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Editing 40d:Water flow

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{{Quality|Superior|10:53, 18 May 2015 (UTC)}}
 
 
{{av}}
 
{{av}}
'''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.
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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 {{L|Water_wheel|waterwheel}}. The direction of the flow doesn't matter for purposes of powering a wheel - if it's there, it's there.
  
 
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 {{L|init.txt}} file. Alternatively, you can just build a {{L|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.
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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 {{L|river}} or {{L|brook}} which traces a path to every tile directly connected to a natural source and sets it to be constantly flowing.
  
 
The second is how all fluid mechanics in Dwarf Fortress is handled (including natural flow). In this case any time a unit of water moves from one tile to another, it sets both tiles to be flowing for a short period of time. For a good explanation of how this works you should look at [http://www.bay12games.com/forum/index.php?topic=32453.0 technical explanation by Kanddak] from the Bay12 Forum.
 
The second is how all fluid mechanics in Dwarf Fortress is handled (including natural flow). In this case any time a unit of water moves from one tile to another, it sets both tiles to be flowing for a short period of time. For a good explanation of how this works you should look at [http://www.bay12games.com/forum/index.php?topic=32453.0 technical explanation by Kanddak] from the Bay12 Forum.
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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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{{L|River|Rivers}} and {{L|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====
Channeling out new area from a flowing river or brook does generate flowing water at the same [[Z-level]]. It is worth mentioning that when this channel is first connected it is quite likely that you will see it fill fully to 7/7 and stop flowing for a period of time. After some time passes (a season or so) the channel will suddenly start flowing like a natural source. The shape of this channel does not really matter. Natural sources of water will flow quite happily in a dead end on the far end of the map. Another oddity with natural flow is that a closed floodgate will not stop the flow. Diagonals also have no real effect on water flow although they do have use as a means for controlling [[Water_pressure#Diagonal_Flow|water pressure]]. Moving naturally flowing water to a different z-level has somewhat unpredictable effects. More research is needed.
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Channeling out new area from a flowing river or brook does generate flowing water at the same {{L|Z-level}}. It is worth mentioning that when this channel is first connected it is quite likely that you will see it fill fully to 7/7 and stop flowing for a period of time. After some time passes (a season or so) the channel will suddenly start flowing like a natural source. The shape of this channel does not really matter. Natural sources of water will flow quite happily in a dead end on the far end of the map. Another oddity with natural flow is that a closed floodgate will not stop the flow. Diagonals also have no real effect on water flow although they do have use as a means for controlling {{L|Water_pressure#Diagonal_Flow|water pressure}}. Moving naturally flowing water to a different z-level has somewhat unpredictable effects. More research is needed.
  
 
====Natural water and a floodgate====
 
====Natural water and a floodgate====
 
This is a common case of natural flowing water doing weird things, in this case natural flowing water continues to flow despite it being isolated by a floodgate.  
 
This is a common case of natural flowing water doing weird things, in this case natural flowing water continues to flow despite it being isolated by a floodgate.  
  
     ≈  Natural flowing water as from a [[River]] or [[Brook]]
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     ≈  Natural flowing water as from a {{L|River}} or {{L|Brook}}
 
     ~  non-flowing water
 
     ~  non-flowing water
 
     X  Floodgate
 
     X  Floodgate
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====Taking a natural source uphill with a screw pump====
 
====Taking a natural source uphill with a screw pump====
This is an example of natural flowing water doing weird stuff. With a screw pump you can pull water directly from a river, or at least from a channel connected directly to a river and generate a naturally flowing pool at one level above the river in defiance of all logic. Left alone as is this pool will continue to flow forever on every single tile. This could be used as a cheaty way to power a [[water_wheel|waterwheel]]. Covering this strange pool with another layer of water may break this effect.  
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This is an example of natural flowing water doing weird stuff. With a screw pump you can pull water directly from a river, or at least from a channel connected directly to a river and generate a naturally flowing pool at one level above the river in defiance of all logic. Left alone as is this pool will continue to flow forever on every single tile. This could be used as a cheaty way to power a {{L|water_wheel|waterwheel}}. Covering this strange pool with another layer of water may break this effect.  
  
  
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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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     1-7  Water Level
 
     1-7  Water Level
     ≈  Natural flowing water as from a [[River]] or [[Brook]]
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     ≈  Natural flowing water as from a {{L|River}} or {{L|Brook}}
 
     ~  non-flowing water
 
     ~  non-flowing water
 
     .    Open Space
 
     .    Open Space
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====Creating permanent artificial flow====
 
====Creating permanent artificial flow====
Artificial flow can be generated either by draining from one level to another, or with [[Screw pump|pumps]]. Because a waterwheel generates 100 power and a screw pump only costs 10, it's quite possible to create a [[Water_wheel#Perpetual_motion|perpetual motion machine]].
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Artificial flow can be generated either by draining from one level to another, or with {{L|Screw pump|pumps}}. Because a waterwheel generates 100 power and a screw pump only costs 10, it's quite possible to create a {{L|Water_wheel#Perpetual_motion|perpetual motion machine}}.
  
 
===Accidental flow in Aquifers===
 
===Accidental flow in Aquifers===
Rarely, when channeling into a level with an [[aquifer]] with no adjacent pre-existing channels or water-ways, a single tile of flowing water will be created, enough to power a water wheel.  This flow continues even when surrounding tiles are channeled out. With current understanding, this is not predictable or controllable - if it happens, it happens.   
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Rarely, when channeling into a level with an {{L|aquifer}} with no adjacent pre-existing channels or water-ways, a single tile of flowing water will be created, enough to power a water wheel.  This flow continues even when surrounding tiles are channeled out. With current understanding, this is not predictable or controllable - if it happens, it happens.   
  
 
''(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.)''

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