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	<updated>2026-06-14T11:18:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soaper&amp;diff=99258</id>
		<title>v0.31:Soaper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soaper&amp;diff=99258"/>
		<updated>2010-04-25T17:36:17Z</updated>

		<summary type="html">&lt;p&gt;Cowmage: Fixed spelling on 'modifiers'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Soaper&lt;br /&gt;
| specialty  = Soap Maker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Soap Maker&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|soap}}&lt;br /&gt;
| workshop ={{L|Soap maker's workshop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''soaper''' is a {{L|Dwarf}} who creates {{L|soap}} from {{L|tallow}} and {{L|lye}} at the {{L|Soap maker's workshop}}. Soap has no quality modifiers, so any dwarf can be assigned the task and yield the same result; the only difference is faster production.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Cowmage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Demon&amp;diff=64713</id>
		<title>40d:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Demon&amp;diff=64713"/>
		<updated>2010-03-06T15:56:48Z</updated>

		<summary type="html">&lt;p&gt;Cowmage: /* Defenses against Demons */  Changed 'your' to 'you're'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Mountain_air_pocket.JPG|thumb|right|250px|Here, demons appear as red and green ampersands.]]&lt;br /&gt;
&lt;br /&gt;
A Demon is an evil fast moving creature that will either severely wound or kill your [[dwarf|dwarves]] and [[animal]]s. Their attacks include projectile fireballs and hand to hand combat. Most are living and as such are especially vulnerable to weapons with high critical boost such as [[spear]]s and [[crossbow]] [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Demons are immune to [[Trap#Stone-fall_Trap|stone-fall traps]], [[Trap#Weapon_Trap|weapon traps]], [[Trap#Cage_Trap|cage traps]] and will destroy your [[door]]s and [[floodgate]]s. At least some of them are able to fly and survive under [[Water|water]] and [[Magma|magma]].&lt;br /&gt;
&lt;br /&gt;
==Defenses against Demons==&lt;br /&gt;
&lt;br /&gt;
*Demons, as large, living enemies, are somewhat susceptible to piercing damage - [[spear]] and [[arrow]]s work well. A well trained, well equipped [[speardwarf]] can mix it up with frog and [[tentacle demon]]s, however will likely not get the chance to close with a [[Spirit_of_fire|Spirit of Fire]] before being immolated by the Spirit's ranged [[fire]] attack. Spirits also lack most vital organs that spears target in any case. Spirits can be reliably brought down by [[marksdwarf|marksdwarves]], but expect losses on both sides of that matchup. You can signifigantly improve your survival rate by placing the marksdwaves behind [[fortification]]s - the incoming fireballs have a chance to not penetrate the fortifications, which is higher the farther away the demon fired from.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s can be useful against demons. A [[ballista|ballista]] bolt will kill a demon, and a ballista fired down a narrow hallway channelling the demons into your field of fire will kill several. Use [[wall]]s and fortifications to give your siege crew some protection from fireballs, and remember your crew will panic and run once the demons get too close, which will happen ''quickly'' as the demons are quite fast.&lt;br /&gt;
&lt;br /&gt;
*One effective anti-demon tactic is to equip your entire fortress with crossbows, quivers and bolts and order them all into 1-dwarf squads. Station every one dwarf squad on the same tile. The result should be a single tile capable of launching 60+bolts in seconds. Set a space 4-6 tiles closer to the demons as a meeting zone; spare animals will pile up there. In this method, any approaching demons will 'bump' into the horses and cats, and then be obliterated by incredible crossbow fire. Although eventually your defending creatures may be slaughtered, this tactic can allow you to survive demon pits with ease.&lt;br /&gt;
&lt;br /&gt;
*One thing you '''shouldn't''' bother trying is crushing the demons under a [[drawbridge|drawbridge]]. This used to be a highly effective (so much so that it was considered an exploit by some players) tactic, but in recent version the demon will break your bridge rather than vice-versa. You can, however, use drawbridges to block the passage of demons, since unlike doors and floodgates, demons will not demolish a drawbridge that blocks their path. &lt;br /&gt;
&lt;br /&gt;
*Demons will prevent a retracting bridge from operating whilst they stand on it, so you can't use one to drop them into a [[chasm]]. You may, however, be able to use a support and constructed floors to achieve the same effect. &lt;br /&gt;
&lt;br /&gt;
*Demons aren't susceptible to standard traps, but using a [[support]] to cause a cave-in might kill them. They may, however, be vulnerable to [[cage trap]]s if you can find [http://mkv25.net/dfma/movie-881-trappinghfs some technique to knock them] [[unconscious]] first. Upright steel [[spike]]s linked to a lever (on repeat) works on everything - demons, refugees, migrants, pets - if they hold still long enough to be hit, or if you spike a large enough area.&lt;br /&gt;
&lt;br /&gt;
*Under no circumstances should you send an unarmed dwarf against demons, champion or otherwise. While this might seem like a good idea for an early encounter with demons, you're better off sealing the pit back up and going at it later.&lt;br /&gt;
&lt;br /&gt;
==Demonology==&lt;br /&gt;
&lt;br /&gt;
'''[[Demon]]''':  The end boss. Only one of these will usually be released, leading a large number of &amp;quot;soldier&amp;quot; demons of the other three types (one type per pit). Larger and generally tougher than the other types of demons, they can also breath fire. The same type of demon that rules the goblin civilizations.&lt;br /&gt;
{{Game_Data|[CREATURE:DEMON]&lt;br /&gt;
	[NAME:demon:demons:demonic]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:4:0:1]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[FANCIFUL][ENDING][POWER]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:16]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10095]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:TORTURE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Frog demon]]''': Arguably the easiest demon. Powerful combatant and can swim. The upper levels of their pits are muddy and contain pools of water surrounded by various vermin such as [[turtle]]s, [[moghopper]]s, lungfish, and [[blood gnat]]s.&lt;br /&gt;
&lt;br /&gt;
'''[[Tentacle_demon|Tentacle Demon]]''': Corrupt intentions. The upper levels of their pits are covered in filth, are decorated with engravings of depraved acts, and are populated with many additional prisoners which will quickly attempt to escape into your fortress.&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit_of_fire|Spirit of Fire]]''': Arguably the hardest demon. Cannot swim, launches fireballs, is surrounded by fire, a powerful combatant, and can fly.  Limbs sever when broken.  The upper levels of their pits contain additional pools of magma and are littered with ashes and charcoal (which are likely to be set on fire as the demons move past them).&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]][[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>Cowmage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22713</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22713"/>
		<updated>2009-08-24T00:57:32Z</updated>

		<summary type="html">&lt;p&gt;Cowmage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that caravans will cross raised floors, but not if the floor is still raised at the edge of the map. I think this is because there isn't any ramp to get up to that level off the map, so the caravan can't physicaly get up there. [[User:Blargityblarg|Blargityblarg]] 10:33, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--[[User:Maximus|Maximus]] 23:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;br /&gt;
:Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) [[User:Rkyeun|Rkyeun]] 00:07, 16 February 2008 (EST)&lt;br /&gt;
::Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --[[User:Dorten|Dorten]] 23:33, 10 January 2008 (EST)&lt;br /&gt;
:::A floor is a construction.  I've rewritten the [[construction]] article to explain the various differences better.--[[User:Maximus|Maximus]] 19:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=building on angles=&lt;br /&gt;
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like  f means floor, W means wall, o means epty space, D means dwarf &lt;br /&gt;
 FFF             DFF&lt;br /&gt;
 WoW             WoW&lt;br /&gt;
&lt;br /&gt;
:Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Returning to pristine state ==&lt;br /&gt;
&lt;br /&gt;
If you build a wall/constructed floor/farm plot on a soil tile and afterwards remove the construction, the tile turns from e.g. &amp;quot;Silty Clay Cavern Floor&amp;quot; to &amp;quot;Furrowed Silty Clay&amp;quot;. The tile changes from it's original graphic (&amp;quot;.&amp;quot; in my case) to a tilde (&amp;quot;~&amp;quot;).&lt;br /&gt;
Is there any way to return the tile to it's pristine state? Pure visual appeal ;) [[User:Caiburn|Caiburn]]&lt;br /&gt;
:Walking on it will return it to it's original state. (multiple steps) --[[User:Zchris13|Zchris13]] 17:23, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glass Floors ==&lt;br /&gt;
&lt;br /&gt;
... How do I build glass floors? I can make any of the stuff in the furnace, but when it comes down to looking into b C f, raw green/clear class simply aren't options.&lt;br /&gt;
Is it still possible? Do they need to be cut or something? --[[user:Droqen|Droqen]]&lt;br /&gt;
:Try making them into blocks--[[User:CrazyMcfobo|CrazyMcfobo]] 16:39, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disappearing floor ==&lt;br /&gt;
&lt;br /&gt;
I recently made a massive floor at the bottom of a bottomless pit (hehe, I mean the lowest Z-level) and began filling the pit with water from an brook (and an underground river, if that matters). Some of the floors began disappearing. First one, then another three. I am very sure that they were disappearing and I didn't just forget to build those floors parts.&lt;br /&gt;
This is annoying. It's my first megaconstruction, I didn't backup any saves :(&lt;br /&gt;
If I can get some conformation on this by others, I'll add it to the page. [[User:Deco|Deco]] 19:10, 22 August 2009 (UTC)&lt;br /&gt;
:I believe what's happening is that plants are growing on your floors and destroying them - the same thing happened to several engravings of mine. When a tower-cap or shrub appears on a cell, the cell loses all data about what was there before - it's not a detailed felsite floor with a tower-cap growing on it, but a tower-cap and naught else. If you want to stop plants growing there, you can remove the ceiling (as aboveground muddy whatever doesn't grow plants). It might also work (I hope, since I'm installing it as my current solution) to put road over the entirety of the floor you want to protect. --[[User:Cowmage|Cowmage]] 00:57, 24 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Cowmage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4401</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4401"/>
		<updated>2009-08-01T22:57:30Z</updated>

		<summary type="html">&lt;p&gt;Cowmage: /* Alternative uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[building]] that can lift liquids ([[water]] or [[magma]]) from one level below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a [[block]], and a [[pipe]] section. The construction itself is completed in two stages. First a dwarf with the [[architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be [[carpentry]], [[metalsmithing]], or [[masonry]], depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump. [[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw_pump#Pumping_up_multiple_levels|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Altho' the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement only by using {{k|q}}uery over or near that pump.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pump water through a grate or floor bars.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[gear assembly]] linked to a [[lever]] to disconnect the [[power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no [[axle]] or [[mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[lever]] or [[pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[Pressure]])&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of [[magma-safe]] materials, unless the open tile is going to be submerged in magma. &lt;br /&gt;
** Exception: Wooden parts [[wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumping up multiple levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|(See numbered comments, left)]]&lt;br /&gt;
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions, also known as a '''pump stack'''. The first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South again, ad infinitum. Even without walls surrounding the pumps, water still gets up with only minor leakage.&lt;br /&gt;
&lt;br /&gt;
Adjacent pumps automatically transmit mechanical power. If the pumps are &amp;quot;open&amp;quot; (that is, built on channeled tiles) to each other across z-levels, then a stack only requires (sufficient) power to be tranferred to one pump. All others will be powered by association with the first. You can transmit power to each pump by simply channeling out the floor at the front (aka output side).&lt;br /&gt;
&lt;br /&gt;
'''See diagram, right'' &lt;br /&gt;
This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
:#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
:#Side view of stacked screw pumps. Power is transmitted vertically through the '''missing floor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
:#Top view of the entire pump stack, 4 tiles long (plus retaining walls and access, optional).&lt;br /&gt;
:#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
:#Solution for a freestanding tower - fire escape! You can also consolidate the up and downstairs into a single up/down stair tile. Just build these on top of each other, flipping horizontally each time. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternative uses ==&lt;br /&gt;
=====Attribute gain=====&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers. (See [[cross-training]].)&lt;br /&gt;
&lt;br /&gt;
=====Desalinization=====&lt;br /&gt;
[[Image:Screwpump-desalination.png|thumb|An example of how to desalinate water. Single-tilde water is salty, double-tilde water is pure.  Constructed walls and floor are not show.]]&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions. However, if desalinated water comes into contact with natural walls or natural floors, other saltwater, or &amp;lt;s&amp;gt;passes through a saltwater [[aquifier]] level (even if that has been sealed by [[smoothing]])&amp;lt;/s&amp;gt; (Unclear as to what this means), the water will be ''re''salinated.  So any freshwater cistern (tanks) must be entirely constructed to the full level of the water, with no natural floors or walls that will come in contact with the de-salinated water.&lt;br /&gt;
&lt;br /&gt;
=====Plumbing management=====&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[water pressure]], preventing a surface water source from flooding a fortress through a [[well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
=====Power transfer through walls=====&lt;br /&gt;
Screw pumps can also be built as a means of transmitting mechanical power from one side of a wall to the other without allowing creatures or liquids to pass through. Simply replace one square of the wall with the impassable square of the pump, and connect axles or gear assemblies to the pump on either side of the wall. If containing fluids, of course make sure that the pump is pumping into the submerged area, not out of it.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Video tutorial on [http://mkv25.net/dfma/movie-1553-howtode-saltsaltwaterintodrinkingwater How to desalt salt water]&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Cowmage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=43133</id>
		<title>40d Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=43133"/>
		<updated>2009-08-01T22:53:51Z</updated>

		<summary type="html">&lt;p&gt;Cowmage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
#[[Talk:Screw pump|Current discussion]]&lt;br /&gt;
#[[Talk:Screw pump/archive1|Archive1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Archiving ==&lt;br /&gt;
&lt;br /&gt;
See [[/archive1]] for discussions before July '08.&lt;br /&gt;
Most discussion was regarding page development which has been implemented. There are a few comments which might help people trying to work things out but most of it is in the article.[[User:GarrieIrons|GarrieIrons]] 00:56, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two versions of the L-shaped tunnels design==&lt;br /&gt;
As I said when I removed it, there is no point having two. Do not add mine back in again. --[[User:Juckto|Juckto]] 21:57, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'd also cut how to set up water wheels &amp;amp; connect them to the pump tower. I wasn't 100% certain how to diagram connecting the wheels to the smaller tower design so I thought it best to restore the whole section until someone added that into the L-shape design. [[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
== Pumping Magma? ==&lt;br /&gt;
&lt;br /&gt;
Would this work if the pump was made of magma-safe materials? --[[User:Mizzy|Mizzy]] 21:10, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Please check a talk page's [[Talk:Screw_pump/archive1#Materials_for_magma_pumps|archives]] before asking a question. --[[User:N9103|Edward]] 02:46, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:An edit to the [[Stupid dwarf trick]] page implied that only the blocks need be made of magma-safe materials. This needs to be studied further. --[[User:Raumkraut|Raumkraut]] 17:28, 2 August 2008 (EDT)&lt;br /&gt;
::I have been building magma pumps out of wood (pipe/screw) and stone blocks for ages now; there are no detrimental effects. Since non-bauxite/non-raw adamantine stones are not magma safe, presumably a wooden block will work as well (a waste of logs if you have stone, though). It is only an issue if any part of the pump (namely, the walkable end) is going to be submerged in magma. You're probably working with a poor design if your pumps are submerged in what they're pumping, but whatever. In that case your best bet is to use green glass tubes/screws/blocks, if you have sand. Metal is a last resort. --[[User:Pavlov|Pavlov]] 20:59, 27 October 2008 (EDT)&lt;br /&gt;
:::Wait - glass is magma-safe? what's its melting point? [[User:Random832|Random832]] 23:29, 27 October 2008 (EDT)&lt;br /&gt;
::::Glass itself appears to be hardcoded and from what I can tell does not have a melting point. Pretty sure glass is magma safe. I have never had problems with it. It's a nice way to get infinite tubes and corkscrews. --[[User:Pavlov|Pavlov]] 23:27, 28 October 2008 (EDT)&lt;br /&gt;
::::Just tried to build a pump using a nickel block with a wooden screw and a wooden tube.  All it created was a huge mess and a bit of smoke and fire.  Luckily, the pump is separated enough from my fort that I can just let the magma cool before moving back in.--[[User:Alkyon|Alkyon]] 00:57, 28 October 2008 (EDT)&lt;br /&gt;
:Did you make sure the magma coming out of the pump (on the same z-level of the pump) couldn't go back around and over the back of the pump? [[User:Random832|Random832]] 08:56, 28 October 2008 (EDT)&lt;br /&gt;
::Hmm...actually, I had to cut a whole because the dwarf who constructed it had the bright idea to get himself stuck by standing on the walkable tile.  I guess maybe I should put a door there to allow access while blocking the magma next time to make sure it work.--[[User:Alkyon|Alkyon]] 12:59, 28 October 2008 (EDT)&lt;br /&gt;
::Tested this again.  There is no problem using a wooden Archimedes screw (giant wood screw+giant pipe) to pump magma as long as the block used is magma proof and  magma does not leak around to the passable tile.  The second that happens, though, the pump bursts into flame.--[[User:Alkyon|Alkyon]] 02:29, 29 October 2008 (EDT)&lt;br /&gt;
:::Upon further testing, it seems that wooden magma pumps can work, but only for so long.  As soon as the magma reaches a certain height, it burns up the wood and pushes the burn-proof block out of the way.  I just lost about 10 worker dwarves in a accident trying to create an above ground lava cistern for my glass fortress, as soon as it reached an average level of about 5, the pump gave way.  Between those deaths and the ones from the recent goblin ambush, I fear my fortress will devolve into madness and tantrums any day now.  ADDENDUM:  I would also like to add that the magma has just ''burned a hole through 2 z-levels of sand'' and is now flooding my workshops.  It seems that the red liquid deserves a lot more respect and caution in the latest release. --[[User:Alkyon|Alkyon]]&lt;br /&gt;
&lt;br /&gt;
== Self powered pumps ==&lt;br /&gt;
&lt;br /&gt;
So I'm just starting a new fortress, its got everything but an easy to make moat, but there is a river start to the east a little and two or three levels lower than my entrance. So, what I'm wondering is, is there some easy way to get a hydraulic powered pump going off of the power of the water being pumped (after the dwarves do the initial pumping). Also if anyone has diagrams or something of how to easily bring water up two or three levels (or possibly higher if theres some advantage to having water fall from a height). Sorry if this is kind of stupid or answered or anything, last time I played the game it had 1 level and I never got too much into mechanics farther than floodgates (lots of complicated and redundant floodgates as I recall) so I've never tried a pump or waterwheel. I'd rather not screw up this map (its just short of perfect, major magnemite deposits with limestone being the main component to the mountain overall, access to every civ, its Cold [I'm from Canada so I like the cold], has good hunting and a major river start). Thanks --[[User:Lowlandlord|Lowlandlord]] 15:43, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Place a waterwheel in the original river to supply power. You can raise water multiple levels by the methods described [[Screw_pump#Multiple_Levels|here]]. --[[User:Juckto|Juckto]] 20:01, 31 July 2008 (EDT)&lt;br /&gt;
::Thanks --[[User:Lowlandlord|Lowlandlord]] 01:57, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Note that if you bring the water up higher than the moat, it '''will''' (not might. will.) overtop your moat. That's a good way to flood your fortress. [[User:Random832|Random832]] 16:07, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
An example of the [[Screw_pump#Multiple_Levels|multi-level pump]] including power source, gear assemblies and axles would pretty much make my entire month. Anyone up to the challenge? Pretty please? [[User:RomeoFalling|RomeoFalling]] 22:09, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wait, the stacked pumps transmit power upwards ''through themselves''? I didn't realise that - if it's true, then the whole L-shaped tunnels section is unrequired and should probably be removed. --[[User:Juckto|Juckto]] 06:05, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've been playing around with this for the last week or so. I completely missed the bit where you need to have a channel underneath the front end of the pump in order for power to transmit (you put the channel under the front end so that the pump blocks the water). You can also draw water from a stairway or into a stairway. And since water pressure will push water up z-levels, you don't actually need to stack your pumps. In other words:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 0-lvl  all others levels&lt;br /&gt;
 ~www~ .....   www  a waterwheel&lt;br /&gt;
 ..|.. .....    |   pumps from&lt;br /&gt;
 .#V#. .###.    v   the north&lt;br /&gt;
 .#X#. .#X#.    X   into up/down stairway&lt;br /&gt;
 .###. .###.    #    surrounded by walls&lt;br /&gt;
 ..... .....&lt;br /&gt;
&lt;br /&gt;
That should work for a substantial height. Sadly, my current river is filled with carp, so I won't be able to find out for a while. --[[User:RomeoFalling|RomeoFalling]] 08:49, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Pumps only push fluids up to their height. --[[User:Savok|Savok]] 21:47, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Front vs rear ==&lt;br /&gt;
&lt;br /&gt;
Do I understand correctly that the 'front' tile (i.e. blocks water flow) is the one where the water comes out of?&lt;br /&gt;
&lt;br /&gt;
Sort of - it actually just 'spawns' water in the tile on the opposite side of that tile from the rear walkable tile, an amount equal to that which is removed a z-level down. --[[User:Sukasa|Sukasa]] 16:19, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
But either way, the output side blocks flow (so if in a narrow channel water cannot backflow through the pump if it is turned off), right? I need to know this for a design. [[User:Random832|Random832]] 16:31, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes, you are correct. I too was confused by the use of the word &amp;quot;front&amp;quot;, as my perception is that the &amp;quot;front&amp;quot; of a pump would be where the water goes in, not out. --[[User:Raumkraut|Raumkraut]] 04:14, 18 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alternate vs. other ==&lt;br /&gt;
&lt;br /&gt;
Alternate generally means &amp;quot;in turn&amp;quot; or &amp;quot;in place of&amp;quot; -- not &amp;quot;as an alternative&amp;quot;.[http://englishplus.com/grammar/00000296.htm][http://cjrarchives.org/tools/lc/alt.asp]  But &amp;quot;alternative&amp;quot; can have its own problems,[http://www.wsu.edu/~brians/errors/alternate.html] which is why I would recommend &amp;quot;other uses&amp;quot; here.--[[User:Maximus|Maximus]] 20:05, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:While I appreciate the need for clarity, I don't think either word particularly changes the scope, knowledge, breadth or content of the page. I suggest that both words work equally well. --[[User:RomeoFalling|RomeoFalling]] 21:31, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::May I ask for people's permission, then, to change it to 'other'?  The function of the page may not be substantially affected by it, but I hate to be unable to correct what I understand to be an error.  'Course, if no one agrees, I'll let it drop.--[[User:Maximus|Maximus]] 11:28, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I support other! [[User:Milskidasith|Milskidasith]] 14:09, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pump + Stairs = Win? ==&lt;br /&gt;
&lt;br /&gt;
Is there any reason why I can't use the stairs as the open space that I'm pumping water from?&lt;br /&gt;
&lt;br /&gt;
 Side View   Top Views   Key&lt;br /&gt;
 ######      ######   &lt;br /&gt;
 #v-&amp;gt;__      #v-&amp;gt;^#      -&amp;gt; or &amp;lt;- : Direction of pump&lt;br /&gt;
 #^&amp;lt;-v#      ######      v : down stairs&lt;br /&gt;
 #v-&amp;gt;^#      #^&amp;lt;-v#      ^ : up stairs&lt;br /&gt;
 #^&amp;lt;-v#      ######      # : Wall&lt;br /&gt;
 ____^#                  _ : space&lt;br /&gt;
&lt;br /&gt;
I came up with this right after exiting the game. I'll try it out soon. --[[User:RomeoFalling|RomeoFalling]] 10:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No reason you couldn't, but it'd be rather silly as your dwarves can't walk through the pump. [[User:Random832|Random832]] 08:58, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== /fail at pump stacking. ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to construct a pump stack as shown in figure 2, which says 'notice how the front of the pump doesn't need a floor'. If I have open space there, it says it's blocked, 'needs ground or near machine'. I can't build the bottom one to go up. So I tried the top down; same problem. To (badly) diagram it vertically; (_= floor, .= space, %=front of pump over space, @=pump on solid floor)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 .@@_ &amp;lt;- Pumps from left to right onto solid floor&lt;br /&gt;
 _@%. &amp;lt;- right to left.&lt;br /&gt;
 .%@_ &amp;lt;- left to right. &lt;br /&gt;
 wmwm &amp;lt;-water&lt;br /&gt;
&lt;br /&gt;
I can't build any of the pumps if either of their Xs are sitting over an open space. If I build a gear, it won't let me build on top of it. The diagram doesn't seem to show a need for gears, anyway, which is what I was trying to do. Just for laughs, I closed off one of the two holes on the bottom, built the pump and had someone pump it. It quickly (Almost immediately) filled the room with 1/7 water, so I got that right... how do I build the next level up so it connects to the one below, then the one on the surface that will begin the perpetual motion through the attached waterwheel? Trying to give the ungrateful little buggers a waterfall in the statue garden...--[[User:Azaram|Azaram]] 01:41, 30 November 2008 (EST)&lt;br /&gt;
:Ok, I now got the whole stack built...for some reason, it wouldn't let me when I tried it previously, but now I have it going... but they don't seem to all operate when one is manually pumped to prime. --[[User:Azaram|Azaram]] 02:12, 30 November 2008 (EST)&lt;br /&gt;
:Or when temporarily powered with a windmill. As soon as the gear and axle gets wet, it stops working. With three guys pumping, the waterfall runs for a little bit, half flooding the statue garden. :-p Why are they not connecting to power each other vertically?&lt;br /&gt;
&lt;br /&gt;
You need to put the power-transfer hole under the output end of the pump. The impassable part will prevent backflow. Also, from your diagram it looks like the top pump isn't getting a power hole while the bottom onw is. Thta should be reversed. --[[User:Bilkinson|Bilkinson]] 08:35, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Aargh. I tore the whole thing down, built floors over everything, then very, very carefully figured out where I needed holes. I removed the floors so that the dark green Xs were over the open spaces above the light green Xs of the pump below, and still nothing. I gave up on the water wheel idea because I didn't have enough vertical space to channel beneath it, so I set up a windmill on a roof on top of built walls above the top pump, very carefully making sure to leave space above the dark green X on the pump... and STILL nothing. -- Hm. Just went to tear down the windmill and it says 'has 20 power, need 30'. (Spends two hours fiddling around adding walls in the wrong place, tearing them down, rebuilding them, convincing a bunch of doofuses to move the mechanism that is there to make a gear out of the way of the axle) Success! Finally got it... was a lack of power. One dwarf is capable of running one pump (until he nearly drowns himself. :p) but apparently they don't run each other in that configuration. That's what was foozling me. And yes, I screwed up on what I diagrammed above...which was part of the problem. The diagram was accurate to what I'd built...(Edited to add what I forgot: Thanks for the help, Bilkinson. :D) --[[User:Azaram|Azaram]] 05:51, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pump Rate ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have a good estimate of the pump rate?  It doesn't have to be accurate 7ths of a tile per step, but maybe enough to say &amp;quot;if you're building a waterfall that is x tiles across, and the fall is fed from a reservoir of y tiles, you need z pumps operating to maintain constant water flow, and z pumps operating to keep the upper reservoir full&amp;quot; or something...&lt;br /&gt;
--[[User:Yidda|Yidda]] 00:58, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water Purifying / Desalting ==&lt;br /&gt;
Can someone better explain how exactly one must dig/build a water purifier to turn salt water into drinkable water?  My last 3 tries have failed miserably...[[User:Kenji 03|Kenji 03]] 03:36, 26 July 2009 (UTC)&lt;br /&gt;
Ok, I just built an entire zone out of wood and stone, it stands free of all walls.  I dug a chasm out for the entire thing, I even built the floor of the screw pump out of wood floor just to be safe.  The moment I turned that pump on it was salt water (double ~) so I don't know how old this information is but unless I'm missing something you cannot de-salt water with a screw pump [[User:Kenji 03|Kenji 03]] 09:15, 26 July 2009 (UTC)&lt;br /&gt;
Alright, I figured it out.  I added a video to make sure there is no confusion on how to do this for newbies. [[User:Kenji 03|Kenji 03]] 00:32, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Natural&amp;quot; walls and floors ==&lt;br /&gt;
&lt;br /&gt;
''Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.''&lt;br /&gt;
&lt;br /&gt;
I dug out a reservoir, pumped some water into it, and put a well on top of it. The dwarves drank from the well. I didn't build the reservoir's walls or floor. I just dug them out. I didn't even smooth them down. They are natural.&lt;br /&gt;
&lt;br /&gt;
What is meant by &amp;quot;natural&amp;quot; walls and floors?[[User:LogicalDash|LogicalDash]] 02:17, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Afaik, exactly what you have described.  Did you have any &amp;quot;salt&amp;quot; water anywhere? (You didn't mention it, so I have to ask.) --[[User:Albedo|Albedo]] 07:31, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water Containment ==&lt;br /&gt;
&lt;br /&gt;
The uses of pumps to contain water pressure have been discussed extensively, but what about using pumps to transmit mechanical power into an area without allowing water to flow out at all?&lt;br /&gt;
&lt;br /&gt;
Axles run into both sides of the pump. The impassible square of the pump prevents water flowing from the right (submerged) to the left (unsubmerged), while the pump transmits power from one axle to the other. I know this is a simple concept, but it took me a while to think of it - and when most of this system has to be submerged in pressurized water, it's rather nice to be able to block water entirely, and I think the concept merits a section on the page (whether it works or not, actually).&lt;br /&gt;
&lt;br /&gt;
('#'=stone wall, '='=dry axle, '-'=submerged axle, '%%'=pump, pumping from the left to the right (so active, but accomplishing nothing because the left is entirely dry))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 ===%%---&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
I'm setting up for a test run; I'll report results shortly, I hope.&lt;br /&gt;
--[[User:Cowmage|Cowmage]] 17:25, 1 August 2009 (UTC)&lt;br /&gt;
:This does work, even under significant pressure. I'll add it to the 'alternate uses' section. --[[User:Cowmage|Cowmage]] 22:53, 1 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Cowmage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=43132</id>
		<title>40d Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump&amp;diff=43132"/>
		<updated>2009-08-01T17:25:35Z</updated>

		<summary type="html">&lt;p&gt;Cowmage: Proposing new section for transmitting mechanical power into submerged areas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|&lt;br /&gt;
#[[Talk:Screw pump|Current discussion]]&lt;br /&gt;
#[[Talk:Screw pump/archive1|Archive1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Archiving ==&lt;br /&gt;
&lt;br /&gt;
See [[/archive1]] for discussions before July '08.&lt;br /&gt;
Most discussion was regarding page development which has been implemented. There are a few comments which might help people trying to work things out but most of it is in the article.[[User:GarrieIrons|GarrieIrons]] 00:56, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two versions of the L-shaped tunnels design==&lt;br /&gt;
As I said when I removed it, there is no point having two. Do not add mine back in again. --[[User:Juckto|Juckto]] 21:57, 25 July 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
You'd also cut how to set up water wheels &amp;amp; connect them to the pump tower. I wasn't 100% certain how to diagram connecting the wheels to the smaller tower design so I thought it best to restore the whole section until someone added that into the L-shape design. [[User:Calenth|Calenth]]&lt;br /&gt;
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== Pumping Magma? ==&lt;br /&gt;
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Would this work if the pump was made of magma-safe materials? --[[User:Mizzy|Mizzy]] 21:10, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Please check a talk page's [[Talk:Screw_pump/archive1#Materials_for_magma_pumps|archives]] before asking a question. --[[User:N9103|Edward]] 02:46, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:An edit to the [[Stupid dwarf trick]] page implied that only the blocks need be made of magma-safe materials. This needs to be studied further. --[[User:Raumkraut|Raumkraut]] 17:28, 2 August 2008 (EDT)&lt;br /&gt;
::I have been building magma pumps out of wood (pipe/screw) and stone blocks for ages now; there are no detrimental effects. Since non-bauxite/non-raw adamantine stones are not magma safe, presumably a wooden block will work as well (a waste of logs if you have stone, though). It is only an issue if any part of the pump (namely, the walkable end) is going to be submerged in magma. You're probably working with a poor design if your pumps are submerged in what they're pumping, but whatever. In that case your best bet is to use green glass tubes/screws/blocks, if you have sand. Metal is a last resort. --[[User:Pavlov|Pavlov]] 20:59, 27 October 2008 (EDT)&lt;br /&gt;
:::Wait - glass is magma-safe? what's its melting point? [[User:Random832|Random832]] 23:29, 27 October 2008 (EDT)&lt;br /&gt;
::::Glass itself appears to be hardcoded and from what I can tell does not have a melting point. Pretty sure glass is magma safe. I have never had problems with it. It's a nice way to get infinite tubes and corkscrews. --[[User:Pavlov|Pavlov]] 23:27, 28 October 2008 (EDT)&lt;br /&gt;
::::Just tried to build a pump using a nickel block with a wooden screw and a wooden tube.  All it created was a huge mess and a bit of smoke and fire.  Luckily, the pump is separated enough from my fort that I can just let the magma cool before moving back in.--[[User:Alkyon|Alkyon]] 00:57, 28 October 2008 (EDT)&lt;br /&gt;
:Did you make sure the magma coming out of the pump (on the same z-level of the pump) couldn't go back around and over the back of the pump? [[User:Random832|Random832]] 08:56, 28 October 2008 (EDT)&lt;br /&gt;
::Hmm...actually, I had to cut a whole because the dwarf who constructed it had the bright idea to get himself stuck by standing on the walkable tile.  I guess maybe I should put a door there to allow access while blocking the magma next time to make sure it work.--[[User:Alkyon|Alkyon]] 12:59, 28 October 2008 (EDT)&lt;br /&gt;
::Tested this again.  There is no problem using a wooden Archimedes screw (giant wood screw+giant pipe) to pump magma as long as the block used is magma proof and  magma does not leak around to the passable tile.  The second that happens, though, the pump bursts into flame.--[[User:Alkyon|Alkyon]] 02:29, 29 October 2008 (EDT)&lt;br /&gt;
:::Upon further testing, it seems that wooden magma pumps can work, but only for so long.  As soon as the magma reaches a certain height, it burns up the wood and pushes the burn-proof block out of the way.  I just lost about 10 worker dwarves in a accident trying to create an above ground lava cistern for my glass fortress, as soon as it reached an average level of about 5, the pump gave way.  Between those deaths and the ones from the recent goblin ambush, I fear my fortress will devolve into madness and tantrums any day now.  ADDENDUM:  I would also like to add that the magma has just ''burned a hole through 2 z-levels of sand'' and is now flooding my workshops.  It seems that the red liquid deserves a lot more respect and caution in the latest release. --[[User:Alkyon|Alkyon]]&lt;br /&gt;
&lt;br /&gt;
== Self powered pumps ==&lt;br /&gt;
&lt;br /&gt;
So I'm just starting a new fortress, its got everything but an easy to make moat, but there is a river start to the east a little and two or three levels lower than my entrance. So, what I'm wondering is, is there some easy way to get a hydraulic powered pump going off of the power of the water being pumped (after the dwarves do the initial pumping). Also if anyone has diagrams or something of how to easily bring water up two or three levels (or possibly higher if theres some advantage to having water fall from a height). Sorry if this is kind of stupid or answered or anything, last time I played the game it had 1 level and I never got too much into mechanics farther than floodgates (lots of complicated and redundant floodgates as I recall) so I've never tried a pump or waterwheel. I'd rather not screw up this map (its just short of perfect, major magnemite deposits with limestone being the main component to the mountain overall, access to every civ, its Cold [I'm from Canada so I like the cold], has good hunting and a major river start). Thanks --[[User:Lowlandlord|Lowlandlord]] 15:43, 31 July 2008 (EDT)&lt;br /&gt;
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:Place a waterwheel in the original river to supply power. You can raise water multiple levels by the methods described [[Screw_pump#Multiple_Levels|here]]. --[[User:Juckto|Juckto]] 20:01, 31 July 2008 (EDT)&lt;br /&gt;
::Thanks --[[User:Lowlandlord|Lowlandlord]] 01:57, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Note that if you bring the water up higher than the moat, it '''will''' (not might. will.) overtop your moat. That's a good way to flood your fortress. [[User:Random832|Random832]] 16:07, 14 October 2008 (EDT)&lt;br /&gt;
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An example of the [[Screw_pump#Multiple_Levels|multi-level pump]] including power source, gear assemblies and axles would pretty much make my entire month. Anyone up to the challenge? Pretty please? [[User:RomeoFalling|RomeoFalling]] 22:09, 14 October 2008 (EDT)&lt;br /&gt;
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Wait, the stacked pumps transmit power upwards ''through themselves''? I didn't realise that - if it's true, then the whole L-shaped tunnels section is unrequired and should probably be removed. --[[User:Juckto|Juckto]] 06:05, 6 November 2008 (EST)&lt;br /&gt;
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: I've been playing around with this for the last week or so. I completely missed the bit where you need to have a channel underneath the front end of the pump in order for power to transmit (you put the channel under the front end so that the pump blocks the water). You can also draw water from a stairway or into a stairway. And since water pressure will push water up z-levels, you don't actually need to stack your pumps. In other words:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 0-lvl  all others levels&lt;br /&gt;
 ~www~ .....   www  a waterwheel&lt;br /&gt;
 ..|.. .....    |   pumps from&lt;br /&gt;
 .#V#. .###.    v   the north&lt;br /&gt;
 .#X#. .#X#.    X   into up/down stairway&lt;br /&gt;
 .###. .###.    #    surrounded by walls&lt;br /&gt;
 ..... .....&lt;br /&gt;
&lt;br /&gt;
That should work for a substantial height. Sadly, my current river is filled with carp, so I won't be able to find out for a while. --[[User:RomeoFalling|RomeoFalling]] 08:49, 6 November 2008 (EST)&lt;br /&gt;
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:Pumps only push fluids up to their height. --[[User:Savok|Savok]] 21:47, 28 November 2008 (EST)&lt;br /&gt;
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== Front vs rear ==&lt;br /&gt;
&lt;br /&gt;
Do I understand correctly that the 'front' tile (i.e. blocks water flow) is the one where the water comes out of?&lt;br /&gt;
&lt;br /&gt;
Sort of - it actually just 'spawns' water in the tile on the opposite side of that tile from the rear walkable tile, an amount equal to that which is removed a z-level down. --[[User:Sukasa|Sukasa]] 16:19, 14 October 2008 (EDT)&lt;br /&gt;
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But either way, the output side blocks flow (so if in a narrow channel water cannot backflow through the pump if it is turned off), right? I need to know this for a design. [[User:Random832|Random832]] 16:31, 14 October 2008 (EDT)&lt;br /&gt;
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: Yes, you are correct. I too was confused by the use of the word &amp;quot;front&amp;quot;, as my perception is that the &amp;quot;front&amp;quot; of a pump would be where the water goes in, not out. --[[User:Raumkraut|Raumkraut]] 04:14, 18 October 2008 (EDT)&lt;br /&gt;
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== Alternate vs. other ==&lt;br /&gt;
&lt;br /&gt;
Alternate generally means &amp;quot;in turn&amp;quot; or &amp;quot;in place of&amp;quot; -- not &amp;quot;as an alternative&amp;quot;.[http://englishplus.com/grammar/00000296.htm][http://cjrarchives.org/tools/lc/alt.asp]  But &amp;quot;alternative&amp;quot; can have its own problems,[http://www.wsu.edu/~brians/errors/alternate.html] which is why I would recommend &amp;quot;other uses&amp;quot; here.--[[User:Maximus|Maximus]] 20:05, 22 October 2008 (EDT)&lt;br /&gt;
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:While I appreciate the need for clarity, I don't think either word particularly changes the scope, knowledge, breadth or content of the page. I suggest that both words work equally well. --[[User:RomeoFalling|RomeoFalling]] 21:31, 22 October 2008 (EDT)&lt;br /&gt;
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::May I ask for people's permission, then, to change it to 'other'?  The function of the page may not be substantially affected by it, but I hate to be unable to correct what I understand to be an error.  'Course, if no one agrees, I'll let it drop.--[[User:Maximus|Maximus]] 11:28, 23 October 2008 (EDT)&lt;br /&gt;
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:::I support other! [[User:Milskidasith|Milskidasith]] 14:09, 11 November 2008 (EST)&lt;br /&gt;
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== Pump + Stairs = Win? ==&lt;br /&gt;
&lt;br /&gt;
Is there any reason why I can't use the stairs as the open space that I'm pumping water from?&lt;br /&gt;
&lt;br /&gt;
 Side View   Top Views   Key&lt;br /&gt;
 ######      ######   &lt;br /&gt;
 #v-&amp;gt;__      #v-&amp;gt;^#      -&amp;gt; or &amp;lt;- : Direction of pump&lt;br /&gt;
 #^&amp;lt;-v#      ######      v : down stairs&lt;br /&gt;
 #v-&amp;gt;^#      #^&amp;lt;-v#      ^ : up stairs&lt;br /&gt;
 #^&amp;lt;-v#      ######      # : Wall&lt;br /&gt;
 ____^#                  _ : space&lt;br /&gt;
&lt;br /&gt;
I came up with this right after exiting the game. I'll try it out soon. --[[User:RomeoFalling|RomeoFalling]] 10:02, 23 October 2008 (EDT)&lt;br /&gt;
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:No reason you couldn't, but it'd be rather silly as your dwarves can't walk through the pump. [[User:Random832|Random832]] 08:58, 28 October 2008 (EDT)&lt;br /&gt;
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== /fail at pump stacking. ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to construct a pump stack as shown in figure 2, which says 'notice how the front of the pump doesn't need a floor'. If I have open space there, it says it's blocked, 'needs ground or near machine'. I can't build the bottom one to go up. So I tried the top down; same problem. To (badly) diagram it vertically; (_= floor, .= space, %=front of pump over space, @=pump on solid floor)&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 .@@_ &amp;lt;- Pumps from left to right onto solid floor&lt;br /&gt;
 _@%. &amp;lt;- right to left.&lt;br /&gt;
 .%@_ &amp;lt;- left to right. &lt;br /&gt;
 wmwm &amp;lt;-water&lt;br /&gt;
&lt;br /&gt;
I can't build any of the pumps if either of their Xs are sitting over an open space. If I build a gear, it won't let me build on top of it. The diagram doesn't seem to show a need for gears, anyway, which is what I was trying to do. Just for laughs, I closed off one of the two holes on the bottom, built the pump and had someone pump it. It quickly (Almost immediately) filled the room with 1/7 water, so I got that right... how do I build the next level up so it connects to the one below, then the one on the surface that will begin the perpetual motion through the attached waterwheel? Trying to give the ungrateful little buggers a waterfall in the statue garden...--[[User:Azaram|Azaram]] 01:41, 30 November 2008 (EST)&lt;br /&gt;
:Ok, I now got the whole stack built...for some reason, it wouldn't let me when I tried it previously, but now I have it going... but they don't seem to all operate when one is manually pumped to prime. --[[User:Azaram|Azaram]] 02:12, 30 November 2008 (EST)&lt;br /&gt;
:Or when temporarily powered with a windmill. As soon as the gear and axle gets wet, it stops working. With three guys pumping, the waterfall runs for a little bit, half flooding the statue garden. :-p Why are they not connecting to power each other vertically?&lt;br /&gt;
&lt;br /&gt;
You need to put the power-transfer hole under the output end of the pump. The impassable part will prevent backflow. Also, from your diagram it looks like the top pump isn't getting a power hole while the bottom onw is. Thta should be reversed. --[[User:Bilkinson|Bilkinson]] 08:35, 30 November 2008 (EST)&lt;br /&gt;
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:Aargh. I tore the whole thing down, built floors over everything, then very, very carefully figured out where I needed holes. I removed the floors so that the dark green Xs were over the open spaces above the light green Xs of the pump below, and still nothing. I gave up on the water wheel idea because I didn't have enough vertical space to channel beneath it, so I set up a windmill on a roof on top of built walls above the top pump, very carefully making sure to leave space above the dark green X on the pump... and STILL nothing. -- Hm. Just went to tear down the windmill and it says 'has 20 power, need 30'. (Spends two hours fiddling around adding walls in the wrong place, tearing them down, rebuilding them, convincing a bunch of doofuses to move the mechanism that is there to make a gear out of the way of the axle) Success! Finally got it... was a lack of power. One dwarf is capable of running one pump (until he nearly drowns himself. :p) but apparently they don't run each other in that configuration. That's what was foozling me. And yes, I screwed up on what I diagrammed above...which was part of the problem. The diagram was accurate to what I'd built...(Edited to add what I forgot: Thanks for the help, Bilkinson. :D) --[[User:Azaram|Azaram]] 05:51, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pump Rate ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have a good estimate of the pump rate?  It doesn't have to be accurate 7ths of a tile per step, but maybe enough to say &amp;quot;if you're building a waterfall that is x tiles across, and the fall is fed from a reservoir of y tiles, you need z pumps operating to maintain constant water flow, and z pumps operating to keep the upper reservoir full&amp;quot; or something...&lt;br /&gt;
--[[User:Yidda|Yidda]] 00:58, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water Purifying / Desalting ==&lt;br /&gt;
Can someone better explain how exactly one must dig/build a water purifier to turn salt water into drinkable water?  My last 3 tries have failed miserably...[[User:Kenji 03|Kenji 03]] 03:36, 26 July 2009 (UTC)&lt;br /&gt;
Ok, I just built an entire zone out of wood and stone, it stands free of all walls.  I dug a chasm out for the entire thing, I even built the floor of the screw pump out of wood floor just to be safe.  The moment I turned that pump on it was salt water (double ~) so I don't know how old this information is but unless I'm missing something you cannot de-salt water with a screw pump [[User:Kenji 03|Kenji 03]] 09:15, 26 July 2009 (UTC)&lt;br /&gt;
Alright, I figured it out.  I added a video to make sure there is no confusion on how to do this for newbies. [[User:Kenji 03|Kenji 03]] 00:32, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Natural&amp;quot; walls and floors ==&lt;br /&gt;
&lt;br /&gt;
''Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.''&lt;br /&gt;
&lt;br /&gt;
I dug out a reservoir, pumped some water into it, and put a well on top of it. The dwarves drank from the well. I didn't build the reservoir's walls or floor. I just dug them out. I didn't even smooth them down. They are natural.&lt;br /&gt;
&lt;br /&gt;
What is meant by &amp;quot;natural&amp;quot; walls and floors?[[User:LogicalDash|LogicalDash]] 02:17, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Afaik, exactly what you have described.  Did you have any &amp;quot;salt&amp;quot; water anywhere? (You didn't mention it, so I have to ask.) --[[User:Albedo|Albedo]] 07:31, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water Containment ==&lt;br /&gt;
&lt;br /&gt;
The uses of pumps to contain water pressure have been discussed extensively, but what about using pumps to transmit mechanical power into an area without allowing water to flow out at all?&lt;br /&gt;
&lt;br /&gt;
Axles run into both sides of the pump. The impassible square of the pump prevents water flowing from the right (submerged) to the left (unsubmerged), while the pump transmits power from one axle to the other. I know this is a simple concept, but it took me a while to think of it - and when most of this system has to be submerged in pressurized water, it's rather nice to be able to block water entirely, and I think the concept merits a section on the page (whether it works or not, actually).&lt;br /&gt;
&lt;br /&gt;
('#'=stone wall, '='=dry axle, '-'=submerged axle, '%%'=pump, pumping from the left to the right (so active, but accomplishing nothing because the left is entirely dry))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 ===%%---&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
I'm setting up for a test run; I'll report results shortly, I hope.&lt;br /&gt;
--[[User:Cowmage|Cowmage]] 17:25, 1 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Cowmage</name></author>
	</entry>
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