ijkdenem Posted February 20 Report Posted February 20 1 minute ago, EnbyKaiju said: From my experience so far it's about 50/50 whether it's a rapid or slow water. So as long as you set up nearby to some kind of hill or mountain you should be fine. I actually just tested this to assist someone else! From current testing, no. When the rapid hits the water wheel it turns into slow water. Most likely to prevent metagaming it but also kinda makes sense as the water is using a lot of that kinetic energy to push the wheel. But, I was thinking about it. And if you put a big windmill on top of a waterwheel structure you would get both the consistency of the water wheel, plus the push of the wind power. Thankfully you'd also be close enough to water in case things speed up too fast and it all catches fire, lol. well dang. so no daisy chaining the waterwheels? bugger.
ijkdenem Posted February 20 Report Posted February 20 it would be cool if the 2 kinds of water spun it at different speeds.
EnbyKaiju Posted February 20 Report Posted February 20 1 minute ago, ijkdenem said: well dang. so no daisy chaining the waterwheels? bugger. Yeah, I was a little sad, if only because there's a historic Japanese waterwheel setup that has three in a row that I would have loved to have replicated. But we can't have everything. It doesn't stop you from splitting the rapids, then putting a wheel on every fork of the water though. Just takes a little bit of creative irrigation work.
ijkdenem Posted February 20 Report Posted February 20 i hope the stable version comes out soon cuz i can't wait!!!
EnbyKaiju Posted February 20 Report Posted February 20 Yeah, a new world is how I'm going too. Given rivers are still probably a few versions away I'm happy to start things off with water power for a long-term world. I'm still guessing we're probably...3 to 4 weeks away from a stable build, depending on how done they are with dungeons. There's still dozens of little bugs they have to work out too. They'll get there.
EnbyKaiju Posted February 20 Report Posted February 20 Okay, I'm starting to feel like the VS devs are specifically targeting me, lol Only like 2 days ago did I learn how to properly use multi-directional chiseled blocks (the putting them in the grid thing just didn't make sense to me). And now they just announced you can add them directly from the chisel menu... This is absolutely rad, some of the ideas I have for my next world absolutely require those kinds of blocks and this makes it so much easier. 2
SunshineSea Posted February 20 Report Posted February 20 6 hours ago, EnbyKaiju said: I only just noticed this because of your post so thank you!! Sheep are lovely and it's so nice to get another kind given we have so many goats. And they are exactly as lethal as the big horn sheep, haha. They might not run away from you like goats do, but the rams definitely live up to their names. I'm so glad my half-thought-out rambles at work have brought at least some more deserved attention to the sheep. The mouflons are lovely, but more biodiversity is always a win for VS. Fun fact! Mouflon were the first sheep species domesticated by humans. You can look at surviving cuniform texts from Mesopotamia (~3k BC?) where they specifically mention bringing in mouflons (tišānum) caught in the mountains to breed with their existing stock of sheep. It seems to be for genetic diversity primarily, and to strengthen various "wild" traits. Hybrid sheep breeds were only ever with Mouflon (or mountain?) sheep, not cross-breeding domestic lines. Sometime about wild and fierce natures, iirc? Makes sense that Mouflons in VS are just as spicy! It was always male Mouflon bred to tamed ewes, too, which reminds me of the domestication mechanics in VS being linked to the mother's gen. I think it would be a fun project to bring in a "new" Mouflon ram every few generations to breed with the current flock. 2
EnbyKaiju Posted February 20 Report Posted February 20 1 minute ago, SunshineSea said: Fun fact! Mouflon were the first sheep species domesticated by humans. You can look at surviving cuniform texts from Mesopotamia (~3k BC?) where they specifically mention bringing in mouflons (tišānum) caught in the mountains to breed with their existing stock of sheep. It seems to be for genetic diversity primarily, and to strengthen various "wild" traits. Hybrid sheep breeds were only ever with Mouflon (or mountain?) sheep, not cross-breeding domestic lines. Sometime about wild and fierce natures, iirc? Makes sense that Mouflons in VS are just as spicy! That is a fun fact! One I'm very happy to learn. I love how this game leads me to learning new things. And having a historically relevant kind of sheep to fill a niche is wonderful to have. As much as I love bighorn sheep they are primarily a North Americas breed (with links to Siberia), and we've so many different kinds of goats that go from equator to ice cap it's nice to have that variety. I'm also very much looking forward to shouting "Kevin!" every time one of the Mouflon ram me off a cliff (it's become an in-joke in my friend group that all the rams are called Kevin, so we have something to yell in those instances, lol) 1
Alexandr Chertkov Posted February 20 Report Posted February 20 10 hours ago, ijkdenem said: i wonder if you can run more than 1 waterwheel in the same rapids? The flow can be branched! And then you can install several wheels on a single rapids.
Alexandr Chertkov Posted February 21 Report Posted February 21 I generated the world in version pre.3 with the same seed, and hoped that the streams of plain water would become rapids, but they simply disappeared. It's a shame, I found a very beautiful spot for a future base, but there are no rapids there. I want to live on a hill by the sea so I can use a boat to get around and try out the new water wheel. And I can't find any good world seed. And I also want a beautiful rock. That's a lot to ask for, isn't it? Another idea for a quick start is to find a settlement with two merchants and remove the private from there.
LadyWYT Posted February 21 Report Posted February 21 3 hours ago, Alexandr Chertkov said: I generated the world in version pre.3 with the same seed, and hoped that the streams of plain water would become rapids, but they simply disappeared. It's a shame, I found a very beautiful spot for a future base, but there are no rapids there. Could always use a little creative magic to fix that. It's what I did on my world the other day.
ijkdenem Posted February 21 Report Posted February 21 i just found out you NEED iron to make the waterwheel. this blows. so much for making an early to mid game waterwheel house. so sad. the SMALL one should be made with lesser metals. later on a BIGGER one should require iron.
LadyWYT Posted February 21 Report Posted February 21 4 hours ago, ijkdenem said: i just found out you NEED iron to make the waterwheel. this blows. so much for making an early to mid game waterwheel house. so sad. the SMALL one should be made with lesser metals. later on a BIGGER one should require iron. Based on my toying around with it so far, yes, it's an expensive investment but also one that's well worth making in the mid game. The 4-way hub can be smithed from 3 iron ingots, I think, and you only need two of them for the main axle. Bronze nails can be used for the wheel's construction. Otherwise, it's just a lot of beams, planks, and a fair bit of resin. Once you get the water wheel up and running though, it can power a helve hammer at a decent speed with ease, and that speed will also be a constant, unlike wind power.
CastIronFabric Posted February 21 Report Posted February 21 5 hours ago, ijkdenem said: i just found out you NEED iron to make the waterwheel. this blows. so much for making an early to mid game waterwheel house. so sad. the SMALL one should be made with lesser metals. later on a BIGGER one should require iron. I agree with the overall assessment here, I am not a fan of multiple things regarding the restrictions on water wheel. In case others have not mentioned it, another issue is that downflow of the fast water stream will immediately turn to regular flow water. This means: 1. you can only build one per naturally found rapids. 2. player can not make their own rapids. 3. iron is needed. This is an area, that I will use creative and create rapids myself. As a side note, I also use creative to place traders but only after I build them a trading stall, I am not a fan of the trader system either.
ijkdenem Posted February 22 Report Posted February 22 if the RAPIDS type water freezes in the winter you may need to put a GREENHOUSE over it and the waterwheel to protect it from the temperature. i will most def try that when the stable version comes out.
LadyWYT Posted February 22 Report Posted February 22 8 hours ago, ijkdenem said: if the RAPIDS type water freezes in the winter you may need to put a GREENHOUSE over it and the waterwheel to protect it from the temperature. i will most def try that when the stable version comes out. Freezing temperatures have arrived in my game and the rapids are fine. Perhaps it's due to the source block being protected, however, I've not known running water in the game to freeze. 1
ijkdenem Posted February 22 Report Posted February 22 6 hours ago, LadyWYT said: Freezing temperatures have arrived in my game and the rapids are fine. Perhaps it's due to the source block being protected, however, I've not known running water in the game to freeze. i just figured that to be safe i would box it up. GREENHOUSES are not hard to make if you get the right traders and use the bare minimum of the glass needed for the roof.
Ravensblade Posted February 23 Report Posted February 23 Do somebody know how much force is generated by source block or how to check power of waterwheel? I noticed that 5 block waterwheels can run double geared quern and 3 block waterwheel can't. But i don't know how to measure them compared to windmills that give actual data.
Michael Gates Posted February 23 Report Posted February 23 2 hours ago, Ravensblade said: Do somebody know how much force is generated by source block or how to check power of waterwheel? I noticed that 5 block waterwheels can run double geared quern and 3 block waterwheel can't. But i don't know how to measure them compared to windmills that give actual data. Look at the hub and see if it shows power in kN; that displays for the rotor hub on a windmill, so the water wheel *should* do it also. If not... bug.
Husz Posted February 24 Report Posted February 24 Super sad elevators didn't make it, but still super happy with the update, keep up the good work
ijkdenem Posted February 24 Report Posted February 24 maybe a manual dumbwaiter type elevator will be added atsome point.
kal_culated Posted February 25 Report Posted February 25 On 2/21/2026 at 4:45 PM, CastIronFabric said: I agree with the overall assessment here, I am not a fan of multiple things regarding the restrictions on water wheel. In case others have not mentioned it, another issue is that downflow of the fast water stream will immediately turn to regular flow water. This means: 1. you can only build one per naturally found rapids. 2. player can not make their own rapids. 3. iron is needed. This is an area, that I will use creative and create rapids myself. As a side note, I also use creative to place traders but only after I build them a trading stall, I am not a fan of the trader system either. I do love the waterwheels as a concept, but I have to agree. Its only pre3 so far, but iron is pretty rough as most folks got a little windmill up by then and the power generated is very low. Rapids is also very rough, again for something needing iron and generates low power. I can't see hunting around for a spot with rapids to build a low output later game generator. I'd most like the wheels as something that works in either any water or any moving water/ocean, especially if rivers come. I'd find iron more acceptable if the wheel can go any any / most water.
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