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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Flaa</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-09T20:06:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Underground_river&amp;diff=30972</id>
		<title>40d Talk:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Underground_river&amp;diff=30972"/>
		<updated>2008-04-22T16:55:11Z</updated>

		<summary type="html">&lt;p&gt;Flaa: Underground rivers spawn cave  fish?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assuming that there's some logic behind underground river locations, it seems to me that the following might be good places to look: 'Upstream' from the source of a regular river (perhaps that river doesn't start there, but that's simply where it makes it to the surface first), in an area without many visible surface rivers (rain falls and has to go somewhere), and in areas with lots of limestone, which is where a lot of real-world underground rivers are. [[User:NPComplete|NPComplete]] 13:18, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It is in my understanding that underground rivers spawn cave fish. Also, above ground rivers channeled under ground do not spawn cave fish. Can someone verify this? --[[User:Flaa|Flaa]] 12:55, 22 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Flaa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Inside&amp;diff=25013</id>
		<title>40d Talk:Inside</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Inside&amp;diff=25013"/>
		<updated>2008-04-22T14:40:22Z</updated>

		<summary type="html">&lt;p&gt;Flaa: Signature missing. (Discussion about indoor/outdoor tiles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My experience would suggest that dwarves told to &amp;quot;stay indoors&amp;quot; will interpret the command as &amp;quot;stay underground,&amp;quot; which pretty much sucks if you've built a surface fortress.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:27, 10 November 2007 (EST)&lt;br /&gt;
:You are correct according to my experience. &amp;quot;Stay indoors&amp;quot; is interpreted as &amp;quot;stay underground/in the subterranean&amp;quot;. So in this sense whether a tile is considered &amp;quot;indoors&amp;quot; is not based on whether it is outdoors or indoors. It is actually based on whether the tile is above ground or subterranean. In my opinion this is a glitch in the game and may cause some gray hairs when designing fortress defense. Siege operators, for example, could be rendered useless if one made the wrong assumption about how tiles are considered &amp;quot;indoors&amp;quot;. --[[User:Flaa|Flaa]] 10:40, 22 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Flaa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Inside&amp;diff=25012</id>
		<title>40d Talk:Inside</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Inside&amp;diff=25012"/>
		<updated>2008-04-22T14:38:50Z</updated>

		<summary type="html">&lt;p&gt;Flaa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My experience would suggest that dwarves told to &amp;quot;stay indoors&amp;quot; will interpret the command as &amp;quot;stay underground,&amp;quot; which pretty much sucks if you've built a surface fortress.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:27, 10 November 2007 (EST)&lt;br /&gt;
:You are correct according to my experience. &amp;quot;Stay indoors&amp;quot; is interpreted as &amp;quot;stay underground/in the subterranean&amp;quot;. So in this sense whether a tile is considered &amp;quot;indoors&amp;quot; is not based on whether it is outdoors or indoors. It is actually based on whether the tile is above ground or subterranean. In my opinion this is a glitch in the game and may cause some gray hairs when designing fortress defense. Siege operators, for example, could be rendered useless if one made the wrong assumption about how tiles are considered &amp;quot;indoors&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Flaa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8661</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8661"/>
		<updated>2008-04-22T11:47:46Z</updated>

		<summary type="html">&lt;p&gt;Flaa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Flaa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Meal&amp;diff=40438</id>
		<title>v0.34:Meal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Meal&amp;diff=40438"/>
		<updated>2008-04-18T16:52:52Z</updated>

		<summary type="html">&lt;p&gt;Flaa: Redirecting to Food&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Food]]&lt;br /&gt;
&lt;br /&gt;
[[category:food]]&lt;br /&gt;
[[category:items]]&lt;/div&gt;</summary>
		<author><name>Flaa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Flaa&amp;diff=40313</id>
		<title>User:Flaa</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Flaa&amp;diff=40313"/>
		<updated>2008-04-15T18:44:12Z</updated>

		<summary type="html">&lt;p&gt;Flaa: A word or two about me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;She admired a fine trap la&lt;br /&gt;
&lt;br /&gt;
== About me ==&lt;br /&gt;
&lt;br /&gt;
Just another DF freak. Got addicted in May 2008 and so far there's no end in sight. [[User:Athan|Athan]] was the devil behind it. My website [http://www.mooma.info http://www.mooma.info] features some relaxing electronic ambient music composed by me. Perhaps you'd like to have it accompany your DF gaming session. Oh boy, I wish the devs would allow music contributions. This great game just cries for some more medieval style dittyes. Well, one can always dream.&lt;br /&gt;
&lt;br /&gt;
Also, shout out to Xael!&lt;/div&gt;</summary>
		<author><name>Flaa</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:River&amp;diff=26382</id>
		<title>40d Talk:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:River&amp;diff=26382"/>
		<updated>2008-04-15T17:25:38Z</updated>

		<summary type="html">&lt;p&gt;Flaa: A couple of grammatical errors corrected by request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the image should be edited... the light blue rivers are streams, not brooks. Brooks are actually invisible on the region map, only visible on local. Only a minor issue though, but it can cause confusion. [[User:Lightning4|Lightning4]] 16:49, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===2967067655===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;cave river&amp;quot; in seed 2967067655 is a short segment enclosed in solid rock, that comes from nowhere and &amp;quot;falls away&amp;quot; into open space at both ends - open space that doesn't extend to the level below. Is this typical of 0.27.169.33? If so, I'll have to put all my cave river plans off to a future version.  [[User:Kidinnu|Kidinnu]] 09:54, 14 November 2007 (EST)&lt;br /&gt;
:That sounds very strange. The cave rivers I've seen are sourced from a &amp;quot;mysterious area&amp;quot; and usually either continue off the map or fall off the bottom. They also tend to go through several lowerings of their elevation. Are you sure you fully explored it? [[User:VengefulDonut|VengefulDonut]] 10:03, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know where this should be mentioned, but there is a huge difference on my machine between FPS on maps with brooks and maps with rivers.  I've got a 3.4ghz and 2 gig ram, and my FPS on a map with a river drops to 15-20 right off the bat, where it stays in the high 50's until 30-40 dwarves with only a brook. -- unsigned, but written by Gotthard, according to page history.&lt;br /&gt;
&lt;br /&gt;
I added a bit about temporarily draining and permanently damming rivers and linked to a movie I recorded of doing just that. I think there are ways that would be easier on the dwarves and less micromanagey - one way, perhaps, may be to blast a 3-wide section of the river floor, instead of a 1-wide one, and then build floors in the middle column, and then build floodgates on top of those - that should keep the pesky backflow (which made installing the floodgates so arduous) from interfering with the damming. --[[User:SL|SL]] 00:28, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Draining brooks ==&lt;br /&gt;
&lt;br /&gt;
I made following experiment: &lt;br /&gt;
&lt;br /&gt;
*1. Built a bridge over brook, the brook flowed from left to right&lt;br /&gt;
*2. Built walls for the bridge&lt;br /&gt;
*3. channeled under right wall&lt;br /&gt;
*4. I then removed floors between walls of the bridge so that walls would fall in the brook&lt;br /&gt;
&lt;br /&gt;
Purpose of this experiment was to drain the river. I made two walls to see what happens when I drop wall on the brook tile, and when I drop walls on brook tile that has been dug out. I was expecting to see my left wall intact on the brook, like if I had built the wall right on top of brook tile. And to see my right wall intact at the bottom of the brook where I had channeled out the brook. &lt;br /&gt;
&lt;br /&gt;
Setting, before removing any parts of the bridge. &lt;br /&gt;
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|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{RT|&amp;amp;#x25BC;|#888|#000}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|{{RT|.|#0f0|#fff}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both walls fell to the bottom of brook and fell apart into blocks I had used to build the walls. This wasn't such a terrible surprise to me. What was a surprise was that the walls which had fell through walkable brook tiles had &amp;quot;broken&amp;quot; the brook. The game now seems to handle those tiles like they were ending the brook. Water pours in from both ends and simply disappears.&lt;br /&gt;
&lt;br /&gt;
Basically this could be used to create more tiles for water to pour out of map...&lt;br /&gt;
&lt;br /&gt;
--[[User:Athan|Athan]] 13:17, 15 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Flaa</name></author>
	</entry>
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