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Editing 40d:Water flow

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{{Quality|Superior|10:53, 18 May 2015 (UTC)}}
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'''Water flow''' is an informal term used occasionally by players to denote the ability of specific water tiles to power a [[Water_wheel|waterwheel]]. The direction of the flow doesn't matter for purposes of powering a wheel - if it's there, it's there.
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'''Water flow''' is an informal term used occasionally by players to denote the ability of specific water tiles to power a [[water wheel]]. The direction of the flow '''does''' matter for purposes of powering a wheel, though most of the time it's diagonal and thus doesn't matter.
 
  
 
While there obviously is a game feature at work, the mechanics are not ''completely'' understood at present.  It's a bit of a black box - we know some of what happens, what will work and what won't, but not always why.
 
While there obviously is a game feature at work, the mechanics are not ''completely'' understood at present.  It's a bit of a black box - we know some of what happens, what will work and what won't, but not always why.
  
The simplest way to see if water is flowing is to watch for it to blink from ~ to ≈ while the game is not paused. Water blinking between ~ and ≈ is flowing, and tiles which flash white indicate the direction in which it is flowing (as they splash against the wall). If you see numbers instead you may want to set SHOW_FLOW_AMOUNTS to NO in your [[init.txt]] file. Alternatively, you can just build a [[water wheel]] and see if it turns, which again is indicated by blinking.
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The simplest way to see if water is flowing is to watch for it to blink from ~ to ≈ while the game is not paused. Water blinking between ~ and ≈ is flowing. If you see numbers instead you may want to set SHOW_FLOW_AMOUNTS to NO in your [[init.txt]] file. Alternatively, you can just build a [[water wheel]] and see if it turns, which again is indicated by blinking.
  
 
It is important to understand with flow that there are two very different things going on at the same time. The first is natural flow from a [[river]] or [[brook]] which traces a path to every tile directly connected to a natural source and sets it to be constantly flowing.
 
It is important to understand with flow that there are two very different things going on at the same time. The first is natural flow from a [[river]] or [[brook]] which traces a path to every tile directly connected to a natural source and sets it to be constantly flowing.
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__TOC__
 
__TOC__
 
===Natural flow===
 
===Natural flow===
[[River|Rivers]] and [[Brook|brooks]] always have flow which overrides the normal rules to determine if water is flowing. Brooks require that you channel down through the surface to place a wheel, but the flow is there. With natural flow every single tile of a body of water will be constantly flowing even if it is unable to move. The test for whether a tile of water has natural flow occurs very infrequently, perhaps as rarely as once or twice a game season.
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[[40d:River|Rivers]] and [[40d:Brook|brooks]] always have flow which overrides the normal rules to determine if water is flowing. Brooks require that you channel down through the surface to place a wheel, but the flow is there. With natural flow every single tile of a body of water will be constantly flowing even if it is unable to move. The test for whether a tile of water has natural flow occurs very infrequently, perhaps as rarely as once or twice a game season.
  
 
====Channeling from a Natural Source====
 
====Channeling from a Natural Source====
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===Water in Motion===
 
===Water in Motion===
This is the accepted rules for how all water moves in Dwarf Fortress. Natural water also follows this rules, but because of its own special case rule natural water is always flowing anyhow. Credit does have to go to [http://www.bay12games.com/forum/index.php?topic=32453.0 Kanddak] from the bay 12 forums for some of this information.
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This is the accepted rules for how all water moves in Dwarf Fortress. Natural water also follows this rules, but because of it's own special case rule natural water is always flowing anyhow. Credit does have to go to [http://www.bay12games.com/forum/index.php?topic=32453.0 Kanddak] from the bay 12 forums for some of this information.
  
 
As every frame passes in dwarf fortress it is checking every single tile of fluid greater than a depth of 1/7 to determine how this fluid will move. This moves mostly in a manner you might expect preferring to move down first, then to the side, then up. When water is given a choice of two or more equal places to move into it will choose one completely at random. Any time water moves, it generates flow in the tile it moves from And also in the tile it moves too. This flow remains for a short period of time.  
 
As every frame passes in dwarf fortress it is checking every single tile of fluid greater than a depth of 1/7 to determine how this fluid will move. This moves mostly in a manner you might expect preferring to move down first, then to the side, then up. When water is given a choice of two or more equal places to move into it will choose one completely at random. Any time water moves, it generates flow in the tile it moves from And also in the tile it moves too. This flow remains for a short period of time.  
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''(It is theorized that the water that initially flows in to fill that channeled tile somehow gets "stuck" in the flowing state.  This is only a theory.)''
 
''(It is theorized that the water that initially flows in to fill that channeled tile somehow gets "stuck" in the flowing state.  This is only a theory.)''
  
{{Category|World}}
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[[Category:World]]
{{Category|Physics}}
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[[Category:Physics]]

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