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{{migrated article}}
 
 
{{Quality|Exceptional}}
 
{{Quality|Exceptional}}
{{V50 machine|name=Water wheel|key=h
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{{Machine_component|name=Water wheel|key=w
|icon=[[File:water_wheel_icon.png]]
 
 
|construction=
 
|construction=
 
* 3 [[Log]]s
 
* 3 [[Log]]s
 
|construction_job=
 
|construction_job=
[[Carpentry]]
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# [[Architecture]]
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# [[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.
 
}}{{av}}
 
}}{{av}}
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.
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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 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.
  
 
Waterwheels do ''not'' work with [[waterfall]]s, nor in magma — it takes water that is "[[flow]]ing" according to the DF use of the term.
 
Waterwheels do ''not'' work with [[waterfall]]s, nor in magma — it takes water that is "[[flow]]ing" according to the DF use of the term.
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== Construction ==
 
== Construction ==
[[File:water_wheel_anim.gif|thumb|151px|right|Animation of a water wheel connected to a millstone.]] The [[carpentry]] labor is needed for construction.
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The [[Building_designer|architecture]] and [[Carpenter|carpentry]] labors are needed for the construction.
  
 
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the [[Wood#Types|color]] of the <u>first</u> wood selected for it, so you could build a red wheel with one piece of [[goblin-cap]] and two of any other wood.
 
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the [[Wood#Types|color]] of the <u>first</u> wood selected for it, so you could build a red wheel with one piece of [[goblin-cap]] and two of any other wood.
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:{{Raw Tile|+|7:0:0}} = '''Floor'''
 
:{{Raw Tile|+|7:0:0}} = '''Floor'''
 
:{{Raw Tile|W|6:0:0}} = '''Water Wheel''' with floor underneath
 
:{{Raw Tile|W|6:0:0}} = '''Water Wheel''' with floor underneath
:{{Raw Tile|W|6:1:1}} = '''Water Wheel''' with water underneath
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:{{Raw Tile|W|6:1:0}} = '''Water Wheel''' with water underneath
 
:{{Raw Tile|≈|1:0:1}} = '''Water''' on current level
 
:{{Raw Tile|≈|1:0:1}} = '''Water''' on current level
 
:{{Raw Tile|≈|3:0:1}} = '''Water''' on level below
 
:{{Raw Tile|≈|3:0:1}} = '''Water''' on level below
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</div>
 
</div>
 
[[File:Reactor with mist generator.png|thumb|right|Reactor with Mist Generator attached.]]
 
[[File:Water channel.png|thumb|right|Lower Level water channel]]
 
  
 
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 "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, unless you don't follow the design and do something to create water pressure.
 
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 "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, unless you don't follow the design and do something to create water pressure.
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===Micro Water Reactor===
 
===Micro Water Reactor===
  
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 power drain).   
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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).   
  
  
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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.
 
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.
It's best to use a [[metal]] minecart for this, as wooden ones may be pushed from the track stop by the moving water.
 
  
  
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== Flowing Water ==
 
== Flowing Water ==
 
[[File:Flowing water reactor over.png|thumb|right|Water wheels over a patch of "flowing" water]]
 
[[File:Flowing Water Reactor Under.png|thumb|right|A screw pump produces pressurized water that flows off the map edge through carved fortifications, flagging the water as flowing.]]
 
[[File:Flowing water reactor still.png|thumb|right|The water movement can be cut off and the water retains the "flowing" flag.]]
 
 
 
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 "gradient flow" 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.
 
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 "gradient flow" 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.
  
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=== Flowing Water Reactors ===
 
=== Flowing Water Reactors ===
 
 
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 "natural flow". However, if water is pumped into an aquifer channel, then that channel will then always have "natural flow". 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.  
 
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 "natural flow". However, if water is pumped into an aquifer channel, then that channel will then always have "natural flow". 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.  
  
 
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.
 
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.
  
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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.
  
 
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.
 
[[File:water_wheel_preview.png|thumb|340px|center|Circular versions works much better than the triangular one.]]
 
 
{{Translation| dwarven = arel kol | elvish = alu rere | goblin = esp sost | human = thomo pobe}}
 
{{Translation| dwarven = arel kol | elvish = alu rere | goblin = esp sost | human = thomo pobe}}
  
 
{{buildings}}
 
{{buildings}}

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