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Also how reliable are the new designs?  
 
Also how reliable are the new designs?  
 
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)
 
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)
 
I made a shoddy vid of my own design which also makes a waterfall. here's the link if you want it on the main page. [http://mkv25.net/dfma/movie-1518-perpetualmotion] --[[User:Mattex|Mattex]] 14:11, 9 July 2009 (UTC)
 
 
[[File:09.08.29.Perpetual.png|200px|thumb|Water circulates counter clockwise in bi-level circuit. A pump lifts the water to the top of the channel, where it then falls back to the bottom, turning a wheel as it circulates. The wheel powers the pump by a shaft in the middle.]]
 
I made a potentially erroneous illustration in an attempt to understand perpetual motion. Is this correct? I did not attach it to the article fearing that I might confuse somebody.<!-- I am also a bit embarrassed by the misaligned polygons. --> --[[User:SnowCat|SnowCat]] 04:16, 30 August 2009 (UTC)
 
 
I must say that Reactor design is very efficient. I set one up expecting it to have issues with evaporation and while I've only left it running a few years so far, I see no evidence that it's allowing any water to evaporate at all. I do strongly advise that you build the hatch first since you may have some flooding issues if it activates before you get your water chamber filled properly.  [[User:Doctorzuber|Doctorzuber]] 01:53, 19 March 2010 (UTC)
 
  
 
== Perpendicular to water flow ==
 
== Perpendicular to water flow ==
  
 
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)
+
: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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I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly "flowing" (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 8 June 2008 (EDT)
 
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly "flowing" (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 8 June 2008 (EDT)
 
:I just redirected a river to run through my fortress and then back out again. As my channel was filling up it provided NO power. However, once the water filled the spaces at the edge of the map (the OUT point of the original river), my waterwheels suddenly gained power. It seems that flow takes place either a) when the depth of the water is shifting around or b) when the tile is defined as a river. Rivers seem to be defined as any body of water that is connected to both the in and out points on a river. [[User:Lymojo|Lymojo]] 22:04, 6 May 2009 (UTC)Lymojo
 
  
 
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)
 
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)
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:::::Change of depth not needed. Putting it in a full river works. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)
 
:::::Change of depth not needed. Putting it in a full river works. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)
 
::::::I believe to have found the key to it: I placed three waterwheels in the bed of a drained underground river; the first one with its outer tiles on the riverbed, the second one hanging in a channel of three tiles, the third one with its outer tiles on top of two constructed walls, which I constructed in a channel in the riverbed, i.e. on rough stone-block floor.
 
<pre>
 
So I built them on top of this:
 
 
1.    2.    3.  (  4. )
 
rrr    rrr    rrr  ( fff )
 
rrr    r_r    rfr  ( f_f )    r=river-tile
 
r_r    r_r    r_r  ( f_f )    f=rough floor (top of constructed wall)
 
rrr    r_r    rfr  ( f_f )    _=open space (channeled underneath)
 
rrr    rrr    rrr  ( fff )
 
</pre>
 
::::::When I let the water in again, only the second one was powered, even when I interrupted the flow again. (As I the water flew out, it still turned at water level 1. That seems to be the minimum level indeed.){{verify}} So the generation of power seemed to depend on the underground you build them in, not on anything like flow. Then, to verify my theory that you need river-tiles around waterwheels to make them work, I built a fourth one upstream, which was surrounded by floor-tiles. This one, however, streched all across the river, and so divided it into a lower part (with the three waterwheels in it) and an upper part. In the lower part, no waterwheel worked anymore, as I built one of the second type in the upper part of the river, it worked again!
 
::::::Therefore, I suppose waterwheels must be surrounded (at least partially?){{verify}} by river-tiles, which additionally must not be disconnected from the source of the river. --[[User:Doub|Doub]] 12:25, 4 September 2008 (EDT)
 
  
 
== Construction Key? ==
 
== Construction Key? ==
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:It is a vertical axle. You should know, since you play the pseudo-ASCII version. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)
 
:It is a vertical axle. You should know, since you play the pseudo-ASCII version. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)
  
== Waterwheels & waterfalls? & magma?... ==
+
== Two Quick Questions... ==
  
 
would water wheels be powered by water falling down a Z axis onto a waterwheel?
 
would water wheels be powered by water falling down a Z axis onto a waterwheel?
  
can a waterwheel be used in magma or would it burn?--[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)
+
can a waterwheel be used in magma or would it burn?
 +
 
 +
-Althalus
  
 
::Water wheels need to be placed in a channel with water to be powered. AFAIK the channel doesn't have to be any longer than the water wheel, doesn't need water coming in nor going out. The game isn't clever enough yet... (shhh!)
 
::Water wheels need to be placed in a channel with water to be powered. AFAIK the channel doesn't have to be any longer than the water wheel, doesn't need water coming in nor going out. The game isn't clever enough yet... (shhh!)
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:::Waterwheels may not be magma-safe, but the actual structure of the wheel is built one z-level above the magma, rather than in it. Thus it is entirely plausible that a waterwheel could survive being used with magma. Whether it does actually survive such circumstances, and if so whether it starts turning, could do with being tested. --[[User:Raumkraut|Raumkraut]] 23:09, 8 August 2008 (EDT)
 
:::Waterwheels may not be magma-safe, but the actual structure of the wheel is built one z-level above the magma, rather than in it. Thus it is entirely plausible that a waterwheel could survive being used with magma. Whether it does actually survive such circumstances, and if so whether it starts turning, could do with being tested. --[[User:Raumkraut|Raumkraut]] 23:09, 8 August 2008 (EDT)
 
:Well i guess i will have to do my own experiments on magma wheels, i will report my findings. --[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)
 
 
:Sounds something like [http://www.bay12games.com/forum/index.php?topic=25242.msg289749#msg289749 Cog's wooden magma pumps]. --[[User:Schwern|Schwern]] 20:22, 18 December 2008 (EST)
 
 
:Not really - of course, waterwheels suspended above magma will not self-destruct, since they are not IN magma, but it is not known whether magma ''powers'' waterwheels, or if that is only hardcoded to be water. --[[User:Savok|Savok]] 09:42, 19 December 2008 (EST)
 
 
::I tried powering some waterwheels above a stream of flowing magma, powered by a pump. it did not produce any power. *sigh* there goes my plan for magma based perpetuum mobilae... [[User:Roderik|Roderik]] 00:54, 11 March 2010 (UTC)
 
:::Yeah, in the year plus since the above posts, that's been confirmed. Will edit.--[[User:Albedo|Albedo]] 04:15, 11 March 2010 (UTC)
 
 
== Waterwheel on rivers ==
 
Yesterday I build a waterwheel above a river, it did not work. I build a second wheel in a moat channeled from the river it did work. Either I made some stupid error, or there is a bug at the current ver. that makes wheel not working on rivers themselves...  --[[User:Catpaw|Catpaw]] 06:37, 29 August 2008 (EDT)
 
:A brook or a river? [[User:HeWhoIsPale|HeWhoIsPale]] 09:24, 29 August 2008 (EDT)
 
:: Oh it was a brook, since my dwarfes always waded through it. okay I understand it now... Is kinda quirky in the simulation... you turn a brook into a river by digging its surface... uh. common logic anyone? :-) --[[User:Catpaw|Catpaw]] 09:50, 29 August 2008 (EDT)
 
::: Brooks have a special layer of floor on top of them that allows fishing and similar activities, but discounts it being considered as running water, channeling can remove this layer. Apparently this has been the best fit way of allowing a brook to be traversable while still being a body of water. [[User:HeWhoIsPale|HeWhoIsPale]] 10:51, 2 September 2008 (EDT)
 
 
== Water and Flow Answers ==
 
 
After a few(a lot of) tests, I have deduced the following:
 
*A water wheel needs to have any '''one''' of its three tiles '''above''' water
 
**The water must be at least 4/7 depth
 
***The exception:water falling down a z-level
 
*:Placing a waterwheel with one tile stuck into the side of a water fall with make it active, and can be effectively done by placing several next to each other under the waterfall
 
*:Note: if the water flows over all three or the two opposite tiles, it will only be active for a second here and there, but it's great to make tons of mist
 
**It can not be submerged, a submerged water wheel will not work
 
*The water must be flowing, stationary water will not power the wheel
 
**A screw pump can make water flow (See the section of the article on Perpetual Motion)
 
**Many rivers do '''not''' flow, you may have to channel a side river to make it flow out of the actual river and then into some other body of water
 
*:P.S. it helps to stagger the channels downwards so that the flow continues
 
*Lava will make a water wheel turn, (if it flows of course) if you turn off temperature (the water wheel will simply go up in flames otherwise)
 
This information was gather in version 40d
 
Feel free to add anything here to the article or correct anything that might be wrong
 
 
Very simple design for a water wheel<br />
 
+~W~+<br />
 
+~W-*<br />
 
+~W~+<br />
 
(W) = wheel tile with flowing water under it<br />
 
(-) = horizontal axle<br />
 
(*) = gear assembly<br />
 
(~) = river/brook tiles<br />
 
(+) = ground/wall/whatever else you may have there<br />
 
 
--[[User:Wizjany|Wizjany]] 23:14, 25 October 2008 (EDT)
 
 
I'm not entirely sure about submerged water wheels. I had a water wheel placed in a (channeled) brook, connected to a screw pump. I built a wall/box around both the screw pump and the water wheel to create a reservoir which was drawn from by another screw pump one z-level up. Perhaps the waterwheel only ceases to work after the water reaches a certain depth? --[[User:RomeoFalling|RomeoFalling]] 23:31, 25 October 2008 (EDT)
 
 
: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 ==
 
 
Imagine that I had a totally walled off above-ground area.  Now I redirect a river to flow under my walls with an above-ground area between my walls.  Will this provide the necessary flow for a water wheel?  [[User:Gairabad|Gairabad]] 18:13, 15 November 2008 (EST)
 
 
:I imagine if it would work without the walls in place, it would work with them in place.  But swimming creatures (crocodiles, etc.) might be able to swim up the channel.--[[User:Maximus|Maximus]] 19:27, 15 November 2008 (EST)
 
 
::A well-placed grate or two would deal with them.  [[User:Gairabad|Gairabad]] 23:55, 17 November 2008 (EST)
 
 
:Any flow ought to be able to power a water wheel.  I've had three ganged water wheels running off the power of one aquifer flowing into another.  (much lava work was needed to breach the aquifer in various places.) --[[User:Corona688|Corona688]] 14:04, 19 December 2008 (EST)
 
 
==Underwater Waterwheels==
 
 
Will a waterwheel continue to provide power if it is submerged, so long as there is running water in the appropriate tiles? Say, suppose you drain the ocean, and set up water-wheels along the ocean floor to provide power to an underwater fortress, so it can auto-drain itself if you abandon and reclaim. [[User:Lastofthelight|Lastofthelight]]
 
 
: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 ==
 
 
I'm not going to get caught up into this edit skirmish, but having three adjacent water tiles is a requirement for neither the construction nor the functioning of a water wheel. [[User:VengefulDonut|VengefulDonut]] 02:34, 22 June 2009 (UTC)
 
:Agreed. Moving on to the real puzzles? --[[User:Höhlenschreck|Höhlenschreck]] 13:52, 22 June 2009 (UTC)
 
 
== Water Flow Complexities ==
 
My current thinking seems to be that sourced water (river, brook, spring) behaves very differently than unsourced water. With sourced water it seems to have flow for free, even in pointless dead end channels on the far end of the map, a waterwheel will still turn as long as it is channeled directly from sourced water. In fact in my experimentation I found that a floodgate thrown down on this channel will NOT shutoff the waterwheel. Somehow even though water won't pass the floodgate, flow will. Note, I've read that some natural rivers in the game don't have flow.
 
 
Unsourced water, taken from a lake, or otherwise seperated from the river is a lot less forgiving about water flow. here it seems the only mechanic for deciding if the water is flowing or not is to watch for a difference in the water depth. This leaves me wondering if this will become a problem for stagnant water in my underground drinking area. [[User:Doctorzuber|Doctorzuber]] 18:41, 5 July 2009 (UTC)
 
 
I opened up a water flow testbed on a plain forest map with a river. Lucked out and scored a flowing river so ran a bunch of fun tests with water. Discovered a quirky bug. As has been mentioned before, a connection to a flowing river or brook will power a waterwheel, even if it's a dead end. Testing this, I found that distance seemed to have no effect on this as long as the 4/7 rule is satisfied. I also discovered a quirky bug with floodgates. Apparently, while floodgates block water from moving, they don't actually block the flow from a flowing river or brook. Even after slamming the floodgate down, the waterwheel still churned away happily in a completely isolated dead end channel blocked from the river by a floodgate.
 
 
Playing later, I found another quirky bug with floodgates. I was piping water down a few levels and figured water pressure would happily push it back up the 3 z-levels to fill my water reservoir and stared at it for a bit while it failed to do so. I ended up fiddling with my flood gate controls opening and closing it a few times and it managed to reset the water pressure and fill suddenly, but until I did, I had somehow managed to bug the water pressure to zero with an OPEN floodgate. More testing is needed to make sense of this bug. [[User:Doctorzuber|Doctorzuber]] 03:46, 7 July 2009 (UTC)
 
 
:If you disable SHOW_FLOW_AMOUNTS in init.txt, you can very easily see whether or not water is flowing, as it will alternate between ~ and ≈. With the setting turned off, I dug a long channel next to a river and then dug out the last wall to fill it in, and the water mostly stopped flowing once the channel filled, but after a minute or so, the entire channel spontaneously started flowing at full force. Presumably, there's a process that happens every so often where the game traces all paths from water sources and marks those tiles as flowing, and they keep flowing forever (and providing water wheel power if they're at least 4/7). Presumably, this check also marks all "isolated" water as non-flowing (such as those formed from ponds being filled via pumps or being expanded via channeling). --[[User:Quietust|Quietust]] 13:59, 8 September 2009 (UTC)
 
 
I've recently came back to dwarf fortress, and I'm still rather obsessed with water flow... I'm firmly of the belief that rivers and brooks have some sort of "magic flow" that behaves differently than any artificial flow you can try to create from stagnant water. I've checked the various perpetual motion generators and am still not really satisfied. If a power source stops, even briefly, it makes a mill worthless, since it will cancel jobs every time it stops. Sooo.... I am back to running tests again, and looking to develop a true perpetual motion device. This reactor is a new one to me, I'll have to check that out, although looking at it I strongly expect it's going to halt periodically as well. Here's some theories I'm working on...
 
 
*Water from a natural source (river/brook/ocean/aquifier) flows naturally. I'm calling this magic flow.
 
*Water pumped directly from a flowing source, remains flowing water. The pressure changes, the flow seems to remain.
 
*floodgates stop water from moving, but keep the flowing state. (Bug?)
 
 
These are all still in the theory stage, so by all means, if you disprove them, let me know, but no flaming.[[User:Doctorzuber|Doctorzuber]] 16:59, 17 March 2010 (UTC)
 
 
== Mobius Wheels ==
 
 
New PEG design;
 
[http://img185.imageshack.us/img185/1459/lvl1.jpg] [http://img2.imageshack.us/img2/8072/lvl2.jpg]
 
 
I honestly have no idea why this works, but it does. The design is simply an enclosed 4 *2 space, two pumps on lvl1, water wheels directly in front of the pumps on lvl2, and a gear assembly linking the wheels to the pumps. One manual pumper switches it on (fill the chamber), and it will never ever stop. It does NOT work with single wheels. --[[User:Salk|Salk]] 16:40, 8 September 2009 (UTC)
 
*I've found that water pumped directly out of a river and into an enclosed reservoir appears to flow indefinitely (turn off SHOW_FLOW_AMOUNTS in init.txt and you can see whether water is flowing or not), so your setup might work even without linking the pumps to the water wheels. --[[User:Quietust|Quietust]] 16:45, 8 September 2009 (UTC)
 
 
== Non-Flowing Rivers or Brooks? ==
 
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)
 
::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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