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Difference between revisions of "40d:Water wheel"

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m (Bot: Adding {{av}})
m (Fixing in-namespace links)
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{{Machine_component|name=Water wheel|key=w
 
{{Machine_component|name=Water wheel|key=w
 
|construction=
 
|construction=
* 3 [[Wood]]
+
* 3 {{l|Wood}}
 
|construction_job=
 
|construction_job=
# [[Architecture]]
+
# {{l|Architecture}}
# [[Carpenter]]
+
# {{l|Carpenter}}
 
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.
 
|power=Needs 10 power. <br>Generates 100 power. <br>Net gain of 90 power.
 
}}
 
}}
  
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}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[Screw pump|pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[Screw pump|pump]] or [[millstone]] directly.  
+
A '''water wheel''' is a {{l|machine component}} that provides {{l|power}} via {{l|water flow}}. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 {{l|wood}} and generates 90 net power, which can be used for operating a {{l|Screw pump|pump}} or {{l|mill}}. You can use {{l|axle}}s and {{l|Gear assembly|gear}}s to access the power produced by a water wheel, or connect machinery like a {{l|Screw pump|pump}} or {{l|millstone}} directly.  
  
 
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.
 
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.
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Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.
 
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.
  
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''
+
''For a basic overview of how the different machine parts work and work together, see {{l|machinery}}.''
  
 
== Construction ==
 
== Construction ==
The [[Building_designer|architecture]] and [[Carpenter|carpentry]] labors are needed for the construction.
+
The {{l|Building_designer|architecture}} and {{l|Carpenter|carpentry}} labors are needed for the construction.
  
 
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).
 
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).
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Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.
 
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.
  
[[Power]] is generated from a water wheel as long as it has [[water_flow|flowing]] 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.  
+
{{l|Power}} is generated from a water wheel as long as it has {{l|water_flow|flowing}} 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 {{l|river}} or {{l|brook}}. With a {{l|brook}} you must first channel through the surface since brooks have a floor of sorts over them.  
  
 
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.
 
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.
  
 
==Brook==
 
==Brook==
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.
+
Intuitively one would place a water wheel in a river, but they can also be powered if placed over {{l|brook}} tiles, but '''only if''' you first dig through the surface of the brook. Dig a {{l|channel}} three tiles long, right on the brook. The water wheel will sit above this channel.
  
 
== Channels ==
 
== Channels ==
  
Any direct connection to a [[river]] or [[brook]] that has [[Water_flow|flow]] (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either. Diagonals do not prevent direct flow from a natural water source. A channel connected to a murky pool will not suffice unless you engineer some sort of [[Water_wheel#Perpetual_motion|perpetual motion]] machine.
+
Any direct connection to a {{l|river}} or {{l|brook}} that has {{l|Water_flow|flow}} (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either. Diagonals do not prevent direct flow from a natural water source. A channel connected to a murky pool will not suffice unless you engineer some sort of {{l|Water_wheel#Perpetual_motion|perpetual motion}} machine.
  
 
==Designs==
 
==Designs==
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== Perpetual motion ==
 
== Perpetual motion ==
  
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 an [[exploit]] (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so...  
+
Due to the relatively low power draw of a {{l|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 an {{l|exploit}} (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so...  
  
 
To get it working, you must start the pump manually.*
 
To get it working, you must start the pump manually.*
  
:''(* Exceptions are [[aquifers]], 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.)''
+
:''(* Exceptions are {{l|aquifers}}, which can sometimes have naturally occurring {{l|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 {{l|channel}}ing, so designs will have to be adapted if such are found.)''
  
 
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent.  
 
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent.  
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'''Dwarven Water Reactor'''
 
'''Dwarven Water Reactor'''
  
This compact design, once started, can only be stopped (without complete de-construction of all components) by blocking the tile the pump draws water from, since the pump is directly linked to both wheels - 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). [[Power]] is routed up from the pump or off to the side from a wheel, where a [[gear assembly]] can be placed early in the power train, linked to a [[lever]], to disconnect the power at that point.   
+
This compact design, once started, can only be stopped (without complete de-construction of all components) by blocking the tile the pump draws water from, since the pump is directly linked to both wheels - 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 {{l|machinery}} outside them, not shown). {{l|Power}} is routed up from the pump or off to the side from a wheel, where a {{l|gear assembly}} can be placed early in the power train, linked to a {{l|lever}}, to disconnect the power at that point.   
  
 
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.
 
The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.
Line 641: Line 641:
 
'''<span style="color:#080">X</span><br /><span style="color:#0F0">X</span>''' = '''Pumps from south'''
 
'''<span style="color:#080">X</span><br /><span style="color:#0F0">X</span>''' = '''Pumps from south'''
  
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]).  Meanwhile, 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 "reactor" 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.
+
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a {{l|pond}}).  Meanwhile, 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 "reactor" 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.
 
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''
 
:''(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)''
  
  
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''
+
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural {{l|water flow}} - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''
  
  
 
[[Category:Machine components]]
 
[[Category:Machine components]]

Revision as of 22:46, 2 April 2010

This article is about an older version of DF.
Water wheel

b-M-w

X
X
X
Construction
Materials Jobs
  1. Template:L
  2. Template:L
Power

Needs 10 power.
Generates 100 power.
Net gain of 90 power.

A water wheel is a Template:L that provides Template:L via Template:L. To build a water wheel, select build menu and choose Machine components. It requires 3 Template:L and generates 90 net power, which can be used for operating a Template:L or Template:L. You can use Template:Ls and Template:Ls to access the power produced by a water wheel, or connect machinery like a Template:L or Template:L directly.

Waterwheels have quality levels for both design and building. These can be checked from the room screen by moving to the entry and pressing enter.

Waterwheels do not work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.

For a basic overview of how the different machine parts work and work together, see Template:L.

Construction

The Template:L and Template:L labors are needed for the construction.

A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).

Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other pre-existing machine components only on either side of its center tile.

Template:L is generated from a water wheel as long as it has Template:L 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 Template:L or Template:L. With a Template:L you must first channel through the surface since brooks have a floor of sorts over them.

You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.

Brook

Intuitively one would place a water wheel in a river, but they can also be powered if placed over Template:L tiles, but only if you first dig through the surface of the brook. Dig a Template:L three tiles long, right on the brook. The water wheel will sit above this channel.

Channels

Any direct connection to a Template:L or Template:L that has Template:L (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either. Diagonals do not prevent direct flow from a natural water source. A channel connected to a murky pool will not suffice unless you engineer some sort of Template:L machine.

Designs

Basic watermill design
# + + + + ~ +
# + + + + ~ +
# O + + + W +
# * W +
# + + + + W +
# + + + + ~ +
# + + + + ~ +
Dual watermill design
# + + + + ~ ~
# + + + + ~ ~
# O + + + W W
# * W W
# + + + + W W
# + + + + ~ ~
# + + + + ~ ~

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.

Perpetual motion

Due to the relatively low power draw of a Template:L, a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an Template:L (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so...

To get it working, you must start the pump manually.*

(* Exceptions are Template:L, which can sometimes have naturally occurring Template:L. 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 Template:Ling, so designs will have to be adapted if such are found.)

It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent.

Key:

║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦ = Wall
+ = Floor
W = Water Wheel
* = Gear Assembly
= Axle E/W
= Axle N/S
XX = Pump from west
_ = Channel
X = Closed Water Source Opening

*REMEMBER TO BUILD AN ADJACENT PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*

Design #1

Upper
Level
Lower
Level
+
+ +
+
X +
+
+ + +
+ X X _
W O
W *
W
X
+
+
+ + + +
+ +
+ +
+ +
+ + + +

XX = Pumps from east


Design #2

This uses a simple oval as a waterway. Changes to the design to fill that may be needed. Expect spillage from the pump outlet.

+ + + + +
+ +
+ W + X +
+ W X +
+ W + +
+ +
+ + + + +

X
X
= Pump from south


Design #3

Dwarven Water Reactor

This compact design, once started, can only be stopped (without complete de-construction of all components) by blocking the tile the pump draws water from, since the pump is directly linked to both wheels - 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 Template:L outside them, not shown). Template:L is routed up from the pump or off to the side from a wheel, where a Template:L can be placed early in the power train, linked to a Template:L, to disconnect the power at that point.

The design below produces 170 surplus power (less additional power train), almost twice that of the above designs in less than half the space. Expanded versions can produce more power, but should be planned in advance unless you're willing to tear it all down to change the configuration. A second reactor, then connected to the power train, might be better.

Lower
Level
Upper
Level
W + W
W X W
+ W X W +
+ + + +
+ + + + +

X
X
= Pumps from south

Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a Template:L). Meanwhile, construct the pump, pumping from the South. Construct the two water wheels. Start the pump manually ( q, Enter ) - if there is enough water*, the "reactor" 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.

(* Have not determined the minimum depth needed. For better flow, you might try a "U-shaped" channel, rather than V-shaped, but that requires 2 more tiles to be filled with water.)


Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural Template:L - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.