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Editing 40d Talk:Lever

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Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)
 
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)
  
:In the current version (0.27.176.38c) doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)
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:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)
 
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)
 
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)
 
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)
 
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)
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I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard
 
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard
 
Doesn't the delay come from the floodgate grinding to close the water/magma channel/tunnel compared to a door slamming shut right away? --[[User:Karpatius|Karp]] 08:51, 31 October 2008 (EDT)
 
:That is what it is meant to simulate.  Like people mentioned above, though, Toady's said that doors shouldn't work as well as floodgates, so in some later version your doors will probably leak. --[[User:ThunderClaw|ThunderClaw]] 10:09, 31 October 2008 (EDT)
 
  
 
== controlling at a distance ==
 
== controlling at a distance ==
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== Megabeasts ==
 
== Megabeasts ==
  
I have noticed that a bridge that a hydra is standing on cannot be retracted (0.27.176.38c). Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)
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I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)
  
 
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)
 
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)
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:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)
 
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)
 
:: "All at once like this," you say?  Was their a [[fun|party]] on your bridgeworks?
 
:: And, yeah, megabeasts kill bridge operation, even "benign" acts like retracting with them on it.  It must have something to do with their BUILDINGDESTROYER tag. --[[User:FJH|FJH]] 02:58, 6 April 2009 (UTC)
 
:::The [[bridge]] page mentions that anything with a size greater than 10 prevents the bridge from operating. --[[User:Bombcar|Bombcar]] 05:42, 3 December 2009 (UTC)
 
  
 
== Proposed addition: Mechanism sequence ==
 
== Proposed addition: Mechanism sequence ==
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:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)
 
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)
 
:Right now your best way to remember what lever does what is to build a reference behind the lever as a reminder: a one-tile bridge behind the<br />"front door/bridge" lever, a support behind the "collapse the mountain" lever and so forth... or write down what does what on paper.<br />Even naming levers would be useful but for now you need the "references." -[[User:Karpatius|Karp]] 06:10, 19 December 2008 (EST)
 
  
 
== Max number of links? ==
 
== Max number of links? ==
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::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?
 
::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?
 
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)
 
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)
 
:::Connect that power to a screw pump, that pours water onto a pressure plate. There's an example of such a device on the mechanics page. Take a look as Water/Fluid logic as well (Linked to on the mechanical page) for some other pump-based devices.
 
:::--[[User:Bilkinson|Bilkinson]] 06:56, 17 October 2008 (EDT)
 
 
:::It's... ''workable'', I suppose. It's much more complex than the bridge system. It might be faster responding, depending on the speed at which a pump works, since there is no 100 step delay like a bridge. It would take a lot more room and mechanisms, not to mention a seperate power source for each one. Remember, each leaver you invert need its own, independent setup.
 
::::--[[User:Macdjord|Macdjord]] 13:09, 17 October 2008 (EDT)
 
 
:::: Check out this page, it might help.. www.dwarffortresswiki.net/index.php/User:SL/Logic_Gates.
 
::::[[User:Martinuzz|Martinuzz]] 8:54, 28 October 2008 (EDT)
 
 
: So the goal here is to have water on a pressure plate when a lever is set to ON.  Don't hatch covers respond quicker than bridges?
 
 
: Gee, this sucks.  I thought things just toggled whenever you flipped the lever.  That's how it should be IMHO.  [[User:Gairabad|Gairabad]] 20:31, 13 November 2008 (EST)
 
 
<pre>
 
Side view:
 
 
####
 
#^HW
 
##D#
 
 
^ = Pressure Plate
 
W - Water Inlet
 
D - Drain
 
H - Hatch Cover
 
# - Solid rock
 
</pre>
 
:Main lever linked to Hatch Cover (H).  When the lever is OFF, the hatch is closed and the Pressure Plate (^) chamber fills.  When the lever is ON, the Hatch Cover (H) disappears and water drains away before reaching the pressure plate ledge.
 
:[[User:Wangcommander|Wangcommander]] 01:27, 12 November 2008 (EST)
 
 
:: But since you're not actually blocking off the water, you are dependent on the fickleness of the water pressure simulation. Sure, the room would never fill with an open hatch between the water source and the hatch, but after the first use it ''starts off'' filled. Are you certain it will drain? If the water comes in from the source as fast as it goes out the drain, will it not stay full? That's the advantage of using the bridge - it is the only piece of equipment that blocks water in the ON position.
 
:: A hybrid design might be useful, using a bridge to block the input bu a hatch to control the output. When you switch it, the hatch instantly starts draining the water, then the bridge seals the inlet 100 ticks later to guarantee a complete drain.
 
:: --[[User:Macdjord|Macdjord]] 16:04, 12 November 2008 (EST)
 
 
I might be misunderstanding the goal of this (and, for the record, I do think it's really cool), but wouldn't hooking up the lever to the thing you want non-inverted, then flipping the switch, and then hooking it up to the inverted thing accomplish the same thing? That way you have two things hooked up to the lever that are in opposite states of each other..... [[User:Zardus|Zardus]] 05:09, 26 February 2009 (EST)
 
:A 'Pull the lever' task is not a logical toggle. It toggles the lever, and then activates the lever to signal its current state to its linkages... That is, if the lever is in the 'open' position, pulling it flips it to 'closed' and then sends 'closed' to all its linked buildings. Anything which is, for whatever reason, currently in the 'closed' state will simply remain closed. The case you describe is such a situation. It can also arise where a lever is pulled twice in less time than it takes for the first signal to produce its effect. That is: A dwarf pulls a lever linked to a bridge. The dwarf takes 2 steps away, pauses to decide what to do, and notices that there's a pull the lever task on a lever 2 steps away. The dwarf returns to pull the lever again. The bridge has not yet raised when the second signal is sent... A little bit later, the bridge will raise, but unless the lever is pulled again, to get it into the 'raise' state, and then a fourth time to get it to the 'lower' state, the bridge will not lower.--[[User:Wattj|wattj]] 11:03, 26 February 2009 (EST)
 
Something like this? [[http://dwarf.lendemaindeveille.com/images/4/48/LeverInvert.gif]] --[[User:Grek|Grek]]
 
 
== how to disconnect levers? ==
 
 
Is there a way to disconnect a lever from an object without destroying the lever and rebuilding it? --[[User:Shaver|Shaver]] 12:53, 2 January 2009 (EST)
 
:You can't, to my knowledge.  Mechanisms in a lever and the connections stay in place until the lever is deconstructed.  I use a lever for cage traps in an arena, and after every 'round' I need to rebuild it to get back the mechanisms I used. --[[User:Eddie|Eddie]] 14:17, 2 January 2009 (EST)
 
:You could deconstruct the object :) --[[User:Adeptable|Adeptable]] 07:47, 9 September 2009 (UTC)
 
 
== See what's connected to a lever? ==
 
 
Is there a way to see what's connected to a lever? I've lost track of which lever does what, and I'd prefer to not randomly set off my traps trying each one out. --[[User:Katt|Katt]] 00:15, 3 March 2009 (EST)
 
 
No. This is why its a good idea to keep levers proximal to objects they connect to.  I also try to color code levers to the object and gears used for the connection. --[[User:Squirrelloid|Squirrelloid]] 01:36, 3 March 2009 (EST)
 
 
You can also use the Notes thing to label them. --[[User:LegacyCWAL|LegacyCWAL]] 17:15, 3 March 2009 (EST)
 
 
Mystery levers have historically been a great source of [[fun]]. Especially in bloodline games. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:16, 4 June 2009 (UTC)
 
 
== Multiple connections for the same lever/object pair ==
 
I've just removed the text:
 
<blockquote>
 
A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.
 
</blockquote>
 
 
because I don't experience this in 0.28.181.40d15
 
 
--[[User:Adeptable|Adeptable]] 17:34, 6 September 2009 (UTC)
 
 
:Confirmed - partly. Once a lever is successfully linked(but NOT when the linkage is in queue), that item will no longer appear in the lever's list of things that can be linked. Might need to confirm what happens if you queue the same object twice. I think the second link job spits out an error when the queue reaches it but I'm not sure. --[[User:Shurhaian|Shurhaian]]
 
 
:: Hmm, I just tried queuing the same link (lever to door) twice. Both links were made, and now the door contains two mechanisms. So it is possible... I'll add this back to the article with some explanation. --[[User:Adeptable|Adeptable]] 20:01, 9 September 2009 (UTC)
 

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