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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)
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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. [[Media: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.]]
 
[[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 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)
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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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: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?... ==
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== 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)
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can a waterwheel be used in magma or would it burn?
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 +
--[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)
  
 
::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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: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)
 
: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 ==
 
== Waterwheel on rivers ==
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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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: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)
 
: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 ==
 
== Mobius Wheels ==
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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 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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