Start the pump manually ( q, Enter ) - if there is enough water*, the "reactor" will start immediately and the pump operator will leave. Construct the pump, pumping from the South. 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. *REMEMBER TO BUILD AN ORTHOGONAL PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL* Dwarven Water Reactor Part of a number of articles onĭig the V-shaped channel and fill it with water (either from an outside source or by designating it as a pond). As the water level decreases, the water wheel may intermittently stop providing power when the level falls below 4/7, the wheel stops providing power altogether. It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate. 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 channeling, so designs will have to be adapted if such are found.) 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. (* Exceptions are aquifers, which can sometimes have naturally occurring flow. To get it working, you must start the pump manually.* This is undeniably an exploit and possibly a bug. Just remember to make sure there's a support structure in place before you place the next wheel.ĭue 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 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). Since most water in Dwarf Fortress seems to flow diagonally, this is rarely an issue.ĭesigns Key: # = Wall ○ = Millstone + = Floor ~ = Water W = Water Wheel * = Gear Assembly ═ = Axle With a brook you must first channel through the surface since brooks have a floor of sorts over them.įurthermore, the body of water beneath the water wheel must be flowing in the correct direction in order for it to work-for example, placing a N-S water wheel over water flowing straight east or west will have no effect. The easiest way to achieve this is by placing the water wheel over a river or brook. Power is generated from a water wheel as long as it has flowing water at a depth of 4/7 or greater under at least one of its tiles. Do not hang it from a gear assembly you wish to control with a switch, as a disconnected ("switched off") gear assembly can't support anything and will cause the waterwheel to deconstruct. To support the water wheel, build it with its central tile orthogonally adjacent to a gear assembly, a horizontal axle, a screw pump, or the central tile of a pre-existing water wheel. Floorless tiles are typically made by channelling away the floor. A useful water wheel is built in an empty tile that does not contain a floor, allowing the wheel to be powered by water in the tiles one z-level below. It is the color of the first wood selected for it, so you could build a red wheel with one piece of goblin-cap and two of any other wood.Īlthough it's possible to build a stable water wheel on solid ground, it won't provide any power. The architecture and carpentry labors are needed for the construction.Ī water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).
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