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Author Topic: Water reactor  (Read 3001 times)

Crashmaster

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Re: Water reactor
« Reply #45 on: November 13, 2010, 02:44:10 am »

I find this style works well for me;

http://www.bay12forums.com/smf/index.php?topic=66210.msg1571724#msg1571724

All water wheels produce 100 power as water level is 7/7 only at the pump output (most of the time). Water is introduced diagonally to the pump pickup tile at the bottom of the channel. Water is metered in from a 3-tile waterlock. Three cycles of the waterlock at 7/7 will fill the channel to operating capacity and start it as well. One cycle is perfect for topping up during operation or will start it again if it runs low on water and stalls.

Careless overfilling will cause the first water wheel to not produce power however.

Naz

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Re: Water reactor
« Reply #46 on: November 13, 2010, 07:52:59 pm »

Update: Been trying to drain the reactor so I can renovate and I've run into a possible bug. There's more than a few dwarves who have gone to the designated water source ie. the floor overlooking the flooded part of the reactor, picked up a bucket and are just sstanding there with a full bucket, no job cancellation spam, nothing, just standing there.
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AtomicDragon

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Re: Water reactor
« Reply #47 on: November 13, 2010, 10:26:28 pm »

I find as a general rule, water under a waterwheel counts as flowing if either:

1) it is connected to a water source defined as flowing, such as a stream.  I found that this works even if the stream freezes.  Underground ponds and canals connected to the stream still generate power, even if filled 7/7.

2) the water tiles under the water wheel are not all the same value.

That makes me wonder if a three tile channel with 16 units of water ( ie. filled 556) would count as flowing, as the 16th unit of water would continually be moving around in the channel.
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