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	<updated>2026-06-23T03:35:28Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lever&amp;diff=283743</id>
		<title>Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lever&amp;diff=283743"/>
		<updated>2023-01-04T08:59:37Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: added hotkeys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:lever_anim_v50.gif|right]]A '''lever''' is a building constructed from one [[mechanism]] on an empty tile. It can be built from the Workshops menu, Machines/fluids, Lever.  Once in place, it can be linked to one or more devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to control these other devices remotely. Order the lever to be pulled by clicking on it and selecting the Pull lever button. A dwarf with the [[lever operation]] labor will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in [[Fun]]. Levers also make good furniture choices when constructed with high-quality mechanisms.&lt;br /&gt;
&lt;br /&gt;
Gears can be constructed from the {{K|b}}uild menu under {{K|m}}achines/fluids and {{K|l}}ever. They require one [[mechanism]] to construct.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much [[fun]], a pressure plate may be a better choice. There is more information on trap design [[trap design|here]].&lt;br /&gt;
&lt;br /&gt;
==Activation of the devices==&lt;br /&gt;
When a lever is pulled, the connected device(s) activate. What happens during activation depends on the linked device:&lt;br /&gt;
&lt;br /&gt;
* [[Door]]s and [[hatch]]es open and close.&lt;br /&gt;
* [[Support]]s collapse, potentially causing a cave-in (pulling the lever again won't re-assemble the support, cave-in or not).&lt;br /&gt;
* [[Bridge]]s raise and lower, or retract and extend, depending on the type of bridge.&lt;br /&gt;
* [[Floodgate]]s open and close.&lt;br /&gt;
* [[Gear assembly|Gear assemblies]] toggle between engaged and disengaged (disengaged assemblies can't support other machinery).&lt;br /&gt;
* [[Restraint]]s release the creature assigned to them (leaving the restraint attached to the creature and, at present, unrecoverable).&lt;br /&gt;
* [[Cage]]s are deconstructed, releasing their occupants (needless to say, this is irreversible!)&lt;br /&gt;
* [[Spike]]s raise and lower.&lt;br /&gt;
* [[Bars]] retract and extend.&lt;br /&gt;
&lt;br /&gt;
Different objects take different amounts of time to respond to activation; generally this is only a brief pause, but it can be enough for a charging [[goblin]] to cover more than a few tiles.&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
One [[mechanism]] is required to construct a lever, and then two more are required to '''link''' the lever with a device. You need a dwarf with the [[Mechanic]] labor enabled to link a lever to a device. The link is made by first selecting the lever with the mouse and choosing '''Link lever''', which will bring up a window showing the mechanisms which will be used and which end of the link they will be used on.  Then use the mouse to select the object the lever is to be linked to.&lt;br /&gt;
&lt;br /&gt;
The linkage interface will give you the warning '''Cannot link to &amp;lt;object name&amp;gt;''' if the object is already linked, or tasked to be linked, to the lever in question.  Buildings that are currently forbidden will also show the same warning message. A lever cannot be successfully linked to a locked door, as the dwarves must stand on the door to complete the link. The task will be suspended with a message that they cannot find a path.&lt;br /&gt;
&lt;br /&gt;
Currently (as of 50.04) you cannot choose which specific mechanisms you want to use to connect the device to the lever; they will be automatically chosen in order of the oldest available mechanisms. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism listed is for the device end, the second for the lever end. This is important when working with [[magma]].&lt;br /&gt;
&lt;br /&gt;
A single lever can be linked to any number of valid objects, and each object can have any number of levers controlling it.&lt;br /&gt;
&lt;br /&gt;
There is no way to de-link an object without disassembling either object or lever. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow their reuse, so it is advisable to keep your permanent and one-time linkages to separate levers.&lt;br /&gt;
&lt;br /&gt;
In contrast with [[pressure plate]]s, build order does not affect the timing of levers whatsoever.  In any given tick, any levers will send their signals before any furniture receives those signals, so it as if levers are always considered to be built after the furniture they link to.  In rare cases, it is possible for the order of arrival of the dwarf pulling the lever to affect the precise timing of lever-linked devices, as when using a hatch to drop a dwarf-- if the falling dwarf arrived later than the lever pulling dwarf, the dropping dwarf will take an extra tick to fall.&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to.  &lt;br /&gt;
&lt;br /&gt;
In DF Premium,&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;lever to the left&amp;quot; is '''on'''&lt;br /&gt;
* &amp;quot;lever to the right&amp;quot; is '''off'''&lt;br /&gt;
&lt;br /&gt;
While in DF Classic,&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
In the unusual case that a device receives both an on and an off trigger in exactly the same tick, the device will change states-- an open device will close, and a closed device will open.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;step&amp;quot; is not a step that a dwarf makes, and not based on [[Frames per second|FPS]].  It's one &amp;quot;step&amp;quot; that the game advances.  When paused (via {{k|spacebar}} ), you can manually advance the game &amp;quot;1 step&amp;quot; by hitting the period ( {{k|.}} ) key.&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] – Activates 100 steps after being triggered (see [[#Bugs|bug]] below)&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] – Activates instantly. Note that once you connect a door, it is either completely open or sealed shut. There is no &amp;quot;''closed, but can be opened by a dwarf''&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] –  Activates 100 steps after being triggered. &lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch]] – Activates instantly.  Note that, like doors, once you connect a hatch, it is either completely open or sealed shut.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]] – Activates 40 steps after being triggered.&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] – Activates instantly. When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
* [[Minecart|Track stop]] – Disables without delay, enables 40 steps after being triggered. When disabled, trackstops behave like the track (or floor) underneath them, and minecarts occupying the tile will not auto-dump or experience friction.&lt;br /&gt;
** '''On:''' Disables the track stop.&lt;br /&gt;
** '''Off:''' Enables the track stop.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Activates instantly. Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever until you deconstruct the lever itself.&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever until deconstructing the lever itself.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s. The support's building material and its attached mechanism can both be recovered (unless they happen to get destroyed in said cave-in).&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely [[fun]]. Naming the levers using {{k|Ctrl}}-{{k|n}} is the most foolproof way of labeling levers; color-coding of levers can give some indication too. If you really don't want to name your levers, using the [[note]] function can fulfill the same purpose.&lt;br /&gt;
&lt;br /&gt;
However, it is possible to ascertain whether or not a building has been linked to a lever by finding the building under {{k|R}} &amp;quot;View Rooms/Buildings&amp;quot; and then selecting {{k|t}} &amp;quot;Zoom to building items&amp;quot;.  A device that is actuated by a lever not only lists the components of the building but will also include a mechanism item.  Viewing the lever itself this way will display one mechanism for each building the lever is linked to (plus one mechanism from the construction of the lever itself).&lt;br /&gt;
&lt;br /&gt;
There is way to ascertain which lever is linked to what, but it becomes very hard when you have many linkable items. Find the lever, use &amp;quot;q&amp;quot; and then select &amp;quot;add new task&amp;quot;. Try for every linkable thing in your fortress, to link the lever to it. If an object isn't available for linking, that's because it is already linked. Though this method isn't very usable to find the single linked item in all of them, it is useful when you forgot whether the left or the right lever was linked to the support.&lt;br /&gt;
&lt;br /&gt;
Finally, the utility [[Utility:DFHack|DFHack]] provides a new GUI command &amp;quot;gui/mechanisms&amp;quot; (bound to {{k|ctrl}}-{{k|m}} by default) which allows you to list and navigate mechanical connections from inside the game itself. This is by far the easiest and least tedious method to review your levers.&lt;br /&gt;
&lt;br /&gt;
==Toggling Passages==&lt;br /&gt;
&lt;br /&gt;
Since all activatable devices apart from gear assemblies have predefined &amp;quot;on&amp;quot; and &amp;quot;off&amp;quot; states, you cannot directly link a lever to two doors in such a way that a single lever flip opens one and closes the other. You can, however, make use of the differences between different linkable devices:&lt;br /&gt;
&lt;br /&gt;
* while doors and floodgates prevent passage when &amp;quot;off&amp;quot; and allow passage when &amp;quot;on&amp;quot;, a bridge prevents passage by raising or retracting upon receiving an &amp;quot;on&amp;quot; signal and returns to its passable state when &amp;quot;off&amp;quot;. &lt;br /&gt;
* hatches, floor bars and floor grates can be placed over a channelled-out tile creating a gap in a passage. When closed (switched &amp;quot;off&amp;quot;), those structures now provide a path across the gap, but block passage when switched &amp;quot;on&amp;quot; and opening. Hatches, like doors, react immediately to signals, which makes them particularly useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
So, to &amp;quot;switch&amp;quot; between paths with a single lever, you could connect functionally different devices to it, e.g. a floodgate in one passage and a raising bridge in another. Whenever the lever is switched now, it will send the necessary signals to open one path and at the same time close the other.&lt;br /&gt;
&lt;br /&gt;
If you want to &amp;quot;toggle&amp;quot; two buildings which follow the same switching rules, you will probably need to build a [[Computing|Logic device]] to do the job.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Linked devices that were prevented from operating on a previous trigger may engage immediately on the next trigger.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Machine components}}&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gear_assembly&amp;diff=283734</id>
		<title>Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gear_assembly&amp;diff=283734"/>
		<updated>2023-01-04T08:38:00Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: hotkey change&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Gear assembly|key=g&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]s&lt;br /&gt;
|power=Needs 5 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gear assembly''' is a [[machine component]] that is used to transmit [[power]] from one adjacent machine component to another, such as [[water wheel]]s, [[windmill]]s, [[axle]]s, [[screw pump]]s, [[millstone]]s and other gear assemblies. Gear assemblies are required to change the direction of power flow, whether a horizontal '''x'''- and '''y'''-axis change on the same [[z-level]], or a change between vertical ('''z'''-axis) and horizontal (either '''x'''- ''or'' '''y'''-axis) to/from a different z-level – that is, any change of 90°.  A gear assembly is constructed from a single [[mechanism]].  A [[screw pump]] can be used to change the direction of power flow without using a mechanism (for instance when [[metal]] and [[stone]] are unavailable).&lt;br /&gt;
&lt;br /&gt;
Gear assemblies require 5 units of power each.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies do not block unit movement and can be crossed by dwarves without danger. However, digging a channel to transfer the power (such as for an axle or a pump) below a gear assembly can result in a hole that cannot be crossed.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Gears can be constructed from the {{K|b}}uild menu under {{K|m}}achines/fluids and {{K|g}}ear. They require one [[mechanism]] to construct.&lt;br /&gt;
&lt;br /&gt;
After the gear assembly has been constructed, it will automatically draw power from an adjacent power source.  Further components can then be connected to the other available sides (East, West, North, South, Above, Below) of the gear assembly, and will automatically draw power from the power source via the assembly.  Note that gear assemblies do not transfer power diagonally; they only work orthogonally (N–S, E–W, up–down). &lt;br /&gt;
&lt;br /&gt;
In order to transfer power between [[z-level]]s with a gear assembly, you must first dig a channel, and then place the gear over the opening. Then place either another gear assembly, a vertical axle, or a machine (screw pump, etc.) on the z-level below in the same square, and power will be routed to it. They can also be built on [[stair]] tiles, however they will not transfer power through z-levels when placed like that.&lt;br /&gt;
&lt;br /&gt;
==Disconnected gears==&lt;br /&gt;
&lt;br /&gt;
Gears can be &amp;quot;disconnected&amp;quot; by being connected to a [[lever]], and then pulling that lever. However, be warned that if a device is supported entirely by a gear, it may collapse when the gear is disconnected. The same is true of a horizontally connected hanging device. An example is a windmill built directly on top of a gear with no floor: in this case, disconnecting the gear via the lever will cause the windmill construction to collapse. In order to avoid this, create a second gear adjacent to the linked gear but not otherwise connected to the system; this gear will support the windmill if the linked gear is disconnected, but will not transfer power, since it only draws it from the now-disconnected gear.&lt;br /&gt;
&lt;br /&gt;
Note that the above is only necessary if the machine component is entirely unsupported outside of the gear on which it rests.  Components which have &amp;quot;Stable foundation&amp;quot; in their {{K|q}} view should not collapse if a gear beneath them is disconnected.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = olon fidgam | elvish = fathala wemathè | goblin = sosleng ngod | human = ago corust}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Machine components}}&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Floodgate&amp;diff=283733</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Floodgate&amp;diff=283733"/>
		<updated>2023-01-04T08:37:17Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: hotkey change M-&amp;gt;m&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''floodgate''' is a gate which allows control of the flow of liquids, such as [[water]] or [[magma]]. They are operated by [[mechanism]]s, such as [[lever]]s or [[pressure plate]]s, which open and close them. When closed, they behave like walls, but when opened, allow liquids, objects, and [[creatures]] to pass over them.&lt;br /&gt;
Closed floodgates are shown in-game as &amp;quot;X&amp;quot; symbols. Open floodgates are completely invisible but could still be seen through &amp;quot;Look&amp;quot; menu or selected through &amp;quot;Set building Task/Pref&amp;quot;.&lt;br /&gt;
They can be manufactured from [[stone]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]). Once manufactured, they are built in the desired location using the keys {{k|b|m|f}}.&lt;br /&gt;
&lt;br /&gt;
In most situations, simply using a [[door]] or raising [[bridge]] can be used in place of a floodgate - the latter of which provides a number of [[bridge#Floodgates|significant advantages]].&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and [[jail]] doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the usefulness of certain [[water|liquids]] and the [[fun|danger]] posed by [[magma|others]], floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled [[irrigation]] for [[farm]]ing, or controlled [[flood]]ing for [[Trap_design#Water_traps|drowning]] [[elf|annoying]] [[goblin|visitors]].&lt;br /&gt;
&lt;br /&gt;
Floodgates also block the flow of liquid on the Z-axis, as they are considered walls when closed. This can be quite useful when built directly below a [[floor grate]] as this will allow you to quickly empty the liquid from the floor above without the danger of its [[goblin|precious contents]] rummaging through your sewer system.&lt;br /&gt;
&lt;br /&gt;
A [[pressure plate]] on a lower level connected to a floodgate between your main water supply and your other water controls can act as an automated safety valve to help prevent [[Pressure|massive flooding]] of your lower fort. Set the pressure plate to activate (open the floodgate) when 0-1 water, which allows using the water supply.  When flooding starts, the pressure plate deactivates, attempting to close the floodgate. Beware of linking multiple controllers to this floodgate, as another controller may activate opening the floodgate before this pressure resets.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed [[orthogonal]]ly on a solid, completely flat, '''[[water depth|unflooded]]''' floor in the 'closed' position (Note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary for placement, but ''are'' necessary for controlling liquids. A [[mechanic]] must then link up a [[lever]] or other triggering mechanism to the floodgate. This requires two [[mechanism]]s; the mechanic will haul one mechanism to the floodgate, work for a while, and then haul the other mechanism to the trigger to complete the task.&lt;br /&gt;
&lt;br /&gt;
You can build a floodgate over empty space, e.g. controlling water in a vertical path. First build a floor ({{k|b}}, {{k|C}}, {{k|f}}), after it is complete mark it for removal ({{k|d}}, {{k|n}}) and immediately designate your floodgate ({{k|b}}, {{k|x}}).  You don't have to suspend either of these tasks to get both to complete.  You may want to remove the stone or block left by removing the floor or it may be washed down to lower levels, possibly clogging another floodgate that is built on a floor or [[door]].&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
Once the lever is pulled, with a [[Trigger#On.2FOff_states|delay]], the floodgate will open. When the lever is pulled again, the floodgate will close, after the same delay. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from [[sword]]s to [[sock]]s to [[stone]]s to scorpion [[corpse]]s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself. Note that the flow of liquids will often move objects downstream, and potentially jam your gate. It is advisable to clear out any remnant stones or other obstructions before releasing liquids towards your gates.&lt;br /&gt;
&lt;br /&gt;
==Magma control==&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed [[wall]] would, but when opened, will be destroyed if they are not made from [[magma-safe|magma-safe materials]]. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Floodgates built on a constructed wall remain standing (and functional) even after that wall is removed, leading to an exploitable, free-floating building. {{Bug|0377}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = låluth-inod | elvish = wikira-iÿema | goblin = oda-dûnguk | human = nonu-kir}}&lt;br /&gt;
[[File:Harran_canal-GAP.jpg|thumb|230px|center|Two sluice gates. A sluice gate is a type of floodgate.]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Windmill&amp;diff=283728</id>
		<title>Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Windmill&amp;diff=283728"/>
		<updated>2023-01-04T08:34:08Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 [[wood|Log]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Building designer|Architecture]]&lt;br /&gt;
# [[Carpentry]]&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a basic overview of how the different machine parts work and work together, see [[Machine component|machinery]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Windmill animation.gif|left]] A '''windmill''' is a [[machine component]] that provides [[power]] via [[Weather#Wind | wind]] on the surface of a fortress map. In order for the windmill to generate power, its center tile must have the &amp;quot;outside&amp;quot; [[Tile attributes|attribute]]. The power produced by each windmill can be 40, 20, or (rarely) 0, depending on on how much wind there is on your map*. Wind is fixed and does not vary on any embark map, not with the seasons, nor by changing location nor elevation. If a windmill built on solid ground does not generate any power, then you simply don't have enough wind on your map and will never be able to use windmills. &lt;br /&gt;
&lt;br /&gt;
: (* The amount of wind is largely based on the latitude at which your fortress is located on the [[World generation|world]] map. See [[Weather#Wind|Wind]].)&lt;br /&gt;
&lt;br /&gt;
Designate a windmill with the {{k|b|m|m}} keys. Constructing a windmill requires the [[architect]] labor, and then [[carpentry]]. &lt;br /&gt;
&lt;br /&gt;
The power generated by a windmill is transmitted either horizontally through the surrounding twelve tiles, or downward through its center tile. If you wish to use the center tile, you must first [[channel]] out the central tile and build the windmill on top of an existing [[axle|vertical axle]] or [[gear assembly]] (or the actual machine you wish to power). As the center tile of the windmill has an implied floor, this does not permit passage as long as the windmill stands.&lt;br /&gt;
&lt;br /&gt;
When building a windmill on top of an existing axle or assembly, you might get a &amp;quot;no access&amp;quot; message even if your dwarves can reach the center space of the windmill. You'll need to build a floor so that there's a place to stand adjacent to one of the nine windmill squares (i.e. one space between the standing platform and the windmill axle). Spaces adjacent to the windmill's axle (i.e. within the 3x3 building area) aren't sufficient for construction access.&lt;br /&gt;
&lt;br /&gt;
Due to what is assumed to be a bug, it is sometimes possible for windmills to transmit their power through a solid floor without channeling. They only have this effect if the windmill is built ''first'', and whatever it's powering ''second''; however, this does not always work reliably.&lt;br /&gt;
&lt;br /&gt;
As with other machines, windmills freeze if the floor under them is natural ice.&lt;br /&gt;
&lt;br /&gt;
[[File:windmill_old.jpg|thumb|240px|center|An old windmill.]]&lt;br /&gt;
&lt;br /&gt;
==Synchronization==&lt;br /&gt;
Windmills can be synchronized using the method described [https://www.reddit.com/r/dwarffortress/comments/5cxv5t/science_i_have_found_a_way_to_synchronize/ here].&lt;br /&gt;
&lt;br /&gt;
When collapsing, [[water wheel]]s do not cause a [[cave-in]] and the center tile of the waterwheel causes the tiles below it to be indoors. By building a series of hanging [[gear assembly|gear assemblies]], [[axle]]s, and waterwheels connected to a single supported gear assembly, you can deconstruct the supported gear assembly to allow all the windmills to start simultaneously.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water_wheel&amp;diff=283726</id>
		<title>Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water_wheel&amp;diff=283726"/>
		<updated>2023-01-04T08:33:29Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: hotkey change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Log]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via water [[flow]].* To build a water wheel, select {{key|b}}uild menu and choose {{key|m}}achines/fluids. It requires 3 [[wood]] and generates 90 net power, which can be used for operating one or more [[Screw pump|pumps]] or [[mill]]s. You can use [[axle]]s and [[Gear assembly|gears]] to distribute the power produced by a water wheel, or connect the machinery directly.&lt;br /&gt;
&lt;br /&gt;
Waterwheels do ''not'' work with [[waterfall]]s, nor in magma — it takes water that is &amp;quot;[[flow]]ing&amp;quot; according to the DF use of the term.&lt;br /&gt;
&lt;br /&gt;
(* Dwarf Fortress' version of &amp;quot;flow&amp;quot; is not intuitive - read the article for a full understanding.)&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The [[Building_designer|architecture]] and [[Carpenter|carpentry]] labors are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the [[Wood#Types|color]] of the &amp;lt;u&amp;gt;first&amp;lt;/u&amp;gt; wood selected for it, so you could build a red wheel with one piece of [[goblin-cap]] and two of any other wood.&lt;br /&gt;
&lt;br /&gt;
Although it's ''possible'' to build a stable water wheel on solid ground, it won't provide any power.  A useful water wheel is built in an empty tile that does not contain a floor, allowing the wheel to be powered by water in the tiles one [[Z-axis|z-level]] below. Floorless tiles are typically made by [[channel|channel]]ling away the floor.  To support the water wheel, build it with its central tile orthogonally adjacent to a gear assembly, a horizontal axle, a screw pump, or the central tile of a pre-existing water wheel. Do not hang it from a gear assembly you wish to control with a switch, as a disconnected (&amp;quot;switched off&amp;quot;) gear assembly can't support anything and will cause the waterwheel to deconstruct. &lt;br /&gt;
&lt;br /&gt;
[[Power]] is generated from a water wheel as long as it has [[flow]]ing water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a [[river]] or [[brook]]. '''With a brook you must first channel through the surface''' since brooks have a floor of sorts over them. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the body of water beneath the water wheel must be flowing in the correct '''direction''' in order for it to work—for example, placing a N-S water wheel over water flowing straight east or west will have no effect. Since most water in Dwarf Fortress seems to flow diagonally, this is rarely an issue.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#333&amp;quot;&amp;gt;○&amp;lt;/font&amp;gt;    = '''Millstone'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = '''Water'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;    = '''Axle'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
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|}&lt;br /&gt;
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is undeniably an [[exploit]] and possibly a bug.&lt;br /&gt;
&lt;br /&gt;
To get it working, you must start the pump manually.*&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions are [[aquifer]]s, which can sometimes have naturally occurring [[flow]].  This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate.  As the water level decreases, the water wheel may intermittently stop providing power; when the level falls below 4/7, the wheel stops providing power altogether.&lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD AN ORTHOGONAL PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
&lt;br /&gt;
===Dwarven Water Reactor===&lt;br /&gt;
{{projects}}&lt;br /&gt;
====Key====&lt;br /&gt;
:{{Raw Tile|║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦ O|7:0:1}} = '''Wall'''&lt;br /&gt;
:{{Raw Tile|+|7:0:0}} = '''Floor'''&lt;br /&gt;
:{{Raw Tile|W|6:0:0}} = '''Water Wheel''' with floor underneath&lt;br /&gt;
:{{Raw Tile|W|6:1:0}} = '''Water Wheel''' with water underneath&lt;br /&gt;
:{{Raw Tile|≈|1:0:1}} = '''Water''' on current level&lt;br /&gt;
:{{Raw Tile|≈|3:0:1}} = '''Water''' on level below&lt;br /&gt;
:{{Raw Tile|X|2:0:0}}&amp;lt;br /&amp;gt;{{Raw Tile|X|2:0:1}} = '''Screw Pump''' drawing from south&lt;br /&gt;
&lt;br /&gt;
This compact design, once started, produces 170 surplus power (less additional power train). While the water reactor provides a perpetual source of mechanical power in abundant amounts, the use of several reactors can cause performance issues. When building your water reactor, it is recommended that you include a method for stopping the reactor once started.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:2ex 20ex;&amp;quot;&amp;gt;    &amp;lt;!-- I wanted to float this on the left, but the wiki version of bulletpoints behave oddly with the margin. --&amp;gt;&lt;br /&gt;
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Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]).  On the top level, channel out two tiles under each wheel -- the ones under the center of the wheel and the ones by the pump output.  Construct the pump, pumping from the South.  Construct the two water wheels.  Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the &amp;quot;reactor&amp;quot; will start immediately and the pump operator will leave.  The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area.  Note that for the upper level, no southern walls are shown as none are needed, unless you don't follow the design and do something to create water pressure.&lt;br /&gt;
&lt;br /&gt;
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''&lt;br /&gt;
* The ideal amount of water in this design is apparently 63 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop. &lt;br /&gt;
* When you first start the pump, you are likely to have at least some excess water splash out while the fluid level achieves equilibrium - don't locate this in an area that you don't want any mud in.&lt;br /&gt;
* If the reactor is connected to a load totaling more than 100 power (including that used by the waterwheels and pump), it may sometimes fail to start. Using a gear assembly to disconnect the load from the reactor before starting it can fix this.&lt;br /&gt;
&lt;br /&gt;
The reactor can be safely halted either by blocking the tile the pump draws water from or &amp;quot;overloading&amp;quot; the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dwarf-power). An easy way to halt the reactor is to place a lever-linked hatch cover over the tile the pump draws from. When the cover is closed, the pump can't draw any water, and the reactor stops.  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to [[machinery]] outside them, not shown).&lt;br /&gt;
&lt;br /&gt;
[[Power]] can be routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle over the pump's intake tile; while this does not interfere with the pump's operation or present a danger of flooding, it makes it more difficult to shut down the reactor.  In either case, it's typically wise to place a [[gear assembly]] linked to a [[lever]] early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.&lt;br /&gt;
&lt;br /&gt;
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.&lt;br /&gt;
&lt;br /&gt;
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[flow|water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''&lt;br /&gt;
*This can be countered by connecting something that consumes &amp;gt;90 power while building the waterwheels -19 [[gear assembly|Gear assemblies]] works&lt;br /&gt;
&lt;br /&gt;
===Mini Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This even more compact design is quite similar to the original Dwarven Water Reactor, but can be used in tight spots that do not need more than 80 surplus power.  This plan can also be considered an extension unit to the DWR, in that it can be added to one or the other side to provide an additional 80 power to the resulting powertrain.  Safely constructing a mini reactor to add to a previously built reactor without potential flooding and/or loss of power is possible only if you first turn off the original reactor.  Planning ahead is a much better option, so if you're going to need more than 170 power, build a larger reactor to start with.&lt;br /&gt;
&lt;br /&gt;
As stated previously, the design below produces 80 surplus power (less additional powertrain).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
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Construction of the mini reactor follows the same order as for the DWR, though the channel is slightly different and only one water wheel is needed.  If this is an addition to a full size reactor or set of reactors, all channels will need to be fairly full with water to start the reactor.&lt;br /&gt;
&lt;br /&gt;
===Micro Water Reactor===&lt;br /&gt;
&lt;br /&gt;
Replacing the pump with a dumping [[minecart]], the micro reactor is even more compact and produces up to 90 surplus power per waterwheel (less additional powertrain).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  z    z-1 &lt;br /&gt;
 +++   ╔═╗&lt;br /&gt;
 +[#0:0][@6:0]─[#@]+   ║[#0:0][@6:0]■[#@]║&lt;br /&gt;
 +[#0:0][@6:0]─[#6:0][@]═[#@]   ║[#1:0]▲[#@]║&lt;br /&gt;
 +[#0:0][@6:0]─[#@]+   ╚═╝&lt;br /&gt;
 +++     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Channel two adjacent tiles to create a trench, remove the ramp from one trench tile and build a [[Minecart#Track_Stops|track stop]] dumping into the other trench tile. Optionally link a lever to the track stop (to disable and enable the reactor later). Add a minecart to the track stop, build a waterwheel over the trench, and use a pond [[zone]] to fill the ramp tile. The reactor requires 11 units of water for continuous operation; any excess will simply disappear. Once filled, the minecart will dump water into the ramp tile. The water will then flow back to the minecart tile, refilling the minecart and repeating the process endlessly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more power, each trench can operate two waterwheels and multiple trenches can be arranged in a row to provide as much power as needed. (Each trench should remain isolated to avoid interference.) This example provides 356 surplus power with only 4 tiles of moving water:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
   z     z-1 &lt;br /&gt;
 +++++  &lt;br /&gt;
 +[#0:0][@6:0]─[#@]+[#0:0][@6:0]─[#@]+ &lt;br /&gt;
 +[#0:0][@6:0]─[#6:0][@]═[#0:0][@6:0]─[#6:0][@]═[#@]  ╔═╦═╗&lt;br /&gt;
 +[#0:0][@6:0]─[#@]+[#0:0][@6:0]─[#@]+  ║[#0:0][@6:0]■[#@]║[#0:0][@6:0]■[#@]║ &lt;br /&gt;
 +[#0:0][@6:0]─[#@]+[#0:0][@6:0]─[#@]+  ║[#1:0]▲[#@]║[#1:0]▲[#@]║ &lt;br /&gt;
 +[#0:0][@6:0]─[#6:0][@]═[#0:0][@6:0]─[#6:0][@]═[#@]  ╚═╩═╝&lt;br /&gt;
 +[#0:0][@6:0]─[#@]+[#0:0][@6:0]─[#@]+   &lt;br /&gt;
 +++++  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/diagram&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a more compact design, several trench rows can be staggered to produce a solid block of waterwheels, scaling to whatever size necessary. The example below provides 538 power with 8 tiles of moving water:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
   z     z-1 &lt;br /&gt;
 +++++   ╔═╗&lt;br /&gt;
 ++[#1:0].[#@]++   ║[#0:0][@6:0]■[#@]║&lt;br /&gt;
 +[#0:0][@6:0]───[#@]+   ║[#1:0]▲[#@]║&lt;br /&gt;
 +[#0:0][@6:0]───[#6:0][@]═[#@]  ╔╩╦╩╗&lt;br /&gt;
 +[#0:0][@6:0]───[#@]+  ║[#0:0][@6:0]■[#@]║[#0:0][@6:0]■[#@]║ &lt;br /&gt;
 +[#0:0][@6:0]───[#@]+  ║[#1:0]▲[#@]║[#1:0]▲[#@]║ &lt;br /&gt;
 +[#0:0][@6:0]───[#6:0][@]═[#@]  ╚╦╩╦╝&lt;br /&gt;
 +[#0:0][@6:0]───[#@]+   ║[#0:0][@6:0]■[#@]║&lt;br /&gt;
 ++[#1:0].[#@]++   ║[#1:0]▲[#@]║&lt;br /&gt;
 +++++   ╚═╝&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: To avoid access problems, large blocks of micro reactors should be built and filled one layer at a time.&lt;br /&gt;
&lt;br /&gt;
== Flowing Water ==&lt;br /&gt;
Waterwheels require water which is flowing; the game will consider water to be flowing under two circumstances - the first is when water spreads, that is, when deeper water flows to an adjacent tile where the water is shallower. This could be called &amp;quot;gradient flow&amp;quot; because it requires the water be flowing from deeper to shallower. Water which doesn't have a gradient - such as stretches of water which are 7/7 deep - is generally not regarded by the game to be flowing even if water is technically being delivered through those tiles.&lt;br /&gt;
&lt;br /&gt;
The second kind of flow the game recognizes is when water flows off the map, either by going off the map edge or disappearing into an aquifer (water which enters an aquifer vanishes from the map, since an aquifer can never become full, even if it's only a single tile). This kind of flow propagates back from the map edge or aquifer sink and causes all or most of the connected water to gain the &amp;quot;Flowing&amp;quot; quality. Water which is flowing off the map counts as flowing even on stretches of 7/7 depth. This kind of flow is most readily observed in brooks, streams and rivers; however artificially constructed dwarf-made water channels function just as effectively, provided that they ultimately flow off the map.&lt;br /&gt;
A tile which has been marked as flowing off the map will retain this quality even if water movement is later blocked. This is most readily observed in that a dammed river will continue to power waterwheels, even though the water is no longer flowing off the map. This works equally well for dwarf-made water channels, the flowing quality is so persistent that it will remain even if the area is completely drained and refilled, although while the tiles contain less than 4/7 water they won't power waterwheels regardless.&lt;br /&gt;
&lt;br /&gt;
=== Legitimate artificial rivers ===&lt;br /&gt;
If one wishes, one can build an underground river containing 7/7 water which powers water wheels, by allowing water sourced from a river, lake, sea or aquifer to ultimately flow off the map edge in a cavern. This would require building an aqueduct to bring the river to the map edge, since, if the water spreads significantly before flowing off the map edge, the game won't regard it as flowing. Water flowing from a higher aquifer into a lower one will also have legitimate natural flow.&lt;br /&gt;
&lt;br /&gt;
=== Flowing Water Reactors ===&lt;br /&gt;
It is possible to exploit the game's definition of flowing water and create patches of water which power waterwheels despite the complete absence of actual water movement. When a channel is dug into an aquifer, the channel will sometimes have &amp;quot;natural flow&amp;quot;. However, if water is pumped into an aquifer channel, then that channel will then always have &amp;quot;natural flow&amp;quot;. This is because water is regarded as disappearing from the map at that point, and the tiles are marked as flowing water, and will power water wheels - even if the pump is removed. &lt;br /&gt;
&lt;br /&gt;
The other way to create water with natural flow is to allow the water to flow off of the map edge (most commonly through a fortification carved into the map edge, although the edge of the map on the surface or in a cavern can also be used). The body of water will then be marked as flowing, even if the map edge is subsequently blocked by a floodgate or raising bridge. This can even be done with finite water sources such as murky pools, for example digging out a channel next to the map edge, building a floodgate to seal the map edge drain, filling the channel with 4/7 water, opening the floodgate, then closing the floodgate and filling it back up to 4/7 water.&lt;br /&gt;
&lt;br /&gt;
The ethics of these reactors is not particularly different to perpetual motion machines, the conventional perpetual motion machine uses water wheels to generate power, and uses a fraction of that power to move the water with a screw pump. A waterwheel generates 100 power and consumes 10 power, presumably the 10 power consumed represents the energy the waterwheel requires to move the water in front of its blades. But if the water wheel moves water in and of itself, the pump actually becomes unnecessary. The water wheel itself both moves the water and is moved by the water.&lt;br /&gt;
[[File:water_wheel_preview.png|thumb|340px|center|Circular versions works much better than the triangular one.]]&lt;br /&gt;
{{Translation| dwarven = arel kol | elvish = alu rere | goblin = esp sost | human = thomo pobe}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_gen.txt&amp;diff=281627</id>
		<title>World gen.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_gen.txt&amp;diff=281627"/>
		<updated>2023-01-02T01:39:10Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: s/\\/\//&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{file|DF/data/init/world_gen.txt}}&lt;br /&gt;
&lt;br /&gt;
The '''world_gen.txt''' file stores presets for [[advanced world generation]].  The file is located in the &amp;lt;tt&amp;gt;Dwarf Fortress\prefs&amp;lt;/tt&amp;gt; folder, and can be manually edited to use values that are outside the limits allowed by the in-game interface.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Default world_gen.txt}}&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:World gen.txt]]&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_gen.txt&amp;diff=281626</id>
		<title>World gen.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_gen.txt&amp;diff=281626"/>
		<updated>2023-01-02T01:37:45Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{file|DF/data/init/world_gen.txt}}&lt;br /&gt;
&lt;br /&gt;
The '''world_gen.txt''' file stores presets for [[advanced world generation]].  The file is located in the &amp;lt;tt&amp;gt;Dwarf Fortress\prefs&amp;lt;\tt&amp;gt; folder, and can be manually edited to use values that are outside the limits allowed by the in-game interface.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Default world_gen.txt}}&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:World gen.txt]]&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_gen.txt&amp;diff=281625</id>
		<title>World gen.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_gen.txt&amp;diff=281625"/>
		<updated>2023-01-02T01:37:14Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{file|DF/data/init/world_gen.txt}}&lt;br /&gt;
&lt;br /&gt;
The '''world_gen.txt''' file stores presets for [[advanced world generation]].  The file is located in the &amp;lt;tt&amp;gt;Dwarf Fortress\prefs&amp;lt;tt&amp;gt; folder, and can be manually edited to use values that are outside the limits allowed by the in-game interface.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Default world_gen.txt}}&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:World gen.txt]]&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_gen.txt&amp;diff=281607</id>
		<title>World gen.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_gen.txt&amp;diff=281607"/>
		<updated>2023-01-02T01:36:09Z</updated>

		<summary type="html">&lt;p&gt;Nepenthe: Tiny bit of extra info about file location and bypassing the limits imposed by the GUI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{file|DF/data/init/world_gen.txt}}&lt;br /&gt;
&lt;br /&gt;
The '''world_gen.txt''' file stores presets for [[advanced world generation]].  The file is located in the Dwarf Fortress\prefs folder, and can be manually edited to use values that are outside the limits allowed by the in-game interface.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Default world_gen.txt}}&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:World gen.txt]]&lt;/div&gt;</summary>
		<author><name>Nepenthe</name></author>
	</entry>
</feed>