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Editing 40d Talk:Water wheel

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Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)
 
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)
:This is as in real life - you can build a less efficient water wheel by putting the "buckets" at an angle - and indeed might put the "buckets" on a 360 degree pivot for some purposes[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)
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:This is as in real life - you can build a less efficient water wheel by putting the "buckets" at an angle - and indeed might put the "buckets" on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)
::Because "flow" has ''no direction'' in DF. You either "have flow" or you "do not have flow".--[[User:Albedo|Albedo]] 17:07, 20 March 2010 (UTC)
 
 
 
 
===Water Flow Needed?===
 
===Water Flow Needed?===
 
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no "entry" or "exit" points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)
 
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no "entry" or "exit" points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)
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:Not totally sure what you mean, but if the water wheel is totally submerged in "flowing" water, it shouldn't be active because the water is not actually flowing through the tiles, but "teleporting" to where it would end up, according to Toady in an [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10 interview]. (See the picture) --[[User:Wizjany|Wizjany]] 19:15, 10 July 2009 (UTC)
 
:Not totally sure what you mean, but if the water wheel is totally submerged in "flowing" water, it shouldn't be active because the water is not actually flowing through the tiles, but "teleporting" to where it would end up, according to Toady in an [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10 interview]. (See the picture) --[[User:Wizjany|Wizjany]] 19:15, 10 July 2009 (UTC)
 
:: natural flow from a [[river]] or [[brook]] behaves very differently, so I can envision a case where it might be possible to get a fully submerged waterwheel to turn. Artificial flow however has a different system and does stop flowing when it fills up to 7/7. Having said that, I think I'll go run a test for the submerged waterwheel using natural flow. [[User:Doctorzuber|Doctorzuber]] 18:54, 20 March 2010 (UTC)
 
  
 
== Safe water wheel power ==
 
== Safe water wheel power ==
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:Not sure on your whole scenario, but i recently flooded 3 waterwheels and despite what other ppl say they still worked powering just the pumps that flooded the room when being in 7/7 water. This was underground, right at a river, with a ceiling above, if that makes any difference. --[[User:Birthright|Birthright]] 16:58, 12 July 2009 (UTC)
 
:Not sure on your whole scenario, but i recently flooded 3 waterwheels and despite what other ppl say they still worked powering just the pumps that flooded the room when being in 7/7 water. This was underground, right at a river, with a ceiling above, if that makes any difference. --[[User:Birthright|Birthright]] 16:58, 12 July 2009 (UTC)
 
::Yes, that makes a difference. The example you describe involves the oddities of naturally [[Water_flow|flowing]] water.  Here is an example of a submerged waterwheel that turns. a [[brook]] is naturally flowing source of water. the pumps are putting a layer above this that behaves like naturally flowing water. Note this is a two wide channel with two pumps because apparently the center tile of a waterwheel is solid and cannot be submerged. The waterwheel is connected back to the wheel with gears to submerge itself. This is a very special case however, since it is using the quirky properties of naturally flowing water to get two layers of flowing water on top of each other. [[User:Doctorzuber|Doctorzuber]] 20:21, 20 March 2010 (UTC)
 
 
    ≈  Natural flowing water as from a [[River]] or [[Brook]]
 
    ▒  Solid Ground
 
    %%  Screw Pump
 
    ||| Water Wheel
 
 
              %%|||≈≈▒
 
    ≈≈≈Brook≈≈≈≈≈≈≈≈▒
 
    ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
 
  
 
== Adjacent water tiles ==
 
== Adjacent water tiles ==
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Can anyone verify if these actually exist or is this simply a myth floating around from someone who didn't understand how to channel through a brook or something? [[User:Doctorzuber|Doctorzuber]] 13:32, 20 March 2010 (UTC)
 
Can anyone verify if these actually exist or is this simply a myth floating around from someone who didn't understand how to channel through a brook or something? [[User:Doctorzuber|Doctorzuber]] 13:32, 20 March 2010 (UTC)
 
:To my knowledge, there is only one way to get a brook or river which does not flow, and that is to embark in a region which contains two or more brooks/rivers flowing away in opposite directions - one will have flow, while the other will not. --[[User:Quietust|Quietust]] 16:24, 20 March 2010 (UTC)
 
:To my knowledge, there is only one way to get a brook or river which does not flow, and that is to embark in a region which contains two or more brooks/rivers flowing away in opposite directions - one will have flow, while the other will not. --[[User:Quietust|Quietust]] 16:24, 20 March 2010 (UTC)
::Never seen a double, no idea.  But if you dam a brook/river, does the upstream still have "flow"?  Not sure - it's always dangerous to try to apply "logic" to DF.  It's clearly not the waterchannel itself, but the beginning tiles at the map's edge - but do they in turn rely on the draining tiles at the far end?? --[[User:Albedo|Albedo]] 17:05, 20 March 2010 (UTC)
 
:::By my testing on natural flow from a river or brook I would expect it would continue to flow in that case, but this is strictly because it's a river or brook which behaves differently than other methods of generating flow. [[User:Doctorzuber|Doctorzuber]] 19:24, 20 March 2010 (UTC)
 
::::Expectations, assumptions and guesses are all based on "logic" - which in DF is as arbitrary as any code.  If you haven't tested it, maybe it will shed light on something. <shrugs> --[[User:Albedo|Albedo]] 19:31, 20 March 2010 (UTC)
 
::::: true, but I have tested natural flow in other dead end situations and natural flow remains. I should test it with river damming at some point. I'll get around to it, eventually. I'm trying to look back over this material and verify it against 0.31 to see if anything has changed. I don't expect it has, but it's good to check. [[User:Doctorzuber|Doctorzuber]] 18:45, 8 April 2010 (UTC)
 
 
== Hypothetical 'best' power plant design ==
 
 
After investigating that submerged waterwheels work fine, I came to the conclusion that the absolute best possible use of space in regards to a powerplant is stacking waterwheels directly on top of each other in a room full of flowing water, as outlined here: http://www.bay12games.com/forum/index.php?topic=51302.msg1100425#msg1100425. This design can be easily altered to be wider north/south, longer east/west, or really as tall up/down as you like while giving practically perfect space conservation for a power plant. Dunno if it's worth adding to the main page - but thought it was at least worth adding here. Other thoughts? --[[User:Retro|Retro]] 21:42, 21 March 2010 (UTC)
 
: I saw your design on this and looking at it I don't think it will work although I am curious about it. However right now I am trying to focus on testing to see if there are any changes in fluid mechanics for 0.31 right now. I'd like to get these pages pulled forward as soon as I can. [[User:Doctorzuber|Doctorzuber]] 18:45, 8 April 2010 (UTC)
 

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