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Editing v0.34:Screw pump

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The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The "rise" in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never "forces" water to a higher [[z-level]] than the output tile.
 
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The "rise" in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never "forces" water to a higher [[z-level]] than the output tile.
  
[[Water#Salt Water|Salt water]] pumped through a pump will desalinate and become drinkable, but only if the [[cistern]] has never contained salty water. [[Water#Stagnant Water|Stagnant water]] pumped through a pump will become clean, letting dwarves drink it without getting an unhappy [[thought]] and letting [[doctor]]s clean [[wound]]s without causing an [[Health care#Infection|infection]].  As with desalination, this only works if the [[cistern]] has never contained stagnant water.
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:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''
 
 
 
 
{{d for dwarf}}
 
:From the components used in construction, a DF pump can be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw]. However, given its effect on contaminated water, the lack of pump components *in* the water itself, and general Dwarven mechanical aptitude, it seems more accurate - and more Dwarfy - to infer the speed of rotation to be high enough that the building actually operates as a [http://en.wikipedia.org/wiki/Turbomolecular_pump Turbopump] using the principles of [http://en.wikipedia.org/wiki/Vacuum_distillation Vacuum distillation] to simultaneously transfer and purify water.
 
  
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[[Water#Salt Water|Salt water]] pumped through a pump will desalinate and become drinkable, but only if the cistern has never contained salty water. [[Water#Stagnant Water|Stagnant water]] pumped through a pump will become clean, letting dwarves drink it without getting an unhappy [[thought]] and letting [[doctor]]s clean [[wound]]s without causing an [[Health care#Infection|infection]].  As with desalination, this only works if the cistern has never contained stagnant water.
  
 
''For a basic overview of how the different machine parts work and work together, see [[machine component|machinery]].''
 
''For a basic overview of how the different machine parts work and work together, see [[machine component|machinery]].''
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To select pump, use keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|m}}, {{k|k}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), "pumps from the north" (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.
 
To select pump, use keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|m}}, {{k|k}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), "pumps from the north" (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.
  
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. <br /> This pump "pumps from the west", from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw pump#Pump stack|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.  If pumped manually, the [[pump operator]] stands in the light-colored area, as the dark-colored tile is [[impassable tile|impassable]] to both fluid and movement.<br /><br />''(Although the "liquid" is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]
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[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. <br /> This pump "pumps from the west", from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw pump#Pump Stack|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.  If pumped manually, the [[pump operator]] stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.<br /><br />''(Although the "liquid" is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]
  
The example shown in the infobox above "pumps from the north" (top) to the south (bottom).  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored tile is [[impassable tile|impassable]].
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The example shown in the infobox above "pumps from the north" (top) to the south (bottom).  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.
  
 
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.
 
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.
  
 
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.
 
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.
 
Construction of a screw pump can be prohibited with a "needs screw trap component" message if your enormous corkscrews are in a bin which has ''any'' current tasks attached to it (such as the relocation of a newly constructed corkscrew, or a military member moving a weapon). One workaround is to create a separate weapon stockpile for your corkscrews, and for best effectiveness, disallow the use of bins in that stockpile. This will force your corkscrew storage to work as smoothly (and space-consumingly) as a furniture stockpile.
 
  
 
== Notes ==
 
== Notes ==
  
* The source of the pump tile must be directionally adjacent to "Open Space" or "Downward Ramp" that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a [[grate]], floor [[bars]], or a [[construction|constructed]] [[fortification]] on the Z-level below.
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* The source of the pump must be directionally adjacent to "Open Space" that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a [[grate]], floor [[bars]], or a [[construction|constructed]] [[fortification]] on the Z-level below.
 
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.   
 
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.   
 
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.
 
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.
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* Orienting a pump incorrectly, and/or not having a proper open liquid source.
 
* Orienting a pump incorrectly, and/or not having a proper open liquid source.
 
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)
 
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)
* Expecting water to rise up above the level of a pump.
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* Expecting water to rise up above the same level of a pump.
 
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)
 
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)
 
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.
 
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.
* Not channeling below the [[impassable tile]] of an individual pump in a pump stack.  This is how power is transmitted to the pump below.
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* Not channeling below the impassable tile of an individual pump in a pump stack.  This is how power is transmitted to the pump below.
 
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the pump's z-level further down the line (where you were planning your magma forges, for example.)
 
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the pump's z-level further down the line (where you were planning your magma forges, for example.)
  
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A Pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.
 
A Pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.
  
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-[[magma-safe]] parts can cause an entire magma pump stack to spontaneously disassemble. To prevent disassembly, you can "anchor" each pump with a stable horizontal axle (for water applications placing this axle on the output tile of the pump also conveniently prevents plant growth; for magma applications the axle must be protected from the magma unless you are using [[nether-cap]]).
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A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-[[magma-safe]] parts can cause an entire magma pump stack to spontaneously disassemble.
  
 
Typical applications for a pump stack include moving magma from a lower level (often the [[magma sea]]) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative [[waterfall]] (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.   
 
Typical applications for a pump stack include moving magma from a lower level (often the [[magma sea]]) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative [[waterfall]] (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.   
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* Ramps can be used in place of channeling. Liquids will transmit through ramps, unlike stairs, and when pumps are constructed they annihilate the ramp they're built on much as walls do. Power will still be transmitted, so they don't need to be removed by miners prior to pump construction. Ramps make it virtually impossible to strand your miners and allow the stack to be dug out using only access doorways on the intake side of the pump, so no construction or doors are later needed to eliminate leaks. A pump stack can be very rapidly carved out with this method as even if a miner/builder is trapped on the containment side of a pump, they can walk up the ramp to the intake side of the pump above and walk out.
 
* Ramps can be used in place of channeling. Liquids will transmit through ramps, unlike stairs, and when pumps are constructed they annihilate the ramp they're built on much as walls do. Power will still be transmitted, so they don't need to be removed by miners prior to pump construction. Ramps make it virtually impossible to strand your miners and allow the stack to be dug out using only access doorways on the intake side of the pump, so no construction or doors are later needed to eliminate leaks. A pump stack can be very rapidly carved out with this method as even if a miner/builder is trapped on the containment side of a pump, they can walk up the ramp to the intake side of the pump above and walk out.
 
* Power can be transmitted to the stack by channeling out the tile directly above the intake (light) tile of the topmost pump and mounting a gear assembly. If the gear assembly is supported by an adjacent gear assembly or horizontal axle on a stable floor (be careful to not have that adjacent gear assembly disengage via lever), this will allow the stack to hang from the gear assembly. If a lower pump needs to be removed, or should self-destruct, the problem of the entire pump stack disassembling described above is eliminated. Further, if the supported gear assembly is built first, the pump stack can be built both from the top and bottom simultaneously, halving construction time, assuming that sufficient attention is paid to make sure that the pumps will align with the proper orientation when the two partial stacks meet. Properly channeling/ramping out the stack should ensure this.
 
* Power can be transmitted to the stack by channeling out the tile directly above the intake (light) tile of the topmost pump and mounting a gear assembly. If the gear assembly is supported by an adjacent gear assembly or horizontal axle on a stable floor (be careful to not have that adjacent gear assembly disengage via lever), this will allow the stack to hang from the gear assembly. If a lower pump needs to be removed, or should self-destruct, the problem of the entire pump stack disassembling described above is eliminated. Further, if the supported gear assembly is built first, the pump stack can be built both from the top and bottom simultaneously, halving construction time, assuming that sufficient attention is paid to make sure that the pumps will align with the proper orientation when the two partial stacks meet. Properly channeling/ramping out the stack should ensure this.
* While expensive on both power and mechanisms, it is also possible to power a pump stack horizontally with a Gear Assembly or power source connected directly to the bright square. This is most useful when you are building an above ground Pump Stack. You can attach a power source to the Screw Pump through the dark square, but it's generally not a good idea because it will leak water along a diagonal. Unless that's your plan.
 
 
* When pumping water, make sure all tiles on the containment side of the stack are covered with a [[construction|constructed]] floor or [[fortification]] to prevent subterranean trees from growing and blocking flow of the stack. Fortifications have the added advantage that, when used with water, they will never become muddy.
 
* When pumping water, make sure all tiles on the containment side of the stack are covered with a [[construction|constructed]] floor or [[fortification]] to prevent subterranean trees from growing and blocking flow of the stack. Fortifications have the added advantage that, when used with water, they will never become muddy.
 
* When using pumps to empty a large body of liquid, make sure that the pump output is properly isolated from the intake, otherwise the liquid can flow backwards into the pump's walkable tile and cause problems (such as flushing the dwarf operating it into the body of liquid being drained).
 
* When using pumps to empty a large body of liquid, make sure that the pump output is properly isolated from the intake, otherwise the liquid can flow backwards into the pump's walkable tile and cause problems (such as flushing the dwarf operating it into the body of liquid being drained).
* The order in which the screw pumps were constructed matters. If built from lowest to highest, they will be able to transfer liquids one z-level per tick. However, if built from highest to lowest, they will transport liquids all the way from the bottom to the top in just one tick.
 
  
 
===Improved Magma Pump Stack===
 
===Improved Magma Pump Stack===
  
Because a pump stack pumping magma is known to cause significant [[Maximizing_framerate|lag]], a [http://www.bay12forums.com/smf/index.php?topic=72296.0 new type of pump stack] was developed by [http://www.bay12forums.com/smf/index.php?action=profile;u=19835 NecroRebel] that causes a much smaller drop in [[FPS]].  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer hypothesizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no FPS improvement for water pumps by using this design.
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Because a pump stack pumping magma is known to cause significant [[Maximizing_framerate|lag]], a [http://www.bay12forums.com/smf/index.php?topic=72296.0 new type of pump stack] was developed by [http://www.bay12forums.com/smf/index.php?action=profile;u=19835 NecroRebel] that causes a much smaller drop in [[FPS]].  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer hypothesizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no improvement for water pumps.
  
 
====Newer Magma Pump Breakthroughs====
 
====Newer Magma Pump Breakthroughs====
  
 
Newer breakthroughs in magma pump design has since made the 3x3 reservoir design obsolete.
 
Newer breakthroughs in magma pump design has since made the 3x3 reservoir design obsolete.
NecroRebel has tested a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1772802#msg1772802 1x3 head-over-tail variation] (which is very similar to [[Screw_pump#Pump_stack|the typical 1 by 1 pump stack]]) as well as a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1795907#msg1795907 2x3 head-over-head variation]. Both of these new designs require less space and work as effectively as his original 3x3 reservoir head-over-head design, with no significant drop in FPS. The 1x3 head-over-tail design has the advantages of requiring the least amount of space and being simple to refit from the standard 1 by 1 water pump stack.
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NecroRebel has tested a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1772802#msg1772802 1x3 head-over-tail variation] (which is very similar to [[Screw_pump#Pump_stack|the typical 1 by 1 pump stack]]) as well as a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1795907#msg1795907 2x3 head-over-head variation]. Both of these new designs require less space and work as effective as his original 3x3 reservoir head-over-head design, with no significant drop in FPS. The 1x3 head-over-tail design has the advantages of requiring the least amount of space and being simple to refit from the standard 1 by 1 water pump stack.
  
 
{{buildings}}
 
{{buildings}}

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