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Author Topic: Water flow in channels  (Read 595 times)

Lord Vetinari

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Water flow in channels
« on: November 07, 2010, 06:32:08 pm »

So, I made this large channel that starts from a bend of the brook I have in the map and reconnects to it a hundred or so tiles south. There are two raising bridges at both entrances; the idea was to use the channel for power production with waterwheels and close the bridges to stop the flow when I don't need power (the framerate drops considerably when all the power system is in fucntion).

My problem is that it works more than I expected. It won't stop. When I tested it, the wheels kept spinning. Now it's an entire season after I closed the barriers, but the wheels are still running. Where's my error?
« Last Edit: November 07, 2010, 06:35:08 pm by Lord Vetinari »
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decius

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Re: Water flow in channels
« Reply #1 on: November 07, 2010, 06:44:45 pm »

Water in motion will remain in motion.

Put a mechanism by the output of the waterwheels, and link the lever to the mechanism.

Are you using this to power pumps? Once the channel is filled, the framerate drop from the water flow should ease.
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TBH, I think that all dwarf fortress problem solving falls either on the "Rube Goldberg" method, or the "pharaonic" one.
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gtmattz

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Re: Water flow in channels
« Reply #2 on: November 07, 2010, 09:11:46 pm »

This is just the nature of flow in DF at the moment.  There is a lot of speculation that goes into understanding flow, because we have no real concrete info from toady.  Some things that we do know for sure is that water connected to a naturally occurring source more often than not will remain 'flowing' even if it appears to be 7/7 standing water sealed off from everything else.  This is especially true when the water is on the same z-level as a naturally occurring flowing water source such as a stream or brook, as in this situation, it appears that any water on that same z level, no matter if it was dumped into a hole with a bucket, has flow.
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Lord Vetinari

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Re: Water flow in channels
« Reply #3 on: November 08, 2010, 04:16:07 am »

Ok, thanks!

I guess I'll add a gear assembly at the beginning of the main power axle and maybe a spillway to the channel.

Are you using this to power pumps? Once the channel is filled, the framerate drop from the water flow should ease.

I'm using it as main power farm for anything in the fort. At the moment it means a mill, a 5 levels water pup stack and a 40 levels magma pump stack. Since nothing is ment to work 24/7, especially the pumps, I already added levers to swith off their power lines, but the two 4-wheels sets and the central axle are still affecting the framerate. I guess I need some way to empty the channel when no power is needed.
« Last Edit: November 08, 2010, 05:59:32 am by Lord Vetinari »
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pixl97

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Re: Water flow in channels
« Reply #4 on: November 08, 2010, 11:07:29 am »

make a channel below your water diversion area that drains through fortifications off the edge of the map, once the diversion is drained put linked hatch covers in the diversion that automatically close when the main floodgates are open.

Also, always link your waterwheels to a linked gear. Too many times have I had to make a skywalk to drop a chunk of ceiling on part of my pumpworks to stop some terrible flood i've made.
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