.dwarffortresswiki.net/" by googleing "Briess contact wiki" which looks very simular, and reCAPTCHA works on. That .net site did let me make an account and post the above message. Then it showed up on the .com site, and then the .com site let me log in. [[User:Larek|Larek]] 00:33, 12 November 2009 (UTC)<br />
<br />
::Well I still can't post on the .com site as each post seems to require the annoying reCAPTCHA thing (which doesn't work). But any thing I put on that other .net site, shows up on the orginal .com one very quickly. [[User:Larek|Larek]] 00:37, 12 November 2009 (UTC)<br />
<br />
:::Briess asked, The .com site is the First (and Second) hit on google when searching for "dwarven fortress wiki" which is http://dwarf.lendemaindeveille.com And yes I know that its "Dwarf Fortress" not "Dwarven Fortress", is just that when I speak to others about DF "Dwarven" is usally said since it is Dwarfs that build that Fortress.<br />
<br />
::::Well I don't know what you have access to, and how lowlevel you can get on the webserver. But a Robots.txt that prevents google from indexing the .com site would fix my issue. <br />
::::I can't find any trace of a 301 redirect on the .com site through IE6 or Netscpe. Also redirect checking tool http://www.internetofficer.com/seo-tool/redirect-check/ seems to think there is not redirect either. Hope this helps. [[User:Larek|Larek]] 15:17, 13 November 2009 (UTC)<br />
<br />
== Interwiki links to russian DF wiki ==<br />
<br />
We previously had the ability to create interwiki links to the corresponding page on the Russian DF wiki. It seems that this functionality has been broken. [[User:VengefulDonut|VengefulDonut]] 06:15, 15 November 2009 (UTC)<br />
<br />
:The russian wiki is at http://www.dfwk.ru/ [[User:VengefulDonut|VengefulDonut]] 14:01, 16 November 2009 (UTC)<br />
<br />
== Custom namespace on the wiki for DF mods? ==<br />
<br />
I'm one of the people working on the [http://www.bay12games.com/forum/index.php?topic=46472.0 Ark Project], a collaborative DF mod. So far we've been using a [[User_talk:Lancensis|user talk page]] on the DF wiki for planning purposes, but we were thinking it'd be nice if there were a [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces custom namespace] called "Mod" on the wiki. This would also help clean up the problem with [[:Category:Mods|mod pages in the Main namespace.]]<br />
<br />
As an aside, it might also be helpful to have a "Utility" namespace for [[Utilities|utilities]], which are in the same boat as mods.<br />
<br />
I noticed the DF wiki already has custom namespaces for bloodline games, so hopefully this isn't too much to ask. Thanks!<br />
<br />
Oh, and apologies for contacting you via both this and a PM. I sent the PM and then noticed you hadn't logged onto B12 forums in a while, so I didn't know if you'd get it.<br />
<br />
--[[User:Footkerchief|Footkerchief]] 21:24, 12 January 2010 (UTC)<br />
<br />
Thanks a ton! This'll be really helpful. One thing though: the new namespaces don't seem to have [http://www.mediawiki.org/wiki/Help:Subpages subpages] enabled, and a lot of the people currently hosting mods on their talk pages are using subpages. I know people can switch to using categories instead (we may do this), but it's something to consider. Also, this is pure irrelevant nitpicking, but namespace names usually use the singular.<br />
<br />
--[[User:Footkerchief|Footkerchief]] 21:08, 26 January 2010 (UTC)<br />
<br />
Awesome, thanks!<br />
<br />
--[[User:Footkerchief|Footkerchief]] 21:45, 27 January 2010 (UTC)<br />
<br />
== Could you mark me autoconfirmed? ==<br />
<br />
Hey, I don't know what the rule is for this, but if I'm not autoconfirmed when you see this, can you mark me as that? The captcha is really annoying when I'm trying to develop the [[Dwarf_Fortress_2010]] page. Thanks! [[User:Mason11987|Mason11987]] 22:25, 24 January 2010 (UTC)<br />
<br />
== Vandal ==<br />
<br />
[[User:173.19.42.186|This guy]] has been adding trash to a bunch of the creature pages. [[User:Quietust|Quietust]] warned him already on his [[User_talk:173.19.42.186|talk page]] for unconstructive edits to [[Scamps]] (one of these edits were undone by [[Special:Contributions/173.19.42.186|you yourself]]), but he continues to make edits to the [[gremlin]] page. ---[[User:Iban|Iban]] 11:08, 30 January 2010 (UTC)<br />
<br />
== Can I have admin rights? ==<br />
<br />
Hey. I'm working on developing wiki pages for the new version of DF. These pages are listed [[:Category:Dwarf_Fortress_2010|here]]. There is a lot to do for this and most people probably won't be too interested for a couple weeks after release. I'm hoping to have something in place for structure, and also for new users before release. In doing so I'm trying to rearrange some of the pages I've made and make them more useful. I've done a few moves but I'm going to have a lot of move over redirects to do at some point and I need admin rights to make sure I clean up the mess I make. I've been admin on a dozen or so wikis, and effectively ran [http://spore.wikia.com/wiki/SporeWiki sporewiki] for months myself. If you give me admin rights you can feel free to monitor all my actions to make sure everything is kosher. I just hate having to bother someone else to fix tiny things. Thanks! [[User:Mason11987|Mason11987]] 17:11, 31 January 2010 (UTC)<br />
:Just as a side comment, it's usually been my observation (from many different places) that directly asking for admin rights is a really good way to ensure that the answer will be "no", especially for somebody who only registered on the wiki 1 week ago, but that's just me. --[[User:Quietust|Quietust]] 21:32, 31 January 2010 (UTC)<br />
::I suppose on a forum or site where admin matters, but on wikis my experience is that if people have a reasonable use for the tools and don't look like they intend to screw anything up, then who cares? But then again, that's only because everything is able to be undone so it's a zero risk situation. I don't know why people would want to make a wiki and then restrict people who seem helpful from editing it easily, kinda counter-productive imo. [[User:Mason11987|Mason11987]] 03:01, 1 February 2010 (UTC)<br />
:::I think Admin is the wrong word. These kinds of people are janitors or managers or something. Admins are people who also manage users, sometime you don't want a person to have access to. --[[User:Iban|Iban]] 03:16, 1 February 2010 (UTC)<br />
::::Depends what environment you are familiar with. On Mediawiki-based wikis (Wikipedia for example) the phrase "Admin" often refers to the user group that has a few powers like deleting pages, blocking users, protecting pages, editing system messages, because these are the default for the sysop group. I really only have a desire to use the deleting pages power, but there is a lot of opportunity to work on the system messages here as well. I posted this hear because even though the average person doesn't know that admin = person with a couple extra powers on a wiki, I assumed Briess (who is a bureaucrat) would know. Admin is in Media-Wiki terminology correct, the person who manages users is a bureaucrat on wikis. [[User:Mason11987|Mason11987]] 06:05, 1 February 2010 (UTC)<br />
:::::Wouldn't it be less problematic to just create Category:Deletion_requests or something? Oh, we already have that at [[:Category:Deletion]]. I don't know if Briess knows about it though. --[[User:Footkerchief|Footkerchief]] 06:17, 1 February 2010 (UTC)<br />
::::::Well I don't see any reason why it's problematic to just hit the button on the user rights page. Just because some people seem to think that admin on a wiki should be like a reward system instead of a set of tools doesn't mean that's the right thing to do. Especially when the two bureaucrats aren't even on here most days (or so it seems). [[User:Mason11987|Mason11987]] 08:25, 1 February 2010 (UTC)<br />
:::::::I'm not inclined to make a decision about this just yet, give me a day or two to mull over it. If you want to continue discussing this, please do by all means. Also, I am aware of the deletion request page, and actually pruned it this last week. :) --[[User:Briess|Briess]] 10:36, 1 February 2010 (UTC)<br />
::::::::Sounds good, just remember that all sysop actions are revertible as well, as well as the decision to make someone a sysop. You can always just mark deletion and then visit [http://dwarffortresswiki.net/index.php?title=Special%3ALog&type=delete&user=Mason11987&page=&year=&month=-1 this page] once a day to make sure I wasn't deleting useful things. Most of what I intend to delete will be my own pages anyway, or redirect pages. I read your comment on your deletion policy on albedo's talk page and that's pretty much my philosophy as well. [[User:Mason11987|Mason11987]] 18:42, 1 February 2010 (UTC)<br />
<br />
== Wİkimedia Commons ==<br />
<br />
I've been thinking that it would be nice to add some photos to the wiki, such as of trees, stones and animals, for example. Wikimedia commons would make an excellent source, since from what I gather the whole point of it is that the images are meant to be freely reused. However, apparently third party wikis such as this one can link to commons directly, if it's enabled. (see http://www.mediawiki.org/wiki/Manual:$wgForeignFileRepos and http://www.mediawiki.org/wiki/Manual:$wgUseInstantCommons) So is there any chance we could get that enabled? (Excuse me if this is already enabled, but unless I am mistaken it is not.)--[[User:Ar-Pharazon|Ar-Pharazon]] 01:07, 8 February 2010 (UTC)<br />
<br />
== Help with Bloodline Games ==<br />
<br />
I've started a couple of games ([[User:Melek|see my user page]]) but although lots of people seem interested from various discussion pages I'm guessing they're not watching that page to see that games are now being hosted. Is there any way for me to send emails to these interested parties or have someone who already has access to their emails to do it for me? I would like to get these games on the go and alot of people are interested on the Wiki without knowing about them! -- [[User:Melek|Melek]] 06:35, 9 February 2010 (UTC)<br />
<br />
== deletion not gone ==<br />
<br />
Briess (Talk | contribs) deleted "File:Fireman.jpg"<br />
<br />
And yet, it's still there... http://dwarffortresswiki.net/index.php/File:Fireman.jpg<br />
<br />
(And you really should delete some of the older topics on this page. Sheesh.) ; ) <br /><br />
--[[Special:Contributions/75.62.155.145|75.62.155.145]] 09:44, 9 February 2010 (UTC)</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Batman&diff=6288340d:Batman2010-02-09T09:37:58Z<p>75.62.155.145: removed now-broken jpg link</p>
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<div>{{CreatureInfo|name=Batman|symbol=b|color={{COLOR:0:0:1}}|butcher=no|bones=4|fat=N/A|skin=N/A|skulls=1|chunks=N/A|meat=N/A|biome=* Subterrenean [[chasm]]|wiki=no}}<br />
<br />
<!-- BATMAN is a copyrighted image, sorry. Sight owner deleted it.--><br />
Half [[man]], half [[bat]]. These weak [[creatures]] are commonly found around [[chasm]] areas. As a properly-armed [[dwarf]] can easily take them down with sufficient [[armor]]/weapons, they provide good military training. However, an unarmed no-military skilled dwarf can take one down easily without weapons or much armor. Caution is still advised when dealing them in a group at once and near or in the chasm itself as there are more dangerous creatures than Batmen that dwell in them.<br />
<br />
They can fly and are sometimes armed with [[weapon]]s.<br />
<br />
{{D for Dwarf}}<br />
<br />
''Some things to watch out for when dealing with batmen:''<br />
<br />They show a preference for working individually, paired up with a different birdman of some type or with [[nightwing]]s.<br />
<br />They are most likely to target the dwarf whose "comedian" attribute is at the highest level.<br />
<br />They are exceptional detectives: given enough preparation time, they can defeat any foe.<br />
<br />Their default identities are a secret. If you turn this off, their chasm will flood your fortress with [[noble]]s instead.<br />
<br />They can breathe in space.<br />
<br />They are vengeance, they are the night. <br />
<br />
{{Game_Data|[CREATURE:BATMAN]<br />
[NAME:batman:batmen:batman]<br />
[TILE:'b'][COLOR:0:0:1]<br />
[LARGE_ROAMING]<br />
[BIOME:SUBTERRANEAN_CHASM]<br />
[PATTERNFLIER][FLIER]<br />
[GENPOWER:4]<br />
[LARGE_PREDATOR]<br />
[CAN_LEARN][CAN_SPEAK]<br />
[CANOPENDOORS]<br />
[POPULATION_NUMBER:15:30]<br />
[CLUSTER_NUMBER:5:7]<br />
[PREFSTRING:mystery]<br />
[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]<br />
[SIZE:4]<br />
[MAXAGE:10:20]<br />
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]<br />
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]<br />
[FEATURE_ATTACK_GROUP]<br />
[EQUIPS]<br />
[FAT:1]<br />
[ALL_ACTIVE]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
[LAYERING:100]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
}}<br />
{{Creatures}}<br />
[[Category:Animals]]<br />
[[Category:Humanoids]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Door&diff=6288240d:Door2010-02-09T09:33:39Z<p>75.62.155.145: minur - grammur</p>
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<div>[[Image:Doors!.png|thumb|right|It is important to have many doors, but don't get carried away.<br />
<br /><br />
''(Note that these are mostly green [[glass]] doors, and so have the oval icon, and not the linear ones of stone, wood or metal doors, as near the stairs, bottom left.)'']]A '''door''' (called a '''portal''' when made of glass) is a piece of [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[glass]] (at a [[glass furnace]]), or [[metal]] (at a [[metalsmith's forge]] - requires three bars). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}. A gem door, which can only be created by a [[strange mood]], uses the symbol {{Raw Tile|☼|#ccc|#000}}.<br />
<br />
Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the "value" of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.<br />
<br />
Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.<br />
<br />
Doors may be hooked up to a [[lever]], in which case they will operate like a [[floodgate]] without any delay.<br />
<br />
== Door settings ==<br />
<br />
There are three options one can specify on a door from the {{K|q}} menu:<br />
* {{K|l}} Forbid/Permit Passage<br />
** A door set to Forbidden is impassable to everyone in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.<br />
* {{K|o}} Keep Tightly Closed/Make Pet-Passable<br />
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf. This also affect the door's permeability to wild animals - a tightly closed door is a good way to keep wild animals from blundering into your fort.<br />
* {{K|s}} Set as Internal/External<br />
** A door set to external functions as a [[wall]] when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.<br />
<br />
== Placing doors ==<br />
After constructing a door at any of the above workshops, they must be "{{K|b}}uilt" (placed) like all other furniture. Doors can now be placed on any open square directly adjacent to a wall - doors cannot be placed diagonally adjacent to walls. Other doors and [[statue]]s do not count as walls for door-building purposes. <br />
<br />
====Free-standing doors====<br />
It may be considered a bug or an exploit, but a door can be placed where no walls exist. It requires a constructed (not "natural") wall to be adjacent to the location, then the door placed, then the constructed wall can be removed. ({{k|d}}, {{k|n}}.) <br />
<br />
In this manner a line of doors can be built across a hallway wider than 2 tiles, or even into an entire "wall" of doors. If in a line of doors, a "free standing" door can be treated as any other door - locked, linked to a [[trigger]], etc. (A lone freestanding door cannot be locked - not that there is much point in doing so.)<br />
<br />
If a natural wall is adjacent, even diagonally, and then later removed, the "free-standing" door will collapse if it has no other walls to support it.<br />
<br />
Note that doors block the movement of [[wagon]]s, even in a 3 tile wide corridor; if a Dwarven or Human [[caravan]] arrives and your [[trade depot]]s are behind doors one of two things will happen to any wagons: 1) If the doors are unlinked, the wagons will proceed to the doors and then stop.{{verify}} If the doors are then deconstructed, the wagons will continue with only time lost.{{verify}} 2) If the doors are linked (to a lever or pressure plate), even in the "open" state, wagons will not sense any [[path]] and will not enter the map (with the usual [[announcement]] about "bypassing your inaccessible site"), but any pack animals and caravan guards attached to them will proceed as normal.<br />
<br />
== Doors and constructions ==<br />
<br />
A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. Doors cannot be built on top of other doors &ndash; there must be a floor. Stairs and ramps, of course, cannot be built on top of doors either.<br />
<br />
== Door strength ==<br />
<br />
Creatures with the [[building destroyer]] tag can destroy doors. All doors. There are no exceptions. <small>Run.</small><br /><br />
Conversely, ''any'' door is completely invulnerable to anything that isn't a [[building destroyer]].<br />
<br />
Thus, while a [[Troll]] can smash a masterwork [[Adamantine]] door with ease, an elite hammer[[goblin]] will be foiled by a base quality green glass portal.<br />
<br />
==Doors ajar==<br />
Sometimes [[dwarves]] will leave items in doors, propping them open; also, if a [[vermin]] is standing in a doorway when the door would otherwise be closed, it will be killed and turned into "remains" which will also hold the door open. Having a door open when it should be closed can lead to all sorts of [[fun]] with [[water]], [[magma]] and hostile [[creatures]]. It is also impossible for a door to be forbidden or "tightly closed" while propped open, further complicating matters. One way to avoid this problem is the use of a door, chamber and then another door. This decreases the likelihood that both doors will be jammed.<br />
<br />
To remove an item from a doorway designate a [[garbage dump]] (preferably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labor enabled will come along and shift it.<br />
<br />
Note that if a [[thief]] (specifically, a creature capable of picking locks) passes through a door, the door will be marked as "taken by invaders" - you will need one of your dwarves to walk through it before you can lock it again. The easiest way to do this is station a military squad so that it passes through the door.<br />
<br />
If you don't want to designate the item for dumping (or can't, if it's owned by an individual dwarf) you can clear the area by dismantling the door and rebuilding it. Dwarves always clear the area when they build things. Select the door with {{k|q}} and then press {{k|x}} to order the door dismantled. Reconstruct the door in the same way as building a new one.<br />
<br />
{{Buildings FAQ}}{{buildings}}<br />
[[Category:Furniture]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Axle&diff=6281040d:Axle2010-02-08T18:57:09Z<p>75.62.155.145: minor - clean sidebar</p>
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<div>{{Machine_component|name=Gear assembly|<br />
|construction=<br />
<br />
<br />
* [[Log]]s<br />
|construction_job=<br />
* [[Mechanic]]s<br />
|power=Uses 1 power per tile.<br />
}}<br />
'''Axles''' are used to transmit power from a [[windmill]] or [[water wheel]] to a [[pump]] or [[millstone]]. There are two types: vertical axles move power between [[z-level]]s, while horizontal axles move it around within a given level. Axles consume 1 unit of [[power]] per tile.<br />
<br />
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''<br />
<br />
== Construction ==<br />
Axles are constructed via the [[machine component]]s screen: {{k|b}}-{{k|M}}-{{k|h}} for horizontal, {{k|b}}-{{k|M}}-{{k|v}} for vertical. Changing direction requires a [[gear assembly]] at the corner between two perpendicular axles.<br />
<br />
Horizontal axles require [[wood]] to construct, one log for 1-3 tiles length, two for 4-6, or three for 7-10. Vertical axles, however, require one log for every z-level.<br />
<br />
Floor tiles will obstruct the transference of power over z-levels, so [[channel]]s need to be dug through every floor through which a vertical axle passes.<br />
<br />
Axles do not block unit movement and can be crossed by dwarves without being spooled around them.<br />
<br />
[[Category:Machine components]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Mega_construction&diff=6280740d:Mega construction2010-02-08T18:40:28Z<p>75.62.155.145: /* Walls */ minor - clarify diagrams</p>
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<div>There comes a time in every dwarf's life when he says to himself - why not? ''("Because it's insane" is not considered an automatic fail condition)''. Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty - you can build anything!<br />
<br />
While building a fully automated sacrificial temple to the dwarf god with magma-falls is quite an undertaking, the techniques are mostly the same as those to build a simple wall or tower, just putting one stone on top of or next to another - so we'll start there.<br />
<br />
(And it's recommended you do too - start with some smaller projects, a defensive wall, and then some simple archer towers to secure your area, and build on your experience from there. It's very easy and frustrating to build a complete disaster. But [[fun]] is in the eyes of the player.)<br />
<br />
<br />
=Basic Construction Techniques=<br />
<br />
Building a large number of anything can be a real pain, to speed up the process it is recommended that you create a stockpile filled with only the correct stone/block type either inside or as close to as possible to your construction. This way the material will always be at the top of the list when you're constructing.<br />
<br />
The important thing to remember is that all walls, floors and anything built with the {{k|b}}-{{k|C}} keys are '''LIFO''' - "'''L'''ast '''I'''n, '''F'''irst '''O'''ut". That means that the very last designation you make will be the very ''first'' thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.<br />
<br />
It is also important to remember that you cannot build constructions on top of a constructed floor, but you can attach walls to the sides of a constructed floor, and then build on them for the next level up. Thus, if you want to build a wall in the middle of a room, you will have to remove the floors from those tiles first (or simply plan ahead and don't build them in the first place).<br />
<br />
:Note: <br />
:''In this discussion, "masons" will be assumed to be the dwarfs doing the work. If your constructions are of wood or metal, then carpenters or metalsmiths will be doing the work - but the process is the same.<br />
<br />
:''Likewise, the word "stone" will be used to refer to building material, but a construction can also be made from wood logs, blocks of glass or any other material, or bars of metal or even soap, among others. '' <br />
<br />
<br />
'''Key:'''<br />
'''symbol tile'''<br />
• - Empty space<br />
+ - Ground, floor, or top of wall section from lower level<br />
┼ - [[Door]] or (closed) [[bridge]]<br />
'''0''' - Isolated wall section<br />
╔═╗ - Connected wall<br />
'''X''' - Up/down [[stairs]]<br />
☺ - Mason<br />
<br />
<br />
==Walls==<br />
<br />
Walls are the simplest construction. They are the base for anything more ambitious, such as a tower, and are often the very first construction of a new fortress, as (part of) a defensive perimeter. No non-flying creature can get over a 1-level wall, but there are still reasons you might want to build one, whether for looks, because of rolling terrain, or as part of a larger project. <br />
<br />
A one-level wall is easy - just designate it, and your masons will simply walk around and build it. About as basic as it gets...<br />
<br />
wwwwwwwwwwwwwwwwwwwww<br /><br />
w = wall<br />
<br />
<br />
However, building a multi-level wall takes one more step, and a little planning. <br />
<br />
To build a tier of wall on top of an existing tier, your dwarves must first have access to the ''top'' of those walls, to that next level up. This can be achieved with a stairs or a ramp built next to the wall. However, a ramp may not let you finish the wall - that last tile requires a dwarf to have an open area to stand on the same level, and the ramp itself is one level down - so stairs are generally recommended. Plus, stairs can be extended straight up, where a ramp cannot be so easily continued.<br />
<br />
''End View''<br /> <br />
X <- ''upper stair provides access for masons to build upper tier of walls above first tier''<br />
wX<br />
<br />
<br />
Note that stairs require both an up* stair on the lower level, and a connected down* stair on the next level up. Stairs ''always'' work in pairs this way - just an up-stair or just a down-stair gives you no [[path]] between levels.<br />
<br />
:''(* Up-down stairs can replace these, and are generally recommended for their improved utility, to allow for unforeseen expansion of design.)''<br />
<br />
Once you have access to the wall top, it's important not to wall your masons in. <br />
<br />
''Side View''<br /><br />
ww☺w <-X<br />
wwwwwwwwX<br /><br />
<- = upper stair access to top of wall<br />
''(Lower-level wall hidden behind staircase)''<br />
<br />
<br />
If you have only 1 access point, start at the far end(s), and build 1 tile at a time back towards your access. <br />
<br />
''Side View''<br /><br />
ww☺ <-X-> ☺ www<br />
wwwwwwwwXwwwwwwww<br /><br />
''(Lower-level wall hidden behind staircase)''<br />
<br />
<br />
If you have 2 access points, you can start in the middle and the ends, and work back toward the access for each. <br />
<br />
ww <-X-> wwwww <-X-> www<br />
wwwwwwwwXwwwwwwwwwwwwwwwwXwwwwwwww<br />
<br />
<br />
Once you have enough of the new wall height (and access up on top of that), you can begin to repeat the process on level higher while a previous level is being completed - this is another reason for multiple access.<br />
<br />
X wwww <-X-> www<br />
wwwww <-X-> wwwwwwwwwwwwwXwwwwwwww<br />
wwwwwwwwXwwwwwwwwwwwwwwwwXwwwwwwww<br />
<br />
Unlike with ramps, the very last section of wall can be placed by a dwarf standing on the staircase, next to that tile. Then on up to start the next level (if necessary). Remember to build the next stair up ''before'' the previous level is complete, so all your masons aren't waiting on that one construction.<br />
<br />
<br />
If you do wall a worker in, either use {{k|d}}, {{k|n}} to deconstruct that tile (which takes some time), or build new access up to them (which might be handier in the long run).<br />
<br />
Also, if defense is something you wish to consider (or just to improve the looks of a simple curtain wall), you may wish to plan for one or more towers to rise up above and along your walls. The process is very similar to a wall, but with floors...<br />
<br />
==Towers==<br />
Building a tower, large or small, is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason]]s' habit of building [[wall]]s in their LIFO order, so adding anything puts that before everything you've already done. This step-by-step guide avoids these problems. The diagrams are for a 5x5 tower, but the instructions are adaptable to any size of tower. <br />
<br />
''(Note - In Dwarf Fortress, the walls of a "round" (or oval) tower take ''exactly'' as much stone as for a "square" (or rectangular) tower, but the floor area uses a bit less stone, and with a significant loss of usable area inside - in case that matters to you.)''<br />
<br />
==== Preparation ====<br />
If you create a [[stone]] or [[block]] stockpile nearby, then your masons can concentrate on what they're good at, and not waste time walking (possibly dangerous) distances back and forth. Alternately, dive into the ground and do some mining on the spot, creating a field of raw stone right there. (Pro tip - construct a (temporary) mason's shop or three in a stone field, and make blocks on site!)<br />
<br />
If the tower is outside the protection of your compound, consider the safety of your workers - would digging a tunnel to the location be worth the time? Do you want your soldiers and workers to walk over the surface, or underground? No doors means [[building destroyer]]s have nothing to break down. <br />
<br />
If you start with a staircase up out of the ground, you can build off of that, and your dwarves have somewhere relatively safe to run if they are ambushed, other than trying to outrun bolts and arrows. Remember that an up/down stair from below is not enough to connect two levels - you also need a down (or up/down) stair from the upper level as well.<br />
<br />
The first rule of building upwards is to '''build the corners first'''. This keeps your mason from trapping himself in a corner high in the air, or making the corner inaccessible.<br />
<br />
<br />
''Top View''<br /><br />
╔════'''?''' <- ''no access''<br />
║ ☺║<br />
║ ║<br />
╚════╝<br />
How awkward...<br />
<br />
====Base====<br />
<br />
Access to the tower is presumably from underground, but if not, leave a [[door]] so your dwarves can get in and out. Make the staircase in the corner for quickest building, or two or more adjacent if you expect lots of traffic. (Always adjacent, so dwarves can skip to one side easily.) <br />
<br />
╔═══╗<br />
║'''X'''++║<br />
║+++║<br />
║+++║<br />
╚═══╝<br />
<br />
:''Pro tip - if you designate walls to be built next to your planned walls, then {{k|s}}uspend that construction, your dwarfs will not stand on those tiles to build the desired walls. This can be used to guide your masons to build from the inside, walling themselves in where it's safe, rather than the alternative.''<br />
<br />
╔═══╗<br />
║'''X'''+☺ ◙ <- ''suspended wall order''<br />
║+++║<br />
║+++║<br />
╚═══╝<br />
<br />
It's not at all necessary to build floor tiles on the natural floor - it only adds some color and a bit of architectural [[created wealth]]. <br />
<br />
If we shift the view up to the next [[z-level]] up, this is what we see...<br />
<br />
+++++<br />
+•••+<br />
+•••+<br />
+•••+<br />
+++++<br />
<br />
The tops of the walls act as floors, but ''not'' the top of that up/down staircase. If you could get to top of the walls, your masons could walk on them - but we have no down (or up/down) stairs on ''this'' level to connect to the stairs below. So that's our next order of business...<br />
<br />
====Staircase====<br />
<br />
Use up/down stairs for maximum efficiency. Even if you think you're at the top, there's no reason not to build an up/down stair, just in case. Same amount of stone, same amount of time, and it leaves your options open.<br />
<br />
+++++<br />
+X..+<br />
+...+<br />
+...+<br />
+++++<br />
<br />
Now your dwarves can walk anywhere on a "floor" (+) ''(actually, at the moment, only the top of the walls below, but we'll fix that with real floors in a moment)'', and connect anything on this level to that floor. (This is how you expand a tower wider than its base - by constructing walls attached to floors that have expanded out.)<br />
<br />
:''Pro tip: Build the next staircase level well ''before'' you need it, so all your masons are not bottlenecked, waiting on that one staircase to be finished so they can access the next level up. Have it ready and waiting for when they are.''<br />
<br />
====Floor/roof tiles====<br />
<br />
Cover the empty space with constructed floors, which create a '''roof''' over the tiles below them. (Walls would work for this purpose too, but could not be walked on.) Altho' this may be a "roof" over the z-level below, your masons have to walk on this level to build out from the staircase, whether they're building floors (as a roof) or walls (for further vertical construction), whether you want to keep building up or not.<br />
<br />
Be careful not to build floors on top of your existing walls, since this keeps you from building walls over them. (And, yes, the tops of walls on a lower level and floors constructed on the current level look ''identical'' in the game. Use {{k|k}} if you need to double check which is which.)<br />
<br />
+++++<br />
+X+++<br />
+++++<br />
+++++<br />
+++++<br />
<br />
(For a 3x3 tower, you don't need any floors at all, the walls are tight around the staircase.)<br />
<br />
+++<br />
+X+<br />
+++<br />
<br />
====Upper-level corners====<br />
<br />
From here out, your masons can't stand outside the construction to do any work - it all has to be done from the inside. Construct the corner walls once the first ring of floor tiles are finished. You can start them sooner, but there's a chance the far corner could become inaccessible, which suspends construction. (If you understand the [[Mega_construction#Construction_Techniques|LIFO]] concept, you can plan it so this doesn't happen, by designating the sides first and the corners last - your call.)<br />
<br />
'''0'''+++'''0'''<br />
+X+++<br />
+++++<br />
+++++<br />
'''0'''+++'''0'''<br />
<br />
You can start the center walls before the corners are finished, but always leave one floor area adjacent to the corners for last to access those corners. Much smarter, build either the N-S ''or'' E-W walls, including corners and then the rest. Much less designating to do too.<br />
<br />
╔═══+<br />
║X+++<br />
║+++║<br />
║+++║<br />
++══╝<br />
<br />
And finish the walls on this level. From here you can go up and repeat the pattern again as high as you want.<br />
<br />
╔═══╗ ╔═══╗<br />
║X+++ ║X++║<br />
║+++║ -> ║+++║<br />
║+++║ ║+++║<br />
╚+══╝ ╚═══╝<br />
<br />
=====Corners Last?=====<br />
<br />
If you don't mind your tower not being square, you can seal the corners from the inside. This takes up some space inside the tower. The corners have to be built from the inside. Even on ground level, your masons will always end up on the inside. (The stairs must be shifted from the corner for this design.)<br />
<br />
+═══+ +╔═╗+ <br />
║+X+║ ╔╝X╚╗<br />
║+++║ -> ║+++║ <br />
║+++║ ╚╗+╔╝ <br />
+═══+ +╚═╝+ <br />
<br />
Again, note that if you count the amount of stone used, the "rounded" version doesn't save anything, and loses interior space - but it looks kinda cool!<br />
<br />
====Adding fortifications====<br />
<br />
If you want an open level of the tower where [[marksdwarf]]s or [[siege engine]]s can fire out, you want some [[fortification]]s instead of walls. Along the edges this is easy, but fortifications cannot be walked on, and a mason can't build them from a diagonal tile, so we're back to "build the corners first!"<br />
<br />
+++++ ╬╬╬╬+ <- this fortification ''next''!<br />
+++++ ╬X+++ <- this fortification ''last''!<br />
++X++ -> ╬+++╬<br />
+++++ ╬+++╬ <br />
+++++ ╬╬╬╬╬<br />
<br />
Don't worry about too much there being no walls to build on top of - the entire next floor and everything above can be connected to one tile of staircase, no problem.<br />
<br />
On our 3x3 tower, fortifications would either leave only the 1 central staircase tile open (not this tower!), or will have to hang over the edge - which is fine structurally, so long as they're connected to ''something'' before we're done. But our masons can't walk on fortifications to place those corners, so they present an access problem...<br />
<br />
'''?'''╬╬╬'''?''' <- ''no access to corners''<br />
+++ ╬+++╬<br />
+X+ -> ╬+X+╬<br />
+++ ╬+++•<br />
'''?'''╬╬•'''?''' <- ''no access to corners''<br />
<br />
The solution is to build a temporary floor-tile off the tower side, to give your masons access to those corner locations. Once built, then connect those to other fortifications (they have to be connected [[orthogonal]]ly!), ''then'' you can safely deconstruct the floors and replace them with the final fortifications.<br />
<br />
+ + ╬+ +╬ ╬ ╬ ╬╬╬╬╬<br />
+++ +++ ╬+++╬ ╬+++╬ ╬+++╬<br />
+X+ -> +X+ -> +X+ -> +X+ -> ╬+X+╬ <br />
+++ +++++ +++++ +++ ╬+++╬<br />
╬╬ ╬╬ ╬╬ ╬╬ ╬╬╬╬╬<br />
<br />
The stones that the temporary floors had been built with will fall to the tile below them - this is not a "collapse". <br />
<br />
:''Pro tip:'' Alternatively, instead of constructing and deconstruction floors, you may build floor grates ({{k|b}}, {{k|G}}), floor hatches ({{k|b}}, {{k|H}})), or floor bars {{k|b}}, {{k|alt+b}}) for dwarves to stand on to get at the corners. These have the advantage of being much faster to remove, do not require a mason (only a "furniture hauler"), and are collected instead of dropped when deconstructed.<br />
<br />
== Carving ==<br />
Casting buildings out of obsidian has some advantages, i.e. that it is valuable Obsidian, also you can engrave it like natural stone. Unfortunately it is also pretty time-consuming. <BR /><br />
For this, you will need lots of water and magma, furtermore magma-safe pumps.<BR /><br />
I also recommend planning the building first via a text program (look to 3. if you ask why)<br />
<BR /><br />
# First, a cast blank is made. For this, wall in an area about the size of your desired building, so that no liquid can pour out. Fill one level with magma (2/7 or 3/7), then pour water over it to cool the magma to one layer of obsidian. Rinse and repeat until your cast blank has enough z-levels.<BR /><br />
# Replace the casting form with scaffolding, where needed, otherwise simply deconstruct the form.<BR /><br />
# Then dig the building out of the blank, but be sure not designate someting wrong, since you can fix an error only via remaking the whole thing.<br />
<br />
=Advanced Construction Techniques=<br />
<br />
The most important part of any advanced technique is planning - thinking ahead to what you will need, where you masons will need to stand and work, and how to get them there (and not wall them in!).<br />
<br />
===Don't stand there!===<br />
<br />
Dwarves tend to work from the left, and that's wrong half the time. To make sure your masons don't wall themselves on the wrong side of what they're building, designate a wall to be built where you ''don't'' want them to stand, and then {{k|s}}uspend that construction - they won't stand in that spot while building next to it. Once the desired construction is in place and the dwarf on the preferred side, cancel ( {{k|q}}, {{k|x}} ) the suspended construction entirely, and carry on.<br />
<br />
===Corners & walls first===<br />
You don't actually have to build all 4 corners before building any walls - you can designate two parallel walls, with corners, and just not designate the connecting walls (which would seal off access to those corners). Designating two long walls with attached corners is faster to designate by a few keystrokes - once you understand how to build, personal construction habits are up to you.<br />
<br />
╔+++╗<br />
║'''X'''++║<br />
║+++║<br />
║+++║<br />
╚+++╝<br />
<br />
===Scaffolding===<br />
<br />
Building rows and rows of up/down stairs will allow you to build large walls without having to worry about getting the workers and materials up there.<br />
<br />
Be careful when you're dismantling them that each row is removed one at a time, starting from the top!<br />
<br />
You may also consider building the scaffolding ''inside'' the building you are constructing, ensuring that the entire ground floor wall is constructed. Then you wont create any surprise back doors into your fortress.<br />
<br />
===Expanding out===<br />
<br />
To build out over open space, you only need to add floors. Currently{{v|0.28.181.40d}} there is no limit to how far out unsupported floors can extend. If you then want to build up, build walls (which will support movement and more construction on the next level up). While you can't build a wall on top of a constructed floor, you can build a wall ''over thin air'', so long as there's an accessible spot for a dwarf to stand on which is orthogonally (non-diagonally) adjacent to where the wall is to be built. Don't forget to add stairs (or ramps) to gain access to those upper levels (again... plan ahead!)<br />
<br />
Using these methods, you can create anything from permanent spans bridging gaps to mushroom-shaped towers to inverted pyramids balanced on one tile - anything goes. <br />
<br />
====Temporary access floors====<br />
<br />
If your masons cannot access a location, building temporary flooring is the solution, as described above under "basic techniques", and then deconstructing the floor when it's no longer needed. However, building floor bars or setting a floor grate in place is faster, does not enter into the [[Construction#Priority - LIFO|LIFO]] sequence, and the material will be saved, not dropped, when deconstructed.<br />
<br />
====bridges vs. floor access====<br />
<br />
If it's a matter of needing temporary floorspace for building, retractable bridges are much faster to build for floors, and much faster to remove. The drawback is they can only be a max of 10 tiles x 10 tiles (minus 1 along one edge for anchoring), but they can be repeated once they have a solid anchor. Remember that bridges do NOT support other construction! (Worse, they will allow you to designate it, and allow a dwarf to take the time to build it, but then that unsupported construction will [[cave-in]], often causing the mason to fall, often to their death.)<br />
<br />
===Building down===<br />
<br />
Building down is, technically, impossible. You cannot extend a staircase down into empty space, only up - so the trick is to get below where you want to build, and then build up to it, if only a long column of up/down stairs for basic access. Then build what you want, connect it up to wherever, and deconstruct anything unwanted below that. The result is a hanging construction.<br />
<br />
===Bridges and deconstructing floors ===<br />
<br />
Constructions cannot be supported by attaching them to any [[bridge]]s - the game allows them to be designated, and a dwarf will respond to build the construction, but that will then [[cave-in]] immediately upon construction. However, building a bridge ''over'' an existing floor will allow those floor tiles to be deconstructed and the material recovered.<br />
<br />
===Sloped Roofs===<br />
<br />
Sloped roofs can be created by building a row of walls adjacent to the top of a wall, a row of ramps can then be built directly on top of the wall giving access to the top of the adjacent wall. Now just build a second wall adjacent to this one and repeat.<br />
<br />
=Examples=<br />
<br />
===Hippie Exterminator===<br />
You gotta water those trees man, and let the treehuggers that care so much for them take share in this watery gift!<br />
<br />
Basically, construct a megalong wall all the way around an elf-village, then use flooring to put a lid on the entire village. Hook up some pumps from the local river to fill this box with water. This will kill all of the elves enclosed inside, and your fps in the process. Totally pointless and timeconsuming, thus making it a worthy megaconstruction.<br />
Example fortress: [http://www.mkv25.net/dfma/map-5899-fleshgatesofdrowning Fleshgates of Drowning]<br />
<br />
===Dwarven Arcology===<br />
This is ideal for your patently insane [[Stupid dwarf trick]] needs. Essentially it's building your entire fortress above ground in ONE structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal...in short, a perfect megaconstruction.<br />
<br />
SUPERBONUS: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.<br />
<br />
==Viewing==<br />
<br />
Most mega structures look best when using a 3D tool, there are however some restrictions involved.<br />
<br />
===[http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf]===<br />
<br />
All walls regardless of material will show up the same, the only difference is fortifications which will show up a lighter shade of blue.<br />
<br />
All ramps and stairs regardless of materials will show up as wood.<br />
<br />
Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them.<br />
<br />
A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids.<br />
<br />
====Cathedral to the Blood God====<br />
<br />
[[Image:Cathedral-Cutaway.jpg]]<br />
<br />
[[Image:Cathedral-Tower.jpg]]<br />
<br />
[[Image:Cathedral.jpg]]<br />
[[Category:Constructions]]<br />
<br />
===[http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress]===<br />
<br />
Ramps align to all adjacent walls available.<br />
<br />
Many structures (ie. workshops, cabinets, etc.) don't appear.<br />
<br />
Fortifications against walls will not render the wall they're up against.<br />
<br />
Sometimes the program will randomly not render portions of the map; moving about usually fixes this.<br />
<br />
Some materials are rendered incorrectly.</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Opal&diff=6280640d:Opal2010-02-08T18:33:09Z<p>75.62.155.145: minor, Format, lose RL superstitions & fluff</p>
<hr />
<div>'''Opal''' is a broad category of ornamental (low-value) and semi-precious (mid-value) [[Gem#Varieties|gems]]. The exact gem will be one of a couple dozen specific types of opal, such as bandfire opal, pipe opal or pineapple opal. All Opals in Dwarf Fortress are listed in the tables, below.<br />
<br />
"Opal" is also the name of the eleventh month of the dwarven [[calendar]], covering mid-Winter.<br />
<br />
<br />
===''Ornamental Opals''===<br />
{{Gem table head}}<br />
{{Gem table row|name=amber opal|value=10×|color={{Raw Tile|A|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=bone opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=cherry opal|value=10×|color={{Raw Tile|F|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=gold opal|value=10×|color={{Raw Tile|I|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=jasper opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=milk opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=moss opal|value=10×|color={{Raw Tile|B|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=onyx opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=pineapple opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=pipe opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=prase opal|value=10×|color={{Raw Tile|B|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=resin opal|value=10×|color={{Raw Tile|I|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=shell opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=wax opal|value=10×|color={{Raw Tile|A|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=wood opal|value=10×|color={{Raw Tile|A|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}<br />
|}<br />
<br />
===''Semi-Precious Opals''===<br />
{{Gem table head}}<br />
{{Gem table row|name=bandfire opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=black opal|value=30×|color={{Raw Tile|K|#888|#888}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=claro opal|value=20×|color={{Raw Tile|D|#00f|#00f}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=crystal opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=fire opal|value=15×|color={{Raw Tile|F|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=harlequin opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=jelly opal|value=15×|color={{Raw Tile|A|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=levin opal|value=20×|color={{Raw Tile|I|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=pinfire opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=precious fire opal|value=20×|color={{Raw Tile|F|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=red flash opal|value=20×|color={{Raw Tile|F|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}<br />
{{Gem table row|name=white opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}<br />
|}<br />
<br />
[[Category:Materials]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Calendar&diff=6280340d:Calendar2010-02-08T18:27:18Z<p>75.62.155.145: /* Months and seasons */ minor - links from Calendar month names</p>
<hr />
<div>The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Overall Status]] screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of [[spring]] both fall on the 1st of Granite. New Year's Eve and the last day of [[winter]] both fall on the 28th of Obsidian.<br />
<br />
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. <br />
<br />
== Months and seasons ==<br />
<br />
{| style="border-spacing: 0"<br />
|-<br />
| style="padding: 0.2em; background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="padding: 0.2em; background: #cfc; width: 10em; text-align: left" | [[Granite]]<br />
| style="padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="padding: 0.2em; background: #cfc" rowspan="3" | Spring<br />
|-<br />
| style="padding: 0.2em; background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="padding: 0.2em; background: #cfc; width: 10em; text-align: left" | [[Slate]]<br />
| style="padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
|-<br />
|-<br />
| style="padding: 0.2em; background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="padding: 0.2em; background: #cfc; width: 10em; text-align: left" | [[Felsite]]<br />
| style="padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
|-<br />
| style="padding: 0.2em; background: #ff8" | {{tile|*|#800|#ff8}}<br />
! style="padding: 0.2em; background: #ffc; width: 10em; text-align: left" | [[Hematite]]<br />
| style="padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="padding: 0.2em; background: #ffc" rowspan="3" | Summer<br />
|-<br />
| style="padding: 0.2em; background: #ff8" | {{tile|*|green|#ff8}}<br />
! style="padding: 0.2em; background: #ffc; width: 10em; text-align: left" | [[Malachite]]<br />
| style="padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
|-<br />
| style="padding: 0.2em; background: #ff8" | {{tile|*|grey|#ff8}}<br />
! style="padding: 0.2em; background: #ffc; width: 10em; text-align: left" | [[Galena]]<br />
| style="padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
|-<br />
| style="padding: 0.2em; background: #f88" | {{tile|•|white|#f88}}<br />
! style="padding: 0.2em; background: #fcc; width: 10em; text-align: left" | [[Limestone]]<br />
| style="padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="padding: 0.2em; background: #fcc" rowspan="3" | Autumn<br />
|-<br />
| style="padding: 0.2em; background: #f88" | {{tile|•|grey|#f88}}<br />
! style="padding: 0.2em; background: #fcc; width: 10em; text-align: left" | [[Sandstone]]<br />
| style="padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
|-<br />
| style="padding: 0.2em; background: #f88" | {{tile|▬|#770|#f88}}<br />
! style="padding: 0.2em; background: #fcc; width: 10em; text-align: left" | [[wood|Timber]]<br />
| style="padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
|-<br />
| style="padding: 0.2em; background: #88f" | {{tile|♦|white|#88f}}<br />
! style="padding: 0.2em; background: #ccf; width: 10em; text-align: left" | [[Moonstone]]<br />
| style="padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="padding: 0.2em; background: #ccf" rowspan="3" | Winter<br />
|-<br />
| style="padding: 0.2em; background: #88f" | {{tile|♦|white|#88f}}<br />
! style="padding: 0.2em; background: #ccf; width: 10em; text-align: left" | [[Opal]]<br />
| style="padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
|-<br />
| style="padding: 0.2em; background: #88f" | {{tile|•|#444|#88f}}<br />
! style="padding: 0.2em; background: #ccf; width: 10em; text-align: left" | [[Obsidian]]<br />
| style="padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
|}<br />
<br />
== Ages ==<br />
<br />
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of [[megabeast]]s alive and dominant [[civilization]]s.<br /><br />
<br />
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:<br /><br />
-'''Age of Myth'''<br /><br />
-'''Age of Legends'''<br /><br />
-'''Age of Heroes'''<br /><br />
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.<br /><br />
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into [[glowing pits|a very bad place]] can also trigger an Age change.<br /><br />
''The Age of Myth was a time when living gods and mighty beasts still held sway.''<br /><br />
''The Age of Legends was a time when powers of the world were fading.''<br /><br />
''The Age of Heroes was a time when the last of the powers fought their final battles.''<br /><br />
<br />
-'''Age of (Megabeast' name)'''<br /><br />
-'''Age of (Demon' name)'''<br /><br />
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.<br /><br />
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''<br /><br />
<br />
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: "'''The Age of Titan and Dragon'''" or "'''The Age of Two Demons'''"<br /><br />
Same as above, but with two notable Megabeasts/Demons.<br /><br />
<br />
-'''Age of Three Powers'''<br /><br />
Even better than above, three notable Megabeasts/Demons.<br /><br />
<br />
-'''Age of (Race name)''', eg: "'''The Age of Dwarves'''"<br /><br />
One race becomes dominant in the world, or it's the only race left in the world.<br /><br />
''The Age of Dwarves was a time when dwarves ruled the world.''<br /><br />
<br />
-'''The Golden Age'''<br /><br />
Civilizations are expanding, and there are no wars and other things for them to worry about.<br /><br />
''The Golden Age was a time when various civilized races peopled the world.''<br /><br />
<br />
-'''Age of Fairy Tales'''<br /><br />
Toady One' quote from 2008 devlog:<br /><br />
<blockquote><br />
"I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen."<br />
</blockquote><br />
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''<br /><br />
<br />
-'''Age of Twilight'''<br /><br />
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.<br /><br />
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''<br />
<br />
-'''Age of Civilization'''<br /><br />
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.<br /><br />
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''<br /><br />
<br />
-'''Age of Death'''<br /><br />
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.<br /><br />
''The Age of Death was a time after civilization had crumbled completely.''<br /><br />
<br />
-'''Age of Emptiness'''<br /><br />
The Age of Emptiness is a time when there are no civilized beings left alive. This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-populated.<br /><br />
''The Age of Emptiness was a time when no civilized peoples existed in the world.'<br /><br />
<br />
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]<br /><br />
Information about Age of Death/Emptiness taken from this [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]<br /><br />
<br />
== Farming ==<br />
<br />
With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm [[summer]]s and colourful [[autumn]]s. The seasons correspond to growing seasons from the [[farm]] plot {{k|q}} menu, which dictate what can be grown when during the year. See the [[List of crops]].<br />
<br />
== Trading ==<br />
Each season bar winter brings the possibility of [[trade]]rs from one race or another.<br />
<br />
The fussy <s>hippie tree lovers</s> [[elf|elves]] arrive in Spring with [[wood|wooden]] crafts and weapons, cages (often containing exotic [[animals]]), various [[crop|fruits and berries]], and [[rope reed]] cloth items.<br />
<br />
[[Human]]s come in Summer with their [[wagon]] bursting with supplies, eager for <s>junk</s> stone craft goods.<br />
<br />
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of <s>fresh cannon fodder</s> new migrants in the year ahead.<br />
<br />
A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins. <br />
<br />
<br />
[[Category:World]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Other_weapon&diff=6280240d:Other weapon2010-02-08T18:22:49Z<p>75.62.155.145: /* Pike */ minor - caption for image</p>
<hr />
<div>In [[Fortress mode]], there are only [[Weapon#Dwarf_weapons|7 weapon]]s* that dwarfs can make for themselves and are considered "standard", but there are about a dozen '''other weapons''' that can be acquired, either by [[trading]] or recovering them from enemies who no longer have any use for them. Dwarves can use some of these, but not all, for melee combat, and each that is usable is associated with a standard [[military]] weapon skill. In Fortress Mode, no other missile weapons are usable by dwarves in combat, but all weapons are usable in [[Trap#Weapon_Trap|weapons traps]].<br />
<br />
:''(* These are the [[battle axe]], [[mace]], [[pick]], [[short sword]], [[spear]], and [[war hammer]] for melee combat, and the [[crossbow]], which can be used for both [[marksdwarf|ranged attacks]] and, if/when necessary, [[combat|melee combat]] as well.)''<br />
<br />
As with any [[weapon]], both [[Weapon#Material_damage_modifiers|material]] and [[quality]] can improve their effectiveness in combat.<br />
<br />
In [[Adventure mode]], a character can use any of these, [[size]] permitting.<br />
<br />
<br />
==Other weapons: statistics & comparison ==<br />
<br />
For a comparison of all weapons side by side, see [[Weapon#Weapon_statistics|Weapons: Weapon statistics]].<br />
<br />
''(Note - dwarves can not use these in fortress mode unless marked with an *)''<br />
<br />
{|cellpadding="2" border="1" class="wikitable sortable"<br />
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost <br />
|-<br />
| [[Blowgun]]&dagger; (melee) || 20 || [[Bludgeon]] || Sword || None<br />
|-<br />
| [[Bow]]&dagger; (melee) || 40 || [[Bludgeon]] || Sword || None<br />
|-<br />
| [[#Large dagger|Large dagger]] || 70 || [[Slash]] || Dagger || 1<br />
|-<br />
| [[#Flail|Flail]] || 130 || [[Bludgeon]] || Mace || None<br />
|-<br />
| [[#Great axe|Great axe]]&Dagger; || 150 || [[Slash]] || Axe || None<br />
|-<br />
| [[#Halberd|Halberd]]&Dagger; || 140 || [[Slash]] || Axe || None<br />
|-<br />
| [[#Long sword|Long sword]]* &dagger; || 120 || [[Slash]] || Sword || 1<br />
|-<br />
| [[#Maul|Maul]]&Dagger; || 160 || [[Bludgeon]] || Hammer || None<br />
|-<br />
| [[#Morningstar|Morningstar]]* || 120 || [[Bludgeon]] || Mace || None<br />
|-<br />
| [[#Pike|Pike]] || 120 || [[Pierce]] || Spear || 2<br />
|-<br />
| [[#Scimitar|Scimitar]]* || 100 || [[Slash]] || Sword || 1<br />
|-<br />
| [[#Scourge|Scourge]] || 30 || [[Gore]] || Whip/Lasher || None<br />
|-<br />
| [[#Two-handed sword|Two-handed sword]]&Dagger; || 140 || [[Slash]] || Sword || 1<br />
|-<br />
| [[#Whip|Whip]]&dagger; || 20 || [[Gore]] || Whip/Lasher || None<br />
|-<br />
|}<br />
&dagger; ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))'' <br> &Dagger; ''Dwarves cannot wield weapon (too large)''<br> * ''Can be used by dwarves in fortress mode''<br />
<br />
== Blowgun ==<br />
<br />
Basically a small tube out of which you blow "deadly" darts.<br />
<br />
No main race has this [[weapon]], unless you mod it in. A dwarf can make a blowgun in a [[bowyer's workshop]] after being struck by a [[Strange mood]]. These weapons are extremely rare to find. Unfortunately in Fortress Mode you cannot create darts for use, and any dwarf wielding the blowgun will use it as a melee weapon.<br />
<br />
When firing it increases the [[blowgunner]] skill. Melee with this weapon is a pathetically small [[bludgeon]] attack, and increases [[swordsman]] skill.<br />
<br />
==== dart ====<br />
<br />
The darts don't do a lot of damage, but can still be almost as dangerous as [[arrow]]s because they can [[pierce]] organs, which can kill instantly.<br />
<br />
== Bow ==<br />
<br />
A '''bow''' works the same way as a [[crossbow]], except that it uses [[arrow]]s instead of [[bolt]]s. [[Dwarf|Dwarves]] cannot equip bows (stubby fingers), and the interface is such that they still cannot be wielded in [[Fortress Mode]] at all, even with [[Modding guide|modding]]. They can still be used in [[weapon trap]]s, although you can't make arrows and so will be dependent on [[merchant]]s and spoils of war to supply trap reloads.<br />
<br />
When firing arrows it uses the [[marksman|bowman]] skill. When attacking with melee, it uses the [[swordsman]] skill, although it's a bludgeoning attack.<br />
<br />
==== Arrow ====<br />
An '''arrow''' is just like a [[bolt]] but for bows. [[Dwarves]] can't handle bows, so they don't need arrows. But in [[adventure mode]], [[humans]] and [[elves]] can use bows, so they will need arrows if they choose to use one.<br />
<br />
Arrows can also be thrown in adventure mode for about the same results, except that it uses the [[thrower]] skill.<br />
<br />
'''See also:''' <br />
*[[Quiver]]<br />
<br />
== Large dagger ==<br />
<br />
In Dwarf Fortress, any dagger is "large". '''Large daggers''' are wielded by [[Kobold]] and [[Goblin]] [[thief|thieves]] only. They do small [[slashing]] damage, but have a critical bonus, which means they usually are not anything to worry about, but occasionally get brutally lucky.<br />
<br />
In [[adventure mode]], no other race has them or can even start with one. If an adventurer finds one of these [[weapon]]s, they can train with them. Those who use daggers always do [[slashing]] damage with them, there is no stabbing for [[piercing]] damage. In this game they are basically small [[sword]]s, as they can sever limbs as well on a lucky hit.<br />
<br />
These weapons use the [[Knife user]] skill.<br />
<br />
== Flail ==<br />
<br />
A [[weapon]] comprised of one or more chains with a spiked ball or metal-studded bar at one end and a handle at the other. Does more [[damage]] than the [[Morningstar]], and uses the same skill, [[maceman]]. Goblins are known to wield these weapons.<br />
<br />
== Great axe ==<br />
<br />
The Great axe is a large version of the [[battle axe]]. Too large for a dwarf to use.<br />
<br />
This weapon is too large to be used by most races, even though two handed ([[Invader]]s tend to ignore this restriction).<br />
<br />
== Halberd ==<br />
A halberd is a long axe or a short pole-arm weapon. It is two-handed for a human-sized character, but too large for a dwarf to use.<br />
<br />
== Long sword ==<br />
A typical human-sized weapon. Dwarves can wield them using two hands.<br />
<br />
== Maul ==<br />
<br />
The '''Maul''' is a large heavy [[hammer]] and is the highest damaging melee [[weapon]] in the game, despite being a bludgeoning weapon. It can only be wielded by a [[human]], and even then it requires both hands.<br />
<br />
It uses the [[hammerman]] skill.<br />
<br />
In fortress mode, [[invader]]s can use both a maul and a [[shield]].<br />
<br />
== Morningstar ==<br />
<br />
A '''Morningstar''' is a spiked ball directly attached to a handle. Does less [[damage]] than the [[flail]]. Damage is identical to the regular [[mace]].<br />
<br />
Uses the [[Maceman]] skill. Dwarfs can equip it.<br />
<br />
== Pike ==<br />
<br />
:''For the fish, see [[Pike (fish)]].''<br />
<br />
A '''pike''' is a very long spear. It does more [[damage]] than the normal [[spear]], and still has the same critical boost. Only [[human]]s can wield them in [[fortress mode]] and, even then, it uses both hands. It is possible to use a pike as a [[dwarf|dwarven]] adventurer.<br />
<br />
This [[weapon]] trains the [[Pikeman]] skill when used in adventure mode. [[Image:Pike example.jpg|right|thumb|250px|'''''Pike''' on the right. On the left is something that might be called a "halberd" in Dwarf Fortress terms (but not in Real Life).'']]<br />
<br />
For unknown reasons all two-handed weapons, including pikes, can be used one-handed, even by creatures who are smaller than the minimum size needed to use the weapon two-handed.{{verify}}<br />
<br />
In real life, the pike was used as a great defensive weapon and was at its best against fast moving units such as cavalry or knights. When defending against a charge of mounted attackers, the back of the pike was often placed on the ground or against an obstacle to keep the weapon straight and absorb the hits.<br />
<br />
Contrary to the game mechanics, real life pikemen were usually not using their pike as their primary weapon but as a first line of defense. Pikes were known to get stuck or break easily because of the physical nature of the weapon itself, and thus were often used in conjunction with a shield or buckler and a more conventional melee weapon (see image to the right).<br />
<br />
== Scimitar ==<br />
<br />
The '''Scimitar''' is a sword with a heavy curved blade. Its statistics are effectively identical to the [[short sword]], but it cannot be made of rock, and [[dwarves]] cannot make it at all. They can however use it one handed just fine.<br />
<br />
Uses the [[Swordsman]] skill.<br />
<br />
== Scourge ==<br />
<br />
The '''scourge''' is a slightly more deadly version of a [[whip]]. Although still doing weak [[damage]], it causes gore damage, which can cause massive bleeding or pain. Effective against living, unarmored [[creatures]]. Very weak against non-living creatures.<br />
<br />
It uses the [[lasher]] skill. Since dwarves cannot use this skill, it can be melted down or used in a [[Trap]].<br />
<br />
== Two-handed sword ==<br />
<br />
(Does this really need explanation? I mean... ''really''?) Big sword with high damage. Too large for a dwarf to use.<br />
<br />
== Whip ==<br />
<br />
A '''whip''' is a [[weapon]] that does weak [[damage]], but it causes gore damage, which can cause massive bleeding or pain. Effective against living, preferably small, unarmored [[creatures]]. Very weak against [[undead]] creatures. Whips are unusable by [[dwarves]], but [[goblin]]s use them sometimes. [[Human]] lashers will guard their caravan sometimes. A better version of a whip is called a [[scourge]].<br />
<br />
It uses the [[lasher]] skill.<br />
<br />
<br />
----<br />
<br />
<br />
''See Also:<br />
:*<br />
:*<br />
[[Category:Weapons]]<br />
[[Category:Ammo]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Other_weapon&diff=6280140d:Other weapon2010-02-08T18:21:29Z<p>75.62.155.145: /* Pike */</p>
<hr />
<div>In [[Fortress mode]], there are only [[Weapon#Dwarf_weapons|7 weapon]]s* that dwarfs can make for themselves and are considered "standard", but there are about a dozen '''other weapons''' that can be acquired, either by [[trading]] or recovering them from enemies who no longer have any use for them. Dwarves can use some of these, but not all, for melee combat, and each that is usable is associated with a standard [[military]] weapon skill. In Fortress Mode, no other missile weapons are usable by dwarves in combat, but all weapons are usable in [[Trap#Weapon_Trap|weapons traps]].<br />
<br />
:''(* These are the [[battle axe]], [[mace]], [[pick]], [[short sword]], [[spear]], and [[war hammer]] for melee combat, and the [[crossbow]], which can be used for both [[marksdwarf|ranged attacks]] and, if/when necessary, [[combat|melee combat]] as well.)''<br />
<br />
As with any [[weapon]], both [[Weapon#Material_damage_modifiers|material]] and [[quality]] can improve their effectiveness in combat.<br />
<br />
In [[Adventure mode]], a character can use any of these, [[size]] permitting.<br />
<br />
<br />
==Other weapons: statistics & comparison ==<br />
<br />
For a comparison of all weapons side by side, see [[Weapon#Weapon_statistics|Weapons: Weapon statistics]].<br />
<br />
''(Note - dwarves can not use these in fortress mode unless marked with an *)''<br />
<br />
{|cellpadding="2" border="1" class="wikitable sortable"<br />
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost <br />
|-<br />
| [[Blowgun]]&dagger; (melee) || 20 || [[Bludgeon]] || Sword || None<br />
|-<br />
| [[Bow]]&dagger; (melee) || 40 || [[Bludgeon]] || Sword || None<br />
|-<br />
| [[#Large dagger|Large dagger]] || 70 || [[Slash]] || Dagger || 1<br />
|-<br />
| [[#Flail|Flail]] || 130 || [[Bludgeon]] || Mace || None<br />
|-<br />
| [[#Great axe|Great axe]]&Dagger; || 150 || [[Slash]] || Axe || None<br />
|-<br />
| [[#Halberd|Halberd]]&Dagger; || 140 || [[Slash]] || Axe || None<br />
|-<br />
| [[#Long sword|Long sword]]* &dagger; || 120 || [[Slash]] || Sword || 1<br />
|-<br />
| [[#Maul|Maul]]&Dagger; || 160 || [[Bludgeon]] || Hammer || None<br />
|-<br />
| [[#Morningstar|Morningstar]]* || 120 || [[Bludgeon]] || Mace || None<br />
|-<br />
| [[#Pike|Pike]] || 120 || [[Pierce]] || Spear || 2<br />
|-<br />
| [[#Scimitar|Scimitar]]* || 100 || [[Slash]] || Sword || 1<br />
|-<br />
| [[#Scourge|Scourge]] || 30 || [[Gore]] || Whip/Lasher || None<br />
|-<br />
| [[#Two-handed sword|Two-handed sword]]&Dagger; || 140 || [[Slash]] || Sword || 1<br />
|-<br />
| [[#Whip|Whip]]&dagger; || 20 || [[Gore]] || Whip/Lasher || None<br />
|-<br />
|}<br />
&dagger; ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))'' <br> &Dagger; ''Dwarves cannot wield weapon (too large)''<br> * ''Can be used by dwarves in fortress mode''<br />
<br />
== Blowgun ==<br />
<br />
Basically a small tube out of which you blow "deadly" darts.<br />
<br />
No main race has this [[weapon]], unless you mod it in. A dwarf can make a blowgun in a [[bowyer's workshop]] after being struck by a [[Strange mood]]. These weapons are extremely rare to find. Unfortunately in Fortress Mode you cannot create darts for use, and any dwarf wielding the blowgun will use it as a melee weapon.<br />
<br />
When firing it increases the [[blowgunner]] skill. Melee with this weapon is a pathetically small [[bludgeon]] attack, and increases [[swordsman]] skill.<br />
<br />
==== dart ====<br />
<br />
The darts don't do a lot of damage, but can still be almost as dangerous as [[arrow]]s because they can [[pierce]] organs, which can kill instantly.<br />
<br />
== Bow ==<br />
<br />
A '''bow''' works the same way as a [[crossbow]], except that it uses [[arrow]]s instead of [[bolt]]s. [[Dwarf|Dwarves]] cannot equip bows (stubby fingers), and the interface is such that they still cannot be wielded in [[Fortress Mode]] at all, even with [[Modding guide|modding]]. They can still be used in [[weapon trap]]s, although you can't make arrows and so will be dependent on [[merchant]]s and spoils of war to supply trap reloads.<br />
<br />
When firing arrows it uses the [[marksman|bowman]] skill. When attacking with melee, it uses the [[swordsman]] skill, although it's a bludgeoning attack.<br />
<br />
==== Arrow ====<br />
An '''arrow''' is just like a [[bolt]] but for bows. [[Dwarves]] can't handle bows, so they don't need arrows. But in [[adventure mode]], [[humans]] and [[elves]] can use bows, so they will need arrows if they choose to use one.<br />
<br />
Arrows can also be thrown in adventure mode for about the same results, except that it uses the [[thrower]] skill.<br />
<br />
'''See also:''' <br />
*[[Quiver]]<br />
<br />
== Large dagger ==<br />
<br />
In Dwarf Fortress, any dagger is "large". '''Large daggers''' are wielded by [[Kobold]] and [[Goblin]] [[thief|thieves]] only. They do small [[slashing]] damage, but have a critical bonus, which means they usually are not anything to worry about, but occasionally get brutally lucky.<br />
<br />
In [[adventure mode]], no other race has them or can even start with one. If an adventurer finds one of these [[weapon]]s, they can train with them. Those who use daggers always do [[slashing]] damage with them, there is no stabbing for [[piercing]] damage. In this game they are basically small [[sword]]s, as they can sever limbs as well on a lucky hit.<br />
<br />
These weapons use the [[Knife user]] skill.<br />
<br />
== Flail ==<br />
<br />
A [[weapon]] comprised of one or more chains with a spiked ball or metal-studded bar at one end and a handle at the other. Does more [[damage]] than the [[Morningstar]], and uses the same skill, [[maceman]]. Goblins are known to wield these weapons.<br />
<br />
== Great axe ==<br />
<br />
The Great axe is a large version of the [[battle axe]]. Too large for a dwarf to use.<br />
<br />
This weapon is too large to be used by most races, even though two handed ([[Invader]]s tend to ignore this restriction).<br />
<br />
== Halberd ==<br />
A halberd is a long axe or a short pole-arm weapon. It is two-handed for a human-sized character, but too large for a dwarf to use.<br />
<br />
== Long sword ==<br />
A typical human-sized weapon. Dwarves can wield them using two hands.<br />
<br />
== Maul ==<br />
<br />
The '''Maul''' is a large heavy [[hammer]] and is the highest damaging melee [[weapon]] in the game, despite being a bludgeoning weapon. It can only be wielded by a [[human]], and even then it requires both hands.<br />
<br />
It uses the [[hammerman]] skill.<br />
<br />
In fortress mode, [[invader]]s can use both a maul and a [[shield]].<br />
<br />
== Morningstar ==<br />
<br />
A '''Morningstar''' is a spiked ball directly attached to a handle. Does less [[damage]] than the [[flail]]. Damage is identical to the regular [[mace]].<br />
<br />
Uses the [[Maceman]] skill. Dwarfs can equip it.<br />
<br />
== Pike ==<br />
<br />
:''For the fish, see [[Pike (fish)]].''<br />
<br />
A '''pike''' is a very long spear. It does more [[damage]] than the normal [[spear]], and still has the same critical boost. Only [[human]]s can wield them in [[fortress mode]] and, even then, it uses both hands. It is possible to use a pike as a [[dwarf|dwarven]] adventurer.<br />
<br />
This [[weapon]] trains the [[Pikeman]] skill when used in adventure mode. [[Image:Pike example.jpg|right|thumb|250px|'''''Pike''' on the right. On the left is something that might be called a "halberd" in Dwarf Fortress terms (but not in Real Life.'']]<br />
<br />
For unknown reasons all two-handed weapons, including pikes, can be used one-handed, even by creatures who are smaller than the minimum size needed to use the weapon two-handed.{{verify}}<br />
<br />
In real life, the pike was used as a great defensive weapon and was at its best against fast moving units such as cavalry or knights. When defending against a charge of mounted attackers, the back of the pike was often placed on the ground or against an obstacle to keep the weapon straight and absorb the hits.<br />
<br />
Contrary to the game mechanics, real life pikemen were usually not using their pike as their primary weapon but as a first line of defense. Pikes were known to get stuck or break easily because of the physical nature of the weapon itself, and thus were often used in conjunction with a shield or buckler and a more conventional melee weapon (see image to the right).<br />
<br />
== Scimitar ==<br />
<br />
The '''Scimitar''' is a sword with a heavy curved blade. Its statistics are effectively identical to the [[short sword]], but it cannot be made of rock, and [[dwarves]] cannot make it at all. They can however use it one handed just fine.<br />
<br />
Uses the [[Swordsman]] skill.<br />
<br />
== Scourge ==<br />
<br />
The '''scourge''' is a slightly more deadly version of a [[whip]]. Although still doing weak [[damage]], it causes gore damage, which can cause massive bleeding or pain. Effective against living, unarmored [[creatures]]. Very weak against non-living creatures.<br />
<br />
It uses the [[lasher]] skill. Since dwarves cannot use this skill, it can be melted down or used in a [[Trap]].<br />
<br />
== Two-handed sword ==<br />
<br />
(Does this really need explanation? I mean... ''really''?) Big sword with high damage. Too large for a dwarf to use.<br />
<br />
== Whip ==<br />
<br />
A '''whip''' is a [[weapon]] that does weak [[damage]], but it causes gore damage, which can cause massive bleeding or pain. Effective against living, preferably small, unarmored [[creatures]]. Very weak against [[undead]] creatures. Whips are unusable by [[dwarves]], but [[goblin]]s use them sometimes. [[Human]] lashers will guard their caravan sometimes. A better version of a whip is called a [[scourge]].<br />
<br />
It uses the [[lasher]] skill.<br />
<br />
<br />
----<br />
<br />
<br />
''See Also:<br />
:*<br />
:*<br />
[[Category:Weapons]]<br />
[[Category:Ammo]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&diff=6264740d:Dungeon master2010-02-07T18:02:22Z<p>75.62.155.145: Undo revision 62638 by 24.22.163.189 (Talk) mere speculation</p>
<hr />
<div>{{Noble<br />
| noble=Dungeon Master<br />
| quarters=Quarters<br />
| dining=Dining Room<br />
| office=Office<br />
| tomb=Burial Chamber<br />
| stands=1<br />
| racks=1<br />
| chests=1<br />
| cabinets=1<br />
| arrival=<br />
* 50 population<br />
* Discover site feature<br />
| function=<br />
* Tame exotic animals<br />
* Work at the forge<br />
}}<br />
:''"The dungeon master ponders fell beasts and treasure."''<br />
<br />
The '''dungeon master''' is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. S/he arrives as an [[immigrant]] and is not elected. The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like [[magma]], a [[river]] or a [[brook]] (as [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 confirmed] by Toady One). This only occurs after the features have been discovered. The dungeon master may also arrive alone, without immigrants.<br />
<br />
The dungeon master has a somewhat... odd taste in clothing. He or she often shows up wearing a cloak, hood, and mittens, with nothing underneath. The dungeon master will often procure additional cloaks and wear them on top of each other, often as many as a dozen cloaks at a time.<br />
<br />
The presence of this noble allows taming of exotic [[animals]] (by the dungeon master as well as other animal trainers). Exotic animals are animals with the [PET_EXOTIC] tag.<br />
<br />
The dungeon master arrives with skills from both the [[metalsmith]] and [[ranger]] groups at (''no adjective'') skill level. These skills are:<br />
*[[Animal trainer]]<br />
*[[Animal caretaker]]<br />
*[[Furnace operator]]<br />
*[[Metal crafter]]<br />
<br />
Additionally, dungeon masters have the [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] labor turned on even though they possess no base skill. At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he can and will take over any of these crafts from a more skilled [[dwarf]] unless Workshop Profiles are used on the forge to prevent such. However, dungeon masters will not build metal [[construction]]s. Like any [[noble]], dungeon masters also perform some tasks that do not require any particular labor, and may gain [[grower]] skill in this way.*<br />
<br />
:''(* If the [[standing orders]] option "Dwarves All Harvest" is selected (under {{k|o}}, "Set Orders and Options"), all dwarves, including [[noble]]s, will slowly gain Grower skill from harvesting, but will not plant unless that [[labor]] is designated for that dwarf. That is the use of the skill is what determines [[stack]] size of [[crop]]s, and since it is not possible to designate that labor in Dungeon Masters, they only gain [[experience]] towards [[attribute]]s from this, not a [[skill]] that can be used.)''<br />
<br />
All dungeon masters like [[copper]], [[silver]], [[electrum]], [[gold]], [[platinum]], and cloaks, among other things.<br />
<br />
A dungeon master will not make [[mandate]]s, though they will make [[demand]]s.<br />
<br />
[[Category:Nobles]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Grate&diff=6264640d:Grate2010-02-07T18:00:19Z<p>75.62.155.145: diagram, as described, has no "supporting tile"</p>
<hr />
<div>'''Grates''' are a furniture building can be placed either as walkable platforms (as a '''floor grate''') or as walls (as a '''wall grate'''). They can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labour]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), or [[Metal|metal bar]]s (with the a [[blacksmithing]] labour at a [[forge]]). They are represented in game by the symbol " # ".<br />
<br />
Grates, like [[Bars]], are incredibly useful as a semipermeable membrane. Uses include:<br />
*Creatures may walk over floor grates.<br />
*Creatuers may no walk (or swim) through wall grates, making them a useful separator in Underground Rivers.<br />
*They can be operated with a [[lever]] to retract them in either position.<br />
*[[Fishing|Fisherdwarves]] may fish through floor grates.<br />
*Dwarves may drink through grates (assuming there is 4/7 or more water directly under it).<br />
<br />
Floor grates ''must'' be attached [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates. [[Construction]]s, of any type, will ''not'' be supported by grates - although the game allows you to designate something supported only by a grate, any construction will collapse as soon as it is completed. Wall grates need only be placed on top of a natural or constructed floor - no supporting walls are needed. <br />
<br />
Since a grate must be connected to something other than other grates, they currently cannot be used to cover a large area by themselves. Therefore, large areas can only be covered with some sort of patchwork connected to solid ground, such as this tessellated pattern, which covers 80% of any extended area with grates, and the top of a "wall" only 1 every 5 tiles:<br />
<br />
<br />
# #+## #+##<br />
#+####+####+## + = natural ground or top of [[wall]] 1 [[z-level]] below*<br />
##+####+####+# # = grate<br />
##+####+###<br />
##+# ##+#<br />
<br />
:''* Note that none of these floors are constructed floors, unless those are attached to something other than a grate, like an outer wall or otherwise anchored floor tile.''<br />
<br />
== Compared to Bars ==<br />
<br />
Floor grates and wall grates are much like floor [[bars]] and vertical bars. Are they different? [http://www.bay12games.com/forum/index.php?topic=12967.msg120313#msg120313 Toady writes]:<br />
<br />
<blockquote><br />
I don't think there's a meaningful distinction at this time [10/31/2007] (perhaps the grate does have that extra step to make the item). Later, I imagine larger items will fall through bars, and only small items will go through grates. Grates might also stop most vermin. Perhaps even small units could go through bars.<br />
</blockquote><br />
<br />
{{buildings}}<br />
[[Category:Furniture]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Noise&diff=6262140d:Noise2010-02-07T01:50:16Z<p>75.62.155.145: highlight Toady's revelation re workshops & no noise</p>
<hr />
<div>Certain jobs generate '''noise''' which disturbs nearby sleeping dwarves. Depending on a job's noise level and proximity, your dwarves could sleep "uneasily due to noise", "very uneasily due to noise", or be woken up by noise. These events will produce unhappy [[Thought|thoughts]] in varying degrees.<br />
<br />
Neither walls nor doors will insulate dwarves from noise. Distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed. <br />
<br />
Noise is produced when a noisy job is completed. Thoughts about noise do not appear until the sleeping dwarf has woken up.<br />
<br />
Dwarves walking through a sleeping dwarf's room (even over his head) will not cause noise, which is important for [[bedroom design]].<br />
<br />
'''Contrary to common belief based on earlier versions, Toady has [http://www.bay12games.com/forum/index.php?topic=30026.msg910374#msg910374 stated] that workshops do ''not'' currently{{v|0.28.181.40d}} produce any noise.''' Some of the information below refers to workshop noise - for the present version, that should be disregarded.<br />
<!-- EDITORS - LETS KEEP THE REFERENCES, OR JUST HIDE THEM FOR NOW. IN THAT CITATION TOADY STATES THE REMOVAL WAS ACCIDENTAL (or at least unknown to him) - CHANCE IT WILL BE REPLACED NEXT VERSION, AND WE WON'T HAVE TO RECREATE THE WHEEL HERE.--><br />
<br />
<br />
==Noisiness of various jobs==<br />
<br />
It's important to remember that noise is created in all 3 dimensions, including across [[z-level]]s - ''see below for [[noise#visualization|visualization]]''.<br />
<br />
'''Short distances:'''<br />
* Eating is believed to cause noise within 1 or 2 tiles; probably 1. It is unknown whether the noise radiates from the eating dwarf or his food.<br />
<br />
<br />
'''Within 3-4 tiles:'''<br />
* Jobs performed at [[workshops]] have recently been confirmed by Toady to ''not'' cause any noise at all.<br />
<br />
* [[Engraving]] jobs produce sound 4 tiles away.<br />
<br />
* ''It has been claimed that most other jobs cause noise within 2-4 tiles. More research is necessary to determine the specifics.''<br />
<br />
* An operating [[water wheel]] causes noise within ''at least'' 3 tiles.<br />
<br />
<br />
'''Within 8 tiles:'''<br />
* [[Mining]] and [[wood cutting]] <br />
<br />
* Removing a [[construction]]<br />
<br />
<br />
'''Within 16 tiles:'''<br />
* Placing and removing [[building]]s causes noise within 16 tiles. For example, placing a chair will cause a 33x33x33 cube (or 35937 tiles) of noise centered on the chair. Hopefully this will change in future versions.<br />
<br />
* [[Combat]] has also been observed to wake dwarves up, which suggests that it causes noise within 16 tiles as well. Strangely, [[sparring]] does not cause any noise at all -- which is just as well, considering dwarves will only spar in a [[barracks]], which is essentially a communal bedroom.<br />
<br />
* Firing [[siege engine]]s also produces noise within 16 tiles.<br />
<br />
<br />
Non-noise actions:<br />
* Hauling, and taking from/placing in stockpiles<br />
* Sparring<br />
* Traffic<br />
<br />
<br />
====Visualization====<br />
<br />
Noise radiates across [z-level]]s in the shape of a cube, in all 6 directions (north/south, east/west, ''and'' up/down), so noise that travels 4 tiles will generate noise in a 9x9 pattern on 9 successive floors. The noise radiates from the center of the noise-producing apparatus.<br />
<br />
Level 0 Level &plusmn; 1 Level &plusmn; 2 Level &plusmn; 3 Level &plusmn; 4 Level &plusmn; 5<br />
<br />
........... ........... ........... ........... ........... ...........<br />
.*********. .*********. .*********. .*********. .*********. ...........<br />
.*********. .*********. .*********. .*********. .*********. ...........<br />
.*********. .*********. .*********. .*********. .*********. ...........<br />
.***www***. .*********. .*********. .*********. .*********. ...........<br />
.***wWw***. .*********. .*********. .*********. .*********. ...........<br />
.***www***. .*********. .*********. .*********. .*********. ...........<br />
.*********. .*********. .*********. .*********. .*********. ...........<br />
.*********. .*********. .*********. .*********. .*********. ...........<br />
.*********. .*********. .*********. .*********. .*********. ...........<br />
........... ........... ........... ........... ........... ...........<br />
<br />
w = Workshop (3x3 as shown; 5x5 are similarly centered)<br />
W = Origin of noise<br />
* = Noise<br />
. = No noise<br />
<br />
== Noise in practice ==<br />
<br />
* Try not to place [[buildings]] like doors while your dwarves are asleep. Or if you do, make sure they are at least 16 tiles away from the nearest sleeping dwarf.<br />
<br />
* Don't dig near the bedrooms when there are dwarves sleeping in them.<br />
<br />
== Designing in anticipation of noise ==<br />
<br />
* A good way to start is to put all your bedrooms on level -9 or lower, so you don't have worry about noise from [[woodcutting]].<br />
<br />
* If you anticipate there to be fighting in your [[Trade Depot]], you should keep bedrooms away from there. (It is believed that fighting creates noise within 16 tiles, since it has the power to wake units up.)<br />
<br />
* Remember that [[jail]]s, [[hospital]]s, and sleeping [[barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms.<br />
<br />
Facilities that ''can'' be safely built around or above/below bedrooms and other sleeping facilities, to separate the area set aside for the "quiet zone", include anything that does ''not'' make noise...<br />
<br />
:* More bedrooms, jails, hospitals or barracks ([[Bedroom_design#High_density.2C_multi-level|high-density]] housing) <br />
:* [[Stockpile]]s<br />
:* Hallway, stairs, ramps, etc.<br />
:* [[Aqueduct]] (or the magma equivalent) or reservoirs<br />
:* [[Trade depot]]<br />
:* [[Farm plot]]s<br />
:* [[Tower cap]] farms<br />
:* [[Meeting zone]]s<br />
:* [[Archery range]]s<br />
:* [[Breeding|Breeding pens]] & other creature-holding areas<br />
:* [[Control room]]s<br />
:* [[Power#Power_transfer|Power conduit]]<br />
:* [[Dining hall]] (not within 1-2 tiles/levels, see above)<br />
:* [[Workshop]]s {{k|P}}rofiled solely to the dwarf who will sleep near them - a dwarf is either working, or sleeping, never both at once.<br />
:* [[Glass furnace]]s built solely to aid in the collection of [[sand]] for [[glass industry|glass production]] elsewhere.<br />
:* [[Loom]]s built solely to allow collection of [[web]]s ''(an obscure choice, but legit)''.<br />
:* Workshops (such as a non-magma [[forge]], etc) built solely for emergency [[mood]] use will only create noise if they are ever claimed, and then only for that short period.<br />
<br />
{{Moods FAQ}}</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Giant_desert_scorpion&diff=6261240d:Giant desert scorpion2010-02-07T00:29:45Z<p>75.62.155.145: minor</p>
<hr />
<div>{{CreatureInfo|name=Giant desert scorpion|symbol=S|color={{COLOR:6:0:0}}|bones=N/A|chunks=10|meat=10|fat=1|skulls=N/A|skin=Chitin|biome=* Badland [[desert]]<br />
* [[Rock]] desert<br />
* [[Sand]] desert<br />
|wiki=no}}<br />
<br />
[[Image:Scorpion-panel2-col.png|thumb|200px|left|A giant desert scorpion doing what it knows best.]]<br />
<br />
The '''giant desert scorpion''' is a high-[[value]] creature commonly found in [[desert]]s and although they aren't found in large numbers they are dangerous combatants. <br />
*They are capable of using a paralyzing poison. <br />
*They cannot be stunned because they feel no pain.<br />
*They have excellent vision so ambushing them is difficult{{verify}}. <br />
<br />
However only their tail is poisonous and they don't attack with it often, needing to latch on to their prey with their pincers first.<br />
<br />
Their corpses can by used to [[extract]] giant scorpion venom* and an antidote* to it. As with all animals, they can be sold to [[caravan]]s. When [[butcher]]ed they will leave no [[bone]]s or [[skull]], and the "[[hide]]" they will leave is called [[chitin]], but can be processed the same as any [[leather]].<br />
:''(* These items have only a trade value, and serve no other purpose inside a dwarf fortress.)''<br />
<br />
Some frustrated scorpions have been reported to be invading fortresses to destroy [[wood]]en constructs and their <tt>[BUILDINGDESTROYER:1]</tt> supports this claim. Due to the relative scarcity of wood in their [[biome]] they often end up going well out of their way to find wooden [[construction]]s to rip up; [[archery target]]s have proven to be a popular, er, target. <br />
<br />
{{Game_Data|[CREATURE:SCORPION_DESERT_GIANT]<br />
[NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]<br />
[TILE:'S'][COLOR:6:0:0]<br />
[MODVALUE:10]<br />
[LARGE_ROAMING][FREQUENCY:5][DIFFICULTY:3]<br />
[EXTRACT:giant desert scorpion venom:7:0:1]<br />
[EXTRACT_VALUE:100]<br />
[EXTRACT_PARALYZE]<br />
[EXTRACT_ANTIDOTE:giant desert scorpion antivenin:7:0:0:100]<br />
[NATURAL][PET_EXOTIC]<br />
[PARALYZEIMMUNE]<br />
[GENPOWER:4]<br />
[BLOODTYPE:W][CHITIN]<br />
[PETVALUE:2500]<br />
[GRASSTRAMPLE:10]<br />
[LARGE_PREDATOR][SAVAGE]<br />
[CARNIVORE]<br />
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]<br />
[BUILDINGDESTROYER:1]<br />
[NOFEAR]<br />
[PREFSTRING:enormous tails]<br />
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:TAIL:TAIL_STINGER:UPPERBODY_PINCERS]<br />
[SIZE:10]<br />
[MAXAGE:20:30]<br />
[ATTACK:MAIN:BYTOKEN:TAIL_STINGER:sting:stings:1:6:PIERCE][SPECIALATTACK_INJECT_EXTRACT:50:100]<br />
[ATTACK:MAIN:BYTYPE:GRASP:snatch:snatches:1:6:GORE][ATTACKFLAG_CANLATCH][ATTACKFLAG_WITH]<br />
[FAT:1]<br />
[ALL_ACTIVE]<br />
[BIOME:DESERT_BADLAND]<br />
[BIOME:DESERT_ROCK]<br />
[BIOME:DESERT_SAND]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
}}<br />
{{Creatures}}<br />
[[Category:Animals]]<br />
[[Category:Venom]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Giant_desert_scorpion&diff=6261140d:Giant desert scorpion2010-02-07T00:26:15Z<p>75.62.155.145: Format only - jpeg from right to left.</p>
<hr />
<div>{{CreatureInfo|name=Giant desert scorpion|symbol=S|color={{COLOR:6:0:0}}|bones=N/A|chunks=10|meat=10|fat=1|skulls=N/A|skin=Chitin|biome=* Badland [[desert]]<br />
* [[Rock]] desert<br />
* [[Sand]] desert<br />
|wiki=no}}<br />
<br />
[[Image:Scorpion-panel2-col.png|thumb|200px|left|A giant desert scorpion doing what it knows best.]]<br />
<br />
The '''giant desert scorpion''' is commonly found in [[desert]]s and although they aren't found in large numbers they are dangerous combatants. <br />
*They are capable of using a paralyzing poison. <br />
*They cannot be stunned because they feel no pain.<br />
*They have excellent vision so ambushing them is difficult{{verify}}. <br />
<br />
However only their tail is poisonous and they don't attack with it often, needing to latch on to their prey with their pincers first.<br />
<br />
Their corpses can by used to [[extract]] paralyzing venom{{verify}} (no use at the moment) and an antidote to it (also, no use at the moment). As with all animals, they can be sold to [[caravan]]s. When [[butcher]]ed they will leave no [[bone]]s or [[skull]], and instead of [[leather]] they will leave high-value [[chitin]].<br />
<br />
Some frustrated scorpions have been reported to be invading fortresses to destroy [[wood]]en constructs and their <tt>[BUILDINGDESTROYER:1]</tt> supports this claim. Due to the relative scarcity of wood in their [[biome]] they often end up going well out of their way to find wooden [[construction]]s to rip up; [[archery target]]s have proven to be a popular, er, target. <br />
<br />
{{Game_Data|[CREATURE:SCORPION_DESERT_GIANT]<br />
[NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]<br />
[TILE:'S'][COLOR:6:0:0]<br />
[MODVALUE:10]<br />
[LARGE_ROAMING][FREQUENCY:5][DIFFICULTY:3]<br />
[EXTRACT:giant desert scorpion venom:7:0:1]<br />
[EXTRACT_VALUE:100]<br />
[EXTRACT_PARALYZE]<br />
[EXTRACT_ANTIDOTE:giant desert scorpion antivenin:7:0:0:100]<br />
[NATURAL][PET_EXOTIC]<br />
[PARALYZEIMMUNE]<br />
[GENPOWER:4]<br />
[BLOODTYPE:W][CHITIN]<br />
[PETVALUE:2500]<br />
[GRASSTRAMPLE:10]<br />
[LARGE_PREDATOR][SAVAGE]<br />
[CARNIVORE]<br />
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]<br />
[BUILDINGDESTROYER:1]<br />
[NOFEAR]<br />
[PREFSTRING:enormous tails]<br />
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:TAIL:TAIL_STINGER:UPPERBODY_PINCERS]<br />
[SIZE:10]<br />
[MAXAGE:20:30]<br />
[ATTACK:MAIN:BYTOKEN:TAIL_STINGER:sting:stings:1:6:PIERCE][SPECIALATTACK_INJECT_EXTRACT:50:100]<br />
[ATTACK:MAIN:BYTYPE:GRASP:snatch:snatches:1:6:GORE][ATTACKFLAG_CANLATCH][ATTACKFLAG_WITH]<br />
[FAT:1]<br />
[ALL_ACTIVE]<br />
[BIOME:DESERT_BADLAND]<br />
[BIOME:DESERT_ROCK]<br />
[BIOME:DESERT_SAND]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10067]<br />
}}<br />
{{Creatures}}<br />
[[Category:Animals]]<br />
[[Category:Venom]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Door&diff=6258640d:Door2010-02-06T23:05:45Z<p>75.62.155.145: (those stairs do have doors - just not all glass doors.)</p>
<hr />
<div>[[Image:Doors!.png|thumb|right|It is important to have many doors, but don't get carried away.<br />
<br /><br />
''(Note that these are mostly green [[glass]] doors, and so have the oval icon, and not the crossed one that stone, wood or metal doors, as near the stairs, bottom left.)'']]A '''door''' (called a '''portal''' when made of glass) is a piece of [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[glass]] (at a [[glass furnace]]), or [[metal]] (at a [[metalsmith's forge]] - requires three bars). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}. A gem door, which can only be created by a [[strange mood]], uses the symbol {{Raw Tile|☼|#ccc|#000}}.<br />
<br />
Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the "value" of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.<br />
<br />
Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.<br />
<br />
Doors may be hooked up to a [[lever]], in which case they will operate like a [[floodgate]] without any delay.<br />
<br />
== Door settings ==<br />
<br />
There are three options one can specify on a door from the {{K|q}} menu:<br />
* {{K|l}} Forbid/Permit Passage<br />
** A door set to Forbidden is impassable to everyone in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.<br />
* {{K|o}} Keep Tightly Closed/Make Pet-Passable<br />
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf. This also affect the door's permeability to wild animals - a tightly closed door is a good way to keep wild animals from blundering into your fort.<br />
* {{K|s}} Set as Internal/External<br />
** A door set to external functions as a [[wall]] when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.<br />
<br />
== Placing doors ==<br />
After constructing a door at any of the above workshops, they must be "{{K|b}}uilt" (placed) like all other furniture. Doors can now be placed on any open square directly adjacent to a wall - doors cannot be placed diagonally adjacent to walls. Other doors and [[statue]]s do not count as walls for door-building purposes. <br />
<br />
====Free-standing doors====<br />
It may be considered a bug or an exploit, but a door can be placed where no walls exist. It requires a constructed (not "natural") wall to be adjacent to the location, then the door placed, then the constructed wall can be removed. ({{k|d}}, {{k|n}}.) <br />
<br />
In this manner a line of doors can be built across a hallway wider than 2 tiles, or even into an entire "wall" of doors. If in a line of doors, a "free standing" door can be treated as any other door - locked, linked to a [[trigger]], etc. (A lone freestanding door cannot be locked - not that there is much point in doing so.)<br />
<br />
If a natural wall is adjacent, even diagonally, and then later removed, the "free-standing" door will collapse if it has no other walls to support it.<br />
<br />
Note that doors block the movement of [[wagon]]s, even in a 3 tile wide corridor; if a Dwarven or Human [[caravan]] arrives and your [[trade depot]]s are behind doors one of two things will happen to any wagons: 1) If the doors are unlinked, the wagons will proceed to the doors and then stop.{{verify}} If the doors are then deconstructed, the wagons will continue with only time lost.{{verify}} 2) If the doors are linked (to a lever or pressure plate), even in the "open" state, wagons will not sense any [[path]] and will not enter the map (with the usual [[announcement]] about "bypassing your inaccessible site"), but any pack animals and caravan guards attached to them will proceed as normal.<br />
<br />
== Doors and constructions ==<br />
<br />
A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. Doors cannot be built on top of other doors &ndash; there must be a floor. Stairs and ramps, of course, cannot be built on top of doors either.<br />
<br />
== Door strength ==<br />
<br />
Creatures with the [[building destroyer]] tag can destroy doors. All doors. There are no exceptions. <small>Run.</small><br /><br />
(Conversely, ''any'' door is completely invulnerable to anything that isn't a [[building destroyer]]. Therefore, a glass portal can stop an Elite Hammergoblin.)<br />
<br />
==Doors ajar==<br />
Sometimes [[dwarves]] will leave items in doors, propping them open. Having a door open when it should be closed can lead to all sorts of [[fun]] with [[water]], [[magma]] and hostile [[creatures]]. It is also impossible for a door to be forbidden or "tightly closed" while propped open, further complicating matters. One way to avoid this problem is the use of a door, chamber and then another door. This decreases the likelihood that both doors will be jammed.<br />
<br />
To remove an item from a doorway designate a [[garbage dump]] (preferably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labor enabled will come along and shift it.<br />
<br />
Note that if a [[thief]] (specifically, a creature capable of picking locks) passes through a door, the door will be marked as "taken by invaders" - you will need one of your dwarves to walk through it before you can lock it again. The easiest way to do this is station a military squad so that it passes through the door.<br />
<br />
If you don't want to designate the item for dumping (or can't, if it's owned by an individual dwarf) you can clear the area by dismantling the door and rebuilding it. Dwarves always clear the area when they build things. Select the door with {{k|q}} and then press {{k|x}} to order the door dismantled. Reconstruct the door in the same way as building a new one.<br />
<br />
{{Buildings FAQ}}{{buildings}}<br />
[[Category:Furniture]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Iron&diff=6258540d:Iron2010-02-06T22:48:50Z<p>75.62.155.145: iron as baseline for weapons-grade metals</p>
<hr />
<div>{{Metal|name=Iron|color=#888|bgcolor=#CCC<br />
|ore=<br />
* [[Hematite]]<br />
* [[Limonite]]<br />
* [[Magnetite]]<br />
|uses=<br />
* Make [[pig iron]] at [[smelter]]<br />
* Make [[steel]] at [[smelter]]<br />
* [[weapon|Melee Weapons]]<br />
* [[Crossbow]]s<br />
* [[Bolt]]s<br />
* [[Pick]]s<br />
* [[Armor]]<br />
* [[Anvil]]s<br />
* [[Metalsmith's forge|Metal crafting]]<br />
|properties=<br />
* [[Magma]] proof<br />
* [[Armor|Block]]% 100<br />
* [[Damage]]% 100<br />
* [[Material value]] 10}}<br />
<br />
'''Iron''' is an extremely useful and desired metal. It is the second best [[weapons-grade]]* metal, only slightly behind steel ''(and not including [[adamantine]], which is in a category by itself)''. Iron has a [[Value#Material_multipliers|material multiplier]] of 10, putting on a par with [[silver]] and (approximately) [[black bronze]], making it good but not "great" for producing metal objects of [[value]].<br />
:''(* Iron is also, arbitrarily, chosen as the baseline for comparison for other metals for armour and weapons - iron is "100%", and other metals are higher or lower than that.)''<br />
<br />
Iron is predominantly used to make [[steel]], or to forge [[weapons]] and [[armor]] if steel production is not possible. Iron is the most commonly used of the three metals possible* to forge [[anvil]]s. Iron can also be fashioned into objects such as [[coins]], [[furniture]], and [[crafts]], when it is not being used for more practical purposes.<br />
:''(* Steel and adamantine are harder to obtain and usually put to better uses, and while increasing an anvil's value they do not improve the anvil's effectiveness.)''<br />
<br />
Iron [[bar]]s can be created from [[ore]] at a [[smelter]] by a dwarf with the [[furnace operating]] [[labor]] activated. <br />
<br />
<br />
Much like in real life, Dwarf Fortress does not have one single source for iron, but instead has three different ores. These are:<br />
*[[Hematite]] <br />
*[[Magnetite]]<br />
*[[Limonite]]<br />
<br />
Combined, these only occur in [[sedimentary]]* and [[igneous extrusive]]* layers. Since there are no ores in [[igneous intrusive layer]]s, iron ores are never found in [[granite]], [[diorite]], [[gabbro]] or any [[soil]] layers (unless a vein crosses partially into one from another area block - see [[vein]].)<br />
<br />
:''(* [[Andesite]], [[Basalt]], [[Felsite]], [[Obsidian]], and [[Rhyolite]] layers are igneous extrusive, while [[Sandstone]], [[siltstone]], [[mudstone]], [[shale]], [[claystone]], [[rock salt]], [[limestone]], [[conglomerate]], [[dolomite]], [[flint]], [[chert]], and [[chalk]] layers are sedimentary.)''<br />
<br />
<br />
Iron bars are needed to make [[pig iron]] bars, which in turn are used to make [[steel]] bars, using the following recipes:<br />
<br />
:* 1 iron bar + 1 [[flux]] (stone) + 1 [[refined coal]] = 2 [[pig iron]] bars<br />
:* 1 iron bar + [[pig iron]] + 1 [[flux]] (stone) + 1 [[refined coal]] = 2 [[steel]] bars<br />
<br />
See [[steel]] for a complete discussion.<br />
<br />
<br />
Invading goblins (or humans) often carry iron equipment, most of which is not usable by dwarves, being either "narrow" or "large". After successful fortress defense, recovered arms and armor can [[trade]]d, or [[melt]]ed into iron [[bar]]s - this is sometimes referred to humorously as '''goblinite''', the 4th iron ore. This can be a reliable source of iron even when other ores are scarce.<br />
<br />
It is also possible to [[trade]] for iron or iron ores.<br />
<br />
[[category:metals]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=Iron_ore&diff=62584Iron ore2010-02-06T22:45:17Z<p>75.62.155.145: #REDIRECT Iron</p>
<hr />
<div>#REDIRECT [[Iron]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d_Talk:Iron_ores&diff=6258240d Talk:Iron ores2010-02-06T22:44:04Z<p>75.62.155.145: not really, no</p>
<hr />
<div>Is this page really necessary? We already have a page for [[Iron]], and it covers pretty much all of the content here (including the mention of goblinite). --[[User:Quietust|Quietust]] 19:28, 6 February 2010 (UTC)<br />
:No, it's not necessary - but the info is not completely redundant, and this formatting is superior to some of that on the [[iron]] page. Should be a redirect and the articles combined - & so done. [[Dwarf]] ''(that's the User Name of the creator of this page)'' - this wiki has developed an editorial philosophy to try to avoid redundancy in articles as much as possible. --[[Special:Contributions/75.62.155.145|75.62.155.145]] 22:44, 6 February 2010 (UTC)</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Iron&diff=6258140d:Iron2010-02-06T22:43:37Z<p>75.62.155.145: rewrite, formating</p>
<hr />
<div>{{Metal|name=Iron|color=#888|bgcolor=#CCC<br />
|ore=<br />
* [[Hematite]]<br />
* [[Limonite]]<br />
* [[Magnetite]]<br />
|uses=<br />
* Make [[pig iron]] at [[smelter]]<br />
* Make [[steel]] at [[smelter]]<br />
* [[weapon|Melee Weapons]]<br />
* [[Crossbow]]s<br />
* [[Bolt]]s<br />
* [[Pick]]s<br />
* [[Armor]]<br />
* [[Anvil]]s<br />
* [[Metalsmith's forge|Metal crafting]]<br />
|properties=<br />
* [[Magma]] proof<br />
* [[Armor|Block]]% 100<br />
* [[Damage]]% 100<br />
* [[Material value]] 10}}<br />
<br />
'''Iron''' is an extremely useful and desired metal. It is the second best [[weapons-grade]] metal, only slightly behind steel ''(and not including [[adamantine]], which is in a category by itself)''. Iron has a [[Value#Material_multipliers|material multiplier]] of 10, putting on a par with [[silver]] and (approximately) [[black bronze]], making it good but not "great" for producing metal objects of [[value]].<br />
<br />
Iron is predominantly used to make [[steel]], or to forge [[weapons]] and [[armor]] if steel production is not possible. Iron is the most commonly used of the three metals possible* to forge [[anvil]]s. Iron can also be fashioned into objects such as [[coins]], [[furniture]], and [[crafts]], when it is not being used for more practical purposes.<br />
:''(* Steel and adamantine are harder to obtain and usually put to better uses, and while increasing an anvil's value they do not improve the anvil's effectiveness.)''<br />
<br />
Iron [[bar]]s can be created from [[ore]] at a [[smelter]] by a dwarf with the [[furnace operating]] [[labor]] activated. <br />
<br />
<br />
Much like in real life, Dwarf Fortress does not have one single source for iron, but instead has three different ores. These are:<br />
*[[Hematite]] <br />
*[[Magnetite]]<br />
*[[Limonite]]<br />
<br />
Combined, these only occur in [[sedimentary]]* and [[igneous extrusive]]* layers. Since there are no ores in [[igneous intrusive layer]]s, iron ores are never found in [[granite]], [[diorite]], [[gabbro]] or any [[soil]] layers (unless a vein crosses partially into one from another area block - see [[vein]].)<br />
<br />
:''(* [[Andesite]], [[Basalt]], [[Felsite]], [[Obsidian]], and [[Rhyolite]] layers are igneous extrusive, while [[Sandstone]], [[siltstone]], [[mudstone]], [[shale]], [[claystone]], [[rock salt]], [[limestone]], [[conglomerate]], [[dolomite]], [[flint]], [[chert]], and [[chalk]] layers are sedimentary.)''<br />
<br />
<br />
Iron bars are needed to make [[pig iron]] bars, which in turn are used to make [[steel]] bars, using the following recipes:<br />
<br />
:* 1 iron bar + 1 [[flux]] (stone) + 1 [[refined coal]] = 2 [[pig iron]] bars<br />
:* 1 iron bar + [[pig iron]] + 1 [[flux]] (stone) + 1 [[refined coal]] = 2 [[steel]] bars<br />
<br />
See [[steel]] for a complete discussion.<br />
<br />
<br />
Invading goblins (or humans) often carry iron equipment, most of which is not usable by dwarves, being either "narrow" or "large". After successful fortress defense, recovered arms and armor can [[trade]]d, or [[melt]]ed into iron [[bar]]s - this is sometimes referred to humorously as '''goblinite''', the 4th iron ore. This can be a reliable source of iron even when other ores are scarce.<br />
<br />
It is also possible to [[trade]] for iron or iron ores.<br />
<br />
[[category:metals]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d:Experience&diff=6257740d:Experience2010-02-06T22:04:33Z<p>75.62.155.145: TOC</p>
<hr />
<div>'''Experience''' represents how much a certain [[dwarf]] (or other [[humanoid|intelligent creature]]) has learned (about a certain subject, or as a whole). It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Precise points in experience are never displayed directly, except in [[Adventure Mode]].<br />
<br />
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached. Attribute increases happen when a certain total number of points is reached.<br />
<br />
The [[announcement]] "''<Dwarfname>'' is more experienced" signifies an [[attribute]] increase. Skill increases are not announced unless the increase changes a dwarf's [[profession]], when the announcement will be to the effect of "''<Dwarfname>'' has become a ''<new profession>''".<br />
<br />
__TOC__ <br />
== Gaining experience ==<br />
<br />
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. <br />
<br />
Constructing [[building]]s or [[construction]]s does not give experience unless the building requires [[architecture]] to build. Such buildings give 30 points of experience in [[building designer]] to the architect and a varying amount of experience to whichever dwarf finishes the building once it is designed, given gradually as the structure is built. The additional experience depends on what material is used to build the building: a building made of [[stone]], stone [[block]]s, or [[glass]] blocks gives [[masonry]] experience; a building made of [[log]]s or wood blocks gives [[carpentry]] experience; a building made of [[metal]] bars or blocks gives [[blacksmithing]] experience; and [[soap]] bars appear to give no experience to any skill.<br />
<br />
Destroying buildings and constructions of any type gives no experience.<br />
<br />
{| style="margin: 0 auto"<br />
|+ style="margin: 0 auto" |'''Known Experience Values'''<br />
| style="vertical-align: top" |<br />
{| style="border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black"<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | '''Skill''' || '''Task''' || '''XP'''<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || any digging ([[soil]] ''or'' [[stone]]) || align="right" style="padding: 0.2em 0.4em" | 10 / tile<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || Remove ramp (natural) || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #bbb"<br />
| style="padding: 0.2em 0.4em" | [[Miner]] || Fight "unarmed" w/ [[pick]] || align="right" style="padding: 0.2em 0.4em" | variable (low)<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Bowyer]] || Make wooden [[crossbow]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Carpenter]] || Construct [[bed]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #ff6"<br />
| style="padding: 0.2em 0.4em" | [[Wood Cutter]] || Fell [[tree]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | [[Engraver]] || [[Smooth]] or detail a [[floor]] or [[wall]] || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #fff" <br />
| style="padding: 0.2em 0.4em" | [[Mason]] || Construct rock object || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Trapper]] || Construct [[animal trap]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Trapper]] || Bait [[animal trap]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #888"<br />
| style="padding: 0.2em 0.4em" | [[Armorsmith]] || Make [[armor]] (any type) || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #888"<br />
| style="padding: 0.2em 0.4em" | [[Metalsmith]] || Make metal [[Block]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Stonecrafter]] || Make stone [[crafts]], [[mug]]s, etc. || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Weaver]] || Gather [[silk]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Weaver]] || Weave any [[cloth]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Wood crafter]] || Make wooden [[bolt]]s || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #88f"<br />
| style="padding: 0.2em 0.4em" | [[Glassmaker]] || Construct [[block]]s,[[window]]s || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #880"<br />
| style="padding: 0.2em 0.4em" | [[Herbalist]] || Gather plants || align="right" style="padding: 0.2em 0.4em" | 30<br />
|}<br />
| style="vertical-align: top" |<br />
{| style="border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black"<br />
|- style="background: #fff"<br />
| style="padding: 0.2em 0.4em" | '''Skill''' || '''Task''' || '''XP'''<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Mechanic]] || Link a building to trigger || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege engineer]] || Construct catapult/ballista parts || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege engineer]] || Assemble ballista arrow || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege operator]] || Load [[catapult]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #d00"<br />
| style="padding: 0.2em 0.4em" | [[Siege operator]] || Fire [[catapult]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Brewer]] || Brew [[alcohol|drink]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Butcher]] || Slaughter [[animal]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Cook]] || Cook easy/fine/lavish [[kitchen#Prepared meals|meal]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Grower]] || Harvest [[plants]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Grower]] || Plant [[seeds]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #bb6"<br />
| style="padding: 0.2em 0.4em" | [[Herbalist]] || Gather [[plants]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #a6a"<br />
| style="padding: 0.2em 0.4em" | [[Building designer|Building&nbsp;designer]] || Construct [[building]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #a6a"<br />
| style="padding: 0.2em 0.4em" | [[Organizer]] || Manage Work Order (per task) || align="right" style="padding: 0.2em 0.4em" | 10<br />
|- style="background: #6bb"<br />
| style="padding: 0.2em 0.4em" | [[Strand extractor]] || Extract [[adamantine]] || align="right" style="padding: 0.2em 0.4em" | 30<br />
|- style="background: #6b6"<br />
| style="padding: 0.2em 0.4em" | [[Marksdwarf]] || Shoot at archery range || align="right" style="padding: 0.2em 0.4em" | ≈7.5<br />
|- style="background: #288"<br />
| style="padding: 0.2em 0.4em" | [[Appraisal]] || View Goods for trade<sup>1</sup> || align="right" style="padding: 0.2em 0.4em" | ≈7.5 / item<sup>1</sup><br />
|- style="background: #288"<br />
| style="padding: 0.2em 0.4em" | "[[Broker]]"<sup>2</sup> || Successful [[trade]]<sup>3</sup> || align="right" style="padding: 0.2em 0.4em" | ≈7.5<sup>3</sup><br />
|}<br />
|}<br />
<br />
:'''Notes:'''<br />
::1) ''The first time the {{k|t}}rade button is used at a Depot for any single caravan, the dwarf who responded to do the trading immediately gains this amount, ≈7.5 experience x the number of items. No further experience can be gained in Appraisal for this caravan for this dwarf or any other, but another dwarf can replace them as [[broker]], respond to the call for a "Trader requested at depot", and use their ''existing'' skill to see the value of goods and make trades.''<br />
::2) ''In this context, "Broker" skills include [[Persuader]], [[Negotiator]], [[Judge of Intent]], [[Intimidator]], [[Liar]], [[Conversationalist]], [[Comedian]], and [[Flatterer]]. Which particular skills are used will depend on the [[personality]] of the dwarf in question.''<br />
::3) ''There seem to be a lot of variables in a "successful trade", and different skills seem to increase more or less depending on the exact combination of factors. More research is needed, but over trading sessions this average seems to hold true.''<br />
<br />
<br />
:* A dwarf taken by any [[strange mood]] (except a [[Mood#Possessed|possession]]) will gain 20,000 experience in the affected skill upon completion of the artifact.<br />
<br />
== Increasing skills ==<br />
<br />
If a dwarf has zero experience in a skill, they will have no skill listed (but can still use that skill at an untrained level if a [[labor]] associated with the skill is designated, and will gain experience from completing such tasks).<br />
<br />
As soon as a dwarf gets even 1 point of experience in a skill from completing just one [[job]], they attain '''Dabbling''' rank in that skill. This can be important for [[strange mood]]s.<br />
<br />
To reach '''Novice''' level in any skill requires 500 XP. Reaching each successive level requires 500 plus an additional 100 XP per additional rank, so to go from '''Novice''' to '''''(no label)''''' requires 600 XP; '''''(no label)''''' to '''Competent''' requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.<br />
<br />
As dwarfs gain more experience from completing jobs, they gain more experience in the skill related to those jobs:<br />
<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0"<br />
|-<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| '''Novice''' || align="right" | 500<br />
|-<br />
| ''(no label)'' || align="right" | 1100<br />
|-<br />
| '''Competent''' || align="right" | 1800<br />
|-<br />
| '''Skilled''' || align="right" | 2600<br />
|-<br />
| '''Proficient'''* || align="right" | 3500<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|- <br />
| <br />
|-<br />
| '''Talented''' || align="right" | 4500<br />
|-<br />
| '''Adept ''' || align="right" | 5600<br />
|-<br />
| '''Expert ''' || align="right" | 6800<br />
|-<br />
| '''Professional''' || align="right" | 8100<br />
|-<br />
| '''Accomplished''' || align="right" | 9500<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| <br />
|-<br />
| '''Great ''' || align="right" | 11000<br />
|-<br />
| '''Master ''' || align="right" | 12600<br />
|-<br />
| '''High Master''' || align="right" | 14300<br />
|-<br />
| '''Grand Master''' || align="right" | 16100<br />
|-<br />
| '''Legendary ''' || align="right" | 18000<br />
|}<br />
| width="25%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| <br />
|-<br />
| '''Legendary'''(+1) || align="right" | 20000<br />
|-<br />
| '''Legendary'''(+2) || align="right" | 22100<br />
|-<br />
| '''Legendary'''(+3) || align="right" | 24300<br />
|-<br />
| '''Legendary'''(+4) || align="right" | 26600<br />
|-<br />
| '''Legendary'''(+5) || align="right" | 29000<br />
|}<br />
|}<br />
<br />
::::::''(* "Proficient" is the highest rank that one of your initial seven dwarves can start with. [[Migrant]]s will arrive with no skills, Novice, or (no label) levels.)''<br />
<br />
<br />
Although '''[[Legendary]]''' is the highest skill level displayed, there are actually five skill levels above that. Any higher skill levels are known to have an effect on [[item quality]]; a Legendary dwarf will make [[masterpiece]] items 15% of the time, on average, whereas a Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time). Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.<br />
<br />
You can't find out exactly when a dwarf gets to Legendary+5, but if they have no other skills it will happen 1000 XP before their eighth [[attribute]] -- so when they get eight attributes, they are past Legendary+5. Although skill is capped at Legendary+5, experience is not capped at any level; a dwarf can keep gaining [[attribute]]s by using a skill that has long since topped out.<br />
<br />
== Increasing attributes ==<br />
<br />
[[Attribute]] increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.<br />
<br />
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.<br />
<br />
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right"<br />
|-<br />
| width="50%" style="border-right: 1px solid black" |<br />
{| width="100%"<br />
! Attributes !! style="padding-left: 35px;"| XP<br />
|-<br />
! 1<br />
| 2000<br />
|-<br />
! 2<br />
| 4500<br />
|-<br />
! 3 <br />
| 7500<br />
|-<br />
! 4<br />
| 11000<br />
|-<br />
! 5<br />
| 15000<br />
|-<br />
! 6<br />
| 19500<br />
|-<br />
! 7<br />
| 24500<br />
|-<br />
! 8<br />
| 30000<br />
|}<br />
| width="50%" valign="top" |<br />
{| width="100%" <br />
! Attributes !! style="padding-left: 35px;"| XP<br />
|-<br />
! 9<br />
| 36000<br />
|-<br />
! 10<br />
| 42500<br />
|-<br />
! 11<br />
| 49500<br />
|-<br />
! 12<br />
| 57000<br />
|-<br />
! 13<br />
| 65000<br />
|-<br />
! 14<br />
| 73500<br />
|-<br />
! 15<br />
| 82500<br />
|-<br />
! 16<br />
| 92000<br />
|}<br />
|}<br />
<br />
[[Category:Dwarves]]</div>75.62.155.145http://dwarffortresswiki.org/index.php?title=40d_Talk:Well&diff=6255440d Talk:Well2010-02-06T10:20:56Z<p>75.62.155.145: /* To Confirm Construction Conditions */</p>
<hr />
<div>==construction questions==<br />
Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)<br />
<br />
Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)<br />
<br />
Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water? Can you put one well directly above another well, and have them both work (if there's water below)? --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)<br />
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)<br />
:: I've built a well directly above another one, both are stated as "Active" --[[User:ConstantA|ConstantA]] 01:36, 14 April 2008 (EDT)<br />
<br />
Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)<br />
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)<br />
<br />
<br />
Does anyone know if it is okay to have a well like this?<br /><br />
(side view)<br />
<pre><br />
_W_ <br />
| | <-- Empty space between water and well<br />
|~| <-- Water down here<br />
---<br />
</pre><br />
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)<br />
<br />
Confirmed that the above is a functional well.<br />
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)<br />
<br />
<br />
==Potential Problem==<br />
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.<br />
<br />
Should this be in the article?<br />
<br />
[[User:Duo|Duo]] March 11th 2008<br />
<br />
:I think it should be somewhere, but probably in the well guide, as it isn't about the wells, or their functionality, but a strange quirk in dwarven logic in regard to wells. --Kydo 07:00, 6 February 2010 (UTC)<br />
<br />
== Flooding? ==<br />
<br />
Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)<br />
<br />
-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure. i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)<br />
<br />
<br />
== Fair Warning ==<br />
<br />
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway. -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)<br />
<br />
== Grates and Buckets ==<br />
<br />
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)<br />
<br />
== flood? ==<br />
<br />
I have a <s>lake</s> murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)<br />
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)<br />
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)<br />
<br />
== Using Buckets? ==<br />
I'm having a hard time getting my dwarfs to use their new well. I...<br />
* Dug a Channel with water beneath it.<br />
* Designated a drinking zone beside it.<br />
** The dwarfs now drink from the channel.<br />
** Loo{{k|k}}ing at the space they're drinking from says Open Space<br />
* Created Blocks, Bucket, Rope<br />
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.<br />
<br />
Now what happened was I got a massive flood of messages saying something like "XXX Cancelled Drinking: No Bucket at well" <br />
<br />
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well. How do I instruct the lazy dwarves to go and get the bucket and use it with the well? <br />
<br />
[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)<br />
<br />
: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)<br />
<br />
:: Well, I want them to use a well because I built it! It looks prettier than drinking out of the stream. I'm pretty sure they get bad thoughts when they drink directly out of the stream. In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves. Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)<br />
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)<br />
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)<br />
:::::Nope, not a bug. I figured out what it was. Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well. So while I had all of the materials, and the well looked complete, it was actually waiting for construction. I think I was just confused by the message as my dwarves were trying to drink from it before it was ready. [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)<br />
<br />
== Another Fair Warning ==<br />
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning "X cancels...dangerous terrain" followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)<br />
:Might be a good idea to designate the well's square a restricted traffic area and the eight squares around it low traffic. This should make aimless wanderers step around it instead of going WHEE! Animals don't respect traffic though, so maybe there will still be dogs and cats in the well. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)<br />
::One can fix the problem of well-diving dwarves by building a staircase adjacent to the well for them to climb out of... as long as your well isn't deep enough that they are stunned by the fall, or you have running water that sweeps them away.--[[User:Zipdog|Zipdog]] 20:58, 19 April 2009 (UTC)<br />
<br />
== 1x1 Well ==<br />
Does anyone have a good plan for digging a deep, unconnected 1x1 well? I'm currently thinking about trying something like this design, side view:<br />
<pre><br />
_W_ <br />
| | <-- Empty space between water and well<br />
| | <-- Empty space between water and well<br />
| | <-- Empty space between water and well<br />
| | <-- Opening room<br />
|~~~| <-- Water down here<br />
---<br />
</pre><br />
<br />
It would be built like below, with a level pulled to knockout the support. Would the center collapse leaving a nice shaft?<br />
<pre><br />
_ _ <br />
|r| <-- Ramp down<br />
|r| <-- Ramp down<br />
|r| <-- Ramp down<br />
| X | <-- stairwelldown<br />
| S | <-- Support. Water will be down here, but starts out dry?<br />
---<br />
</pre><br />
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)<br />
<br />
:It won't fall down as the ramps still have support from the adjacent stone/walls. I've been trying to figure out how to make a 1x1 shaft too but haven't had much luck. When getting the dwarves to build ramps on top of each other they do build a shaft downwards but after a certain depth the pathfinding seems to get confused and they stop. [[User:Yvain|Yvain]] 02:36, 21 March 2008 (EDT)<br />
<br />
:I was able to accomplish this by digging out a side-wall and re-building the wall after deconstructing a staircase down the shaft one tile at a time. If you want it to look pretty the 1x1 shaft going down should have nice stone smoothing on as well (and it covers up the "filled in wall" seam. Alternate methods: sacrificial dwarf can pull it off (he will rot away at the bottom of your water tank) and a utilitarian "escape hatch" out the bottom of the tank. I like putting in an escape hatch at the bottom, connected to a lever, with a grate and outflow underneath so I can retrieve that adamantium armor that falls down there. (when I don't build in an escape stairway anyway). [[User:Weasello|Weasello]] 10:34, 21 March 2008 (EDT)<br />
<br />
:I recently discovered a handy method for digging single-tile vertical shafts clean. Dig out the shaft by making it a tall stairwell. After it's dug out, channel out the stairs at the top. Your miner will stand one level underneath it and destroy the stairs from below. After that's gone, repeat this level by level, until you're at the bottom, where you can destroy the stairway going up with d > z. This also allows for you to smooth the walls of the shaft, or replace the dirt walls with constructed stone ones before you take out the stairs. [[User:Vanguard|Vanguard]] 16:49, 25 February 2009 (EST)<br />
<br />
:I don't see why you'd want a deep, single tile shaft. The deeper the well, the more likely it is to kill someone when they fall in. If you want a well to hold lots of water, it makes more sense to make it extremely wide, but not very deep, as dwarves who fall in would be barely effected by it, and it would take forever for that many tiles of 7/7 water to evaporate away. --Kydo 08:24, 27 January 2010 (UTC)<br />
<br />
==Salt Water==<br />
<br />
I've had a map with only salt water and an injured dwarf. Nobody could give him water because it was all salty. But I built a well over the water and dwarves brought the injured dwarf water. This happen to anyone else? --[[User:Bouchart|Bouchart]] 12:29, 14 April 2008 (EDT)<br />
<br />
...use a screw pump to pump the water into an artificial reservoir (ie one you dug) and<br /> it will be desalinated...<br />
:<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:24.224.178.153|24.224.178.153]]</small><br />
::That has ''nothing'' to do with the question, which is about "wells", not pumps. From the [[water]] article...<br />
Oddly, a [[well]] built over a source of salt water will still provide <br />drinkable water to dwarves.{{version|0.28.181.40d}}<br />
::And personally confirmed, in multiple forts. Editing that into this article as well.--[[User:Albedo|Albedo]] 06:47, 30 October 2009 (UTC)<br />
<br />
==FAQ==<br />
"How deep can a well be?"<br />
<br />
This was added to the Water FAQ. I thought it better to put here, and the answer can be put on the Well page if/when it's discovered; as opposed to creating an entire new FAQ page. --[[User:Juckto|Juckto]] 06:04, 3 May 2008 (EDT)<br />
<br />
:At this time (33g) I believe there's no limit to how far from water a well can be, as long as all tiles between are open space.<br />
:I've got a particularly vertical map (something on the order of 50+/- levels!) so I'll give this some testing later and update this (within a week hopefully) if my tests conflict with my opinion that there's no limit. --[[User:N9103|Edward]] 21:59, 3 May 2008 (EDT)<br />
<br />
::I decided to make a fortress just to test this. I have a well 13 z-levels deep, with water only on that bottom Z-Level. Because this fortress was made JUST for this, and I've not done anything else, I can't really build a well tower to fully test it, as there's three alligators hanging out outside my fortress doors. When I get them out of the way and build the super-tall well, I'll let you know if there's an achievable limit. (Hey, there may be a limit outside of the game's current potential map generation) Should only take a couple of hours, at the most. --Kydo 09:55, 27 January 2010 (UTC)<br />
<br />
== Smoothing walls for a well ==<br />
<br />
Does smoothing the walls of a place to be filled with water prevent stagnant water?<br />
:Makes no difference. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)<br />
<br />
::Doesn't matter. Dwarves will still drink stagnant water from ponds. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 14:05, 9 April 2009 (UTC)<br />
<br />
== Monsters and wells ==<br />
Way back in the 2D days, monsters would sometimes come out of wells. Does this ever happen in DF3D? Now that there's a real Z-axis, I imagine that monsters aren't just randomly generated like they used to be... but I do wonder whether tapping an underground river might cause something unpleasant to ride the bucket upward. I'm playing on a map with an underground river and a chasm, and I'm wondering how careful I need to be with my wells. --[[User:Ookpik|Ookpik]] 05:45, 5 August 2008 (EDT)<br />
<br />
IIRC monsters can't pass through grates - so instead of putting the well directly over the river, make an artificial stream with both ends blocked from the river by a grate. [[User:Random832|Random832]] 01:33, 13 October 2008 (EDT)<br />
:I've never managed to make a grate block any water creature. I've had perch and lampreys pass through grates and pumps to end up in my meeting area. I wonder if bars would work better... [[User:Corona688|Corona688]] 02:30, 13 October 2008 (EDT)<br />
::Grates/bars don't block vermin-class critters, which most fish are. [[User:HeWhoIsPale|HeWhoIsPale]] 09:11, 13 October 2008 (EDT)<br />
::Right, but those can't attack you. It will (should) block carp. [[User:Random832|Random832]] 15:54, 13 October 2008 (EDT)<br />
::Can vermin pass through fortifications? [[User:Random832|Random832]] 15:55, 13 October 2008 (EDT)<br />
:::Vermin don't have to pass through: vermin are spawned "near" the [[biome]] they don't need to be right in the biome (just like fire snakes turning up in your tunnels, they "appear").<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 03:03, 22 July 2009 (UTC)<br />
<br />
== Zone only drinking ==<br />
<br />
Will a dwarf still drink from a well if zone only drinking is set? --[[User:Groveller|Groveller]] 02:14, 1 September 2008 (EDT)<br />
<br />
== Wells periodically and mysteriously destroyed ==<br />
<br />
I don't know what's going on with my above ground wells, but it seems I have to rebuild them about once every year or so. My dwarves are a happy bunch so there have been no tantrums and no bouts of vandalism or building destruction are recorded in my justice screen. I tried setting the area immediately around the wells as low traffic and the well itself as restricted traffic, but they still vanish, leaving one of their parts in the river-fed pool underneath. Could it have something to do with the fact that my fisherdwarves sometimes fish from the wells? Or is there a minor amount of seasonal flooding that I can not see but will destroy the wells? [[User:Lungfish|Lungfish]] 15:17, 30 December 2008 (EST)<br />
<br />
:Does it freeze? I had to re-build my outside well once every year in the spring until I moved it indoors. So, in my experience, only if it freezes, otherwise I don't know. The reason the part is there is because it drops onto the ice, which then melts. One more question, is it in a brook, river, or pond?--[[User:Destor|Destor]] 15:35, 30 December 2008 (EST)<br />
<br />
::I think it is a regular, yearly, occurrence. I don't think it's a problem of freezing though, since I've never seen any ice and no one has ever walked over my moat. One thing that might be a clue: I built a well on the next Z level up from one of the wells that gets destroyed every year, and it's survived, so I think it is flooding or something like that. Also, I'm pretty sure the only ground-level well I have that isn't fed by my river has avoided destruction. But if flooding is the cause, I should see more water tiles, right? Oh well. [[User:Lungfish|Lungfish]] 06:35, 2 January 2009 (EST)<br />
<br />
:::Mystery solved. At the very end of winter all the surface water DID freeze, but for such a short time that I thought it was just the game glitching out for a second. I guess everything makes sense now. I hope I can serve as a warning to future generations. [[User:Lungfish|Lungfish]] 01:22, 3 January 2009 (EST)<br />
<br />
== Dwarves refuse to use my well ==<br />
i have an "Active" well, that my dwarves seem not to like. i am always getting complaints that i dont have a well, but some dwarves drink out of it!<br />
any ideas whats wrong? [[User:Corhen|Corhen]] 02:33, 10 June 2009 (UTC)<br />
*If a lot of dwarves are needing to use a well at once and you only have one, they might "think" that there isn't one at all. Also, unless your dwarves are injured, your well should be mostly unused as they should be drinking alcohol, not water. --[[User:Quietust|Quietust]] 16:27, 21 July 2009 (UTC)<br />
<br />
== Water in well bucket freezes ==<br />
I have a couple of wells, pumped from a salt water sea into an entirely constructed cistern. The wells are enclosed, the cistern is enclosed, and I'm in a freezing biome. For some reason, the snow indoors won't go away, and while the water in the cistern is liquid, the water in the well buckets is ice. Is there a reason for this happening, and is there a way to stop it? [[User:Conan12|Conan12]] 13:57, 12 August 2009 (GMT)<br />
<br />
==a deep well shaft contributes to the building quality==<br />
How does one check this? --[[User:Birthright|Birthright]] 23:39, 14 September 2009 (UTC)<br />
<br />
:I was wondering this too, and then reading you ask it gave me the (hopefully?) answer.<br />
:Since value is listed in the room list, you should be able to build a series of otherwise identical wells over:<br />
:*Increasingly deep open shafts, with a fixed water depth at the bottom, and<br />
:*Fixed open shafts, with increasing water depth at the bottom.<br />
:Once you've done that, if I understand the room list correctly, you should be able to compare values of wells, though you may have to have them all designated as meeting rooms for them to display on the list, I'm unsure. I'm haven't attempted diagramming here in the past, so I'll post this, and then see about adding a visual afterwards. And I still sometimes forget to sign --[[User:Njero|Njero]] 02:56, 15 September 2009 (UTC)<br />
::Diagram:<pre><br />
:: First Case: Second Case:<br />
:: _W_ _W_ _W_ _W_ _W_ _W_<br />
:: | | | | | | | | | | | |<br />
:: |~| | | | | |~| |~| |~|<br />
:: |-| |~| | | |-| |~| |~|<br />
:: |-| |~| |-| |~|<br />
:: |-| |-|<br />
::</pre> --[[User:Njero|Njero]] 03:07, 15 September 2009 (UTC)<br />
<br />
:::Value is listed in the (r)oom list? I only see the quality(for designer and mason)..if it's added in there the display should change when the water level changes. So far i went with reading it out from the z-screen which always is a bit tricky. --[[User:Birthright|Birthright]] 10:58, 15 September 2009 (UTC)<br />
<br />
:::I don't believe this affects the value of a well. The value of the well is defined largely by the materials it was made from. If a well is made into a meeting area room, the ROOM will have a higher value, based on it's constructed contents, but that's it, and dwarves will not gain a happy thought from drinking from a well in an excellent room. Because the reservoir is just dug out space below it, and thus cannot be part of the room, which can only be defined on one level, it cannot add to the value of the well. Also, water has no value, so it wouldn't change anything. A flooded bedroom is no more valuable than a dry one. --Kydo 08:38, 27 January 2010 (UTC)<br />
<br />
== Architecture Value ==<br />
<br />
Since wells are designed by an architect, they gain quality (and thus architecture value) from both design and construction, so building a well from valuable materials and using a highly trained architect and metalsmith can boost your created wealth to ludicrous levels. In my current fortress, a well built from an artifact raw adamantine mechanism (1.95M), an artifact adamantine chain (1.46M), a masterwork adamantine bucket (36K), and adamantine blocks (1.5K) with both masterwork design and construction boosted my fort's Architecture value by over '''80 million'''.--[[User:Quietust|Quietust]] 00:11, 20 October 2009 (UTC)<br />
:... words fail...--[[User:Albedo|Albedo]] 00:30, 20 October 2009 (UTC)<br />
:Awesome. However, the adamantine block seems like a waste of time - its just a drop in the bucket to the value - surely you have better uses for that adamantine? Now, if you could just get your dwarves to make an artifact adamantine bucket... =) --[[User:Squirrelloid|Squirrelloid]] 06:55, 30 October 2009 (UTC)<br />
::If you can't get an artifact bucket, decorating the masterwork one with everything in sight will probably add another few million to the total. --[[User:LaVacaMorada|LaVacaMorada]] 07:48, 30 October 2009 (UTC)<br />
::The adamantine block was just to make the well light blue in color (the block determines the color of the well) - I could've used raw adamantine, but I also wanted to determine how many wafers are used to make a metal adamantine block (strangely, the answer is "4"). --[[User:Quietust|Quietust]] 16:11, 30 October 2009 (UTC)<br />
<br />
==Fort Okilor (testdrink)==<br />
<br />
Okay, after reading this, I'm curious as to the exact details on a number of things. I'm setting up an experiment fortress, and putting the results here. I'll be uploading the save file elsewhere, for anyone who wants to see working examples of different well types. It is dedicated to one thing only. Wells. Okay, not just wells, but different ways of building and managing wells, and their properties.<br />
<br />
# The super-deep well. Because of alligator infested above-land, I cannot yet make a well tower to fully test it, but as far as I can tell, there is no limit to the functional depth of a well. The current super-deep well is 13 levels from bottom to top. The bottom level is at 6/7 depth. The well at the top? Perfectly functional. This kind of bothers me, because if I tied a dog to the chain, it wouldn't be able to go any father than 1 tile away. It means a rope's length is defined by it's function, rather than it's own properties.<br />
# I decided to build another well half way down the same shaft, directly in the path of the one above. It does not block the well above. Both function just fine.<br />
# I constructed a hatch cover even further below, again, on the same shaft as the first two wells. this, of course, blocked the wells, preventing them from functioning. I then connected the hatch to a lever, and pulled the lever, to see if the wells would suddenly become functional again. They did. That means we could use a one-shot pressure plate to close a hatch directly under a well when it senses overflowing water, preventing further flooding. I guess wells don't obscure because they're just a special hole in the ground. I read that grates, though they do allow water to pass through, will also obstruct a well. This is also confirmed. Personally, I'd say it's because a bucket can't fit between the bars, and leave it at that. Even so, grates can be connected to a lever, like a hatch. Don't know why you'd want grates in a well, but okay!<br />
# I've made a single large reservoir underneath the residential district, and put a well in several of the larger bedrooms. Multiple wells can draw from one source, no concerns. All a well considers is whether there is a single tile of 7/7 water somewhere below it in a straight line, with nothing obscuring. Also, a wide well reservoir takes FOREVER to fill. It's virtually impossible to accidentally flood your fortress, when it takes a half hour to go from 0/7 to 5/7. Oh also, in doing this, I've discovered that if you leave any stone on the floor of a well, and it accessible to your dwarves, it is elligible to be selected as an item for construction, from workshops AND architecture. My dwarves have been repeatedly opening the side door my miners used to dig out the well, grabbing stone for construction, and getting out before they drown. My dwarves are quickly becoming excellent swimmers, though my fortress' main stairwell is flooding. I've dug a huge sump to deal with that, and once the stone's been cleared out, I'll just lock the door. (hey, if they aren't drowning, why the heck not?)<br />
# I made a single-tile reservoir for a well, and just filled it from the large one with buckets. Just to see whether even such a small well is functional, given the rate of evaporation. With such a simple well literally directly next to it's source, yes, absolutely. It spams your dwarves with hauling tasks, but it will always be full to what your dwarves need, it will never overflow, it takes up almost no space, dwarves can't die from falling in, (Unless they REALLY suck) and you don't have to mess around with all kinds of complicated things with levers and floodgates and safely mining out filling pipes.<br />
# I tried to get a dwarf to try and fill a pond well from it's own reservoir. I simply forbade all the other wells' buckets. Sure enough, the carpenter came along with a bucket, took water from the only available well, the one he was filling, walked to the other side of the well, and dumped the water back in. To confirm, if your dwarves are filling a well from it's own reservoir, forbid that well's bucket AND rope. If the rope is still usable, they'll still use the well... Somehow.<br />
# By this point, a lot of the alligators had just... Kind of... Left? I dunno. There were five, now there's one. None deceased. In any case, it's much safer to go above ground now, even with the carp, so I'm going to make the super deep well into a super deep, super tall well tower. While making the well tower, the remaining alligator was killed by the carp. Okay, so, at 30 levels above water, I'd say wells have no depth limit, because this thing's still active.<br />
# In doing all of this, I've found a pretty effective way of avoiding flooding your well. Digging out and filling the reservoir first, and not even channeling a hole for the well, completely prevents the well from flooding. So long as you have something, like a flood gate, that can then be used to prevent further flow into the reservoir, it will be filled to 7/7 depth, with no pressure behind it, totally safe to mine into with a channel and build a well on top. It's making sure that there really is no force behind it that gets tricky.<br />
# Okay, my next idea is just sillyness. I'm going to make a well with a running water fall going down through the well into it's reservoir. Usually, I fill my wells from the side of the bottom level of their reservoir, but I've never filled one directly from above the well opening itself. If this works, it'll be a perpetual motion machine, waterfall and well, all-in-one. Oh, and of course I hit Hematite and lignite in the process of mining this out... Oh well, not like I really plan on playing this fort outside of well construction experiments... Okay, that didn't work. I'm-a gonna' save this now, and put it on DFFD, if anyone wants to see examples of what I've made. (Or if they want to make my perpetual motion machine work) [http://dffd.wimbli.com/file.php?id=1809 Okilor Example]<br />
<br />
Preventing dwarves from falling down a well is actually fairly easy, from what I can see. I've had a well in my dining room and nobody's ever (to my knowledge) fallen in. Even so, that's mostly just luck. (And short-lived forts) So, to prevent dwarves and animals from falling into wells:<br />
<br />
#Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it.<br />
#Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area.<br />
#Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest rout to their task, because they don't have a task. Also, animals like to ignore traffic control.<br />
#For the same reasons, don't put it in a meeting hall.<br />
#Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. Though, now that I'm thinking about it, it would be funny to watch a bunch of goblins go tumbling down a well... Hm... I'll have to think on that.<br />
#Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well.<br />
#Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst, from what I've seen of simple cave-ins. That means your dwarves won't fall down the well, break their leg and drown. Making an escape rout from a well is probably also a good idea, I think.<br />
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I noticed in the [[ Well guide]] it says murky pools and brooks can be used as water sources for wells. This should probably be stated there, but just building a well over such a thing is a bad idea. Any dwarf who drinks from a well over stagnant water gets a negative thought about the nasty water. That water only becomes not-bad when you channel it to some other place. On the same line, I've also experienced that simply building a well makes salt water drinkable. Which means that desalinating by pump is not a particularly valuable bug, by comparison, though it makes a tiny bit more sense. --Kydo 01:06, 28 January 2010 (UTC)<br />
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:I have modified the page to represent these findings, deal with a couple of typos and grammatical errors, and remove one instance of redundancy. --Kydo 06:55, 4 February 2010 (UTC)<br />
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== To Confirm Construction Conditions ==<br />
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Thanks to the unidentified editor who fixed my grammar, but it reinstalled one of the problems I was trying to get rid of. A well cannot be built just in open, empty space. Nor can it be built on solid ground. It must be built over open space with at least one adjacent floor tile. I mean, logically, yeah, but a lot of new players can't figure out how to designate a tree to be cut down. It really should be clear on that.<br />
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Also, to be clear on what it's saying- <br />
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"It's easier to draw water from a source lower than an existing ground level, but above-ground sources can also be used so long as you construct the well (or the floor it will be placed on) on a z-level above the water's level."<br />
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Does that mean it's easier for the well to draw water? Is it easier for the dwarves? Is it easier due to the technical processes involved in constructing such a well? Because, really, as far as design goes, it's easiest to draw water from an infinite water source, other than brooks or murky pools. Above/below ground doesn't change the requirements for construction. If anything, above ground would be easiest, because you wouldn't need to mine all over the place to find it. (Mind you, how easy something is, is purely subjective, so maybe the sentence should be completely revised?) --Kydo 07:01, 6 February 2010 (UTC)<br />
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:That's all clear - but " a rope's perceived length...??? No, just... no. Referring to an flawed mental model does no one any favours. Grammatically, none is easier than another - they're easier ''to build'', not to draw water from. All fixed (I think)--[[Special:Contributions/75.62.155.145|75.62.155.145]] 10:20, 6 February 2010 (UTC)</div>75.62.155.145