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Editing v0.31:Water wheel

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{{Machine_component|name=Water wheel|key=w
 
{{Machine_component|name=Water wheel|key=w
 
|construction=
 
|construction=
* 3 [[Log]]s
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* 3 {{L|Log}}s
 
|construction_job=
 
|construction_job=
# [[Architecture]]
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# {{L|Architecture|Architecture}}
# [[Carpenter]]
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# {{L|Carpenter|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}}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.
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A '''water wheel''' is a {{L|machine component}} that provides {{L|power}} via water {{L|flow}}. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 {{L|wood}} and generates 90 net power, which can be used for operating one or more {{L|Screw pump|pumps}} or {{L|mill}}s. You can use {{L|axle}}s and {{L|Gear assembly|gears}} to distribute the power produced by a water wheel, or connect the machinery directly.
  
 
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.
 
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.
  
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''
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''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''
  
 
== Construction ==
 
== Construction ==
The [[Building_designer|architecture]] and [[Carpenter|carpentry]] labors are needed for the construction.
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The {{L|Building_designer|architecture}} and {{L|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 color of the first wood selected for it, so you could build a red wheel with one piece of goblin-cap and two of fungiwood.
 
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  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 fungiwood.
  
Although it's ''possible'' to build a stable water wheel on solid ground, it won't provide any power.  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-axis|z-level]] below. Floorless tiles are typically made by [[channel|channel]]ling away the floor.  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. 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.  
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Although it's ''possible'' to build a stable water wheel on solid ground, it won't provide any power.  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 {{L|Z-axis|z-level}} below. Floorless tiles are typically made by {{L|channel|}}ling away the floor.  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. 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.  
  
[[Power]] is generated from a water wheel as long as it has [[flow]]ing water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a [[river]] or [[brook]]. '''With a brook you must first channel through the surface''' since brooks have a floor of sorts over them.  
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{{L|Power}} is generated from a water wheel as long as it has {{L|flow}}ing water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a {{L|river}} or {{L|brook}}. '''With a brook you must first channel through the surface''' since brooks have a floor of sorts over them.  
  
 
==Designs==
 
==Designs==
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== Perpetual motion ==
 
== Perpetual motion ==
  
Due 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 arguably an [[exploit]] and possibly a bug.
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Due to the relatively low power draw of a {{L|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 arguably an {{L|exploit}} and possibly a bug.
  
 
To get it working, you must start the pump manually.*
 
To get it working, you must start the pump manually.*
  
:''(* Exceptions are [[aquifer]]s, which can sometimes have naturally occurring [[flow]].  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. 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 [[channel]]ing, so designs will have to be adapted if such are found.)''
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:''(* Exceptions are {{L|aquifer}}s, which can sometimes have naturally occurring {{L|flow}}.  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. 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 {{L|channel}}ing, so designs will have to be adapted if such are found.)''
  
 
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate.  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.  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.
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</div>
 
</div>
  
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]).  Meanwhile, 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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Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a {{L|pond}}).  Meanwhile, 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.
  
 
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''
 
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''
 
* The ideal amount of water in this design is apparently 43 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop.  
 
* The ideal amount of water in this design is apparently 43 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop.  
  
The reactor can be safely halted either by blocking the tile the pump draws water from or "overloading" the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dwarf-power),  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to [[machinery]] outside them, not shown).
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The reactor can be safely halted either by blocking the tile the pump draws water from or "overloading" the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dwarf-power),  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to {{L|machinery}} outside them, not shown).
  
[[Power]] can routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle over the pump's intake tile; while this does not interfere with the pump's operation or present a danger of flooding, it makes it more difficult to shut down the reactor.  In either case, it's typically wise to place a [[gear assembly]] linked to a [[lever]] early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.
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{{L|Power}} can routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle over the pump's intake tile; while this does not interfere with the pump's operation or present a danger of flooding, it makes it more difficult to shut down the reactor.  In either case, it's typically wise to place a {{L|gear assembly}} linked to a {{L|lever}} early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.
  
 
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.
 
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.
  
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[flow|water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''
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''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural {{L|flow|water flow}} - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''
*This can be countered by connecting something that consumes >90 power while building the waterwheels -19 [[gear assembly|Gear assemblies]] works
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*This can be countered by connecting something that consumes >90 power while building the waterwheels -19 {{L|gear assembly|Gear assemblies}} works
  
 
===Mini Water Reactor===
 
===Mini Water Reactor===

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