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Editing v0.31:Pressure plate
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− | {{quality|Exceptional| | + | {{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}} |
− | '''Pressure plates''' act in similar ways to | + | '''Pressure plates''' act in similar ways to {{l|lever}}s, in that they require a single {{L|mechanism}} to be built, and then a pair of mechanisms to be linked to a {{l|floodgate}}, {{L|Trap_component|spike trap}}, {{l|bridge}}, or what-have-you. Their accompanying activity is triggered the instant a creature has stepped on them (not including the delay associated with the triggered item); leave a time delay space for traps based on {{l|elf|enemy}} movement |
==Types== | ==Types== | ||
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==Uses== | ==Uses== | ||
− | Pressure plates are used as a variety of triggers for other activities, such as | + | Pressure plates are used as a variety of triggers for other activities, such as {{L|bridge}} raising or {{L|Trap_design|defensive and trap}} purposes, such as magma or water traps involving reservoirs of said substances. Pressure plates will not trigger for unseen foes, such as {{L|goblin|goblin snatchers}}. They will, however, trigger if the snatcher has been discovered "inside" the plate defensive boundary and attempts to flee, and then steps on them on the way out of the fortress. This potentially extremely hazardous issue should be addressed during defense design. |
− | Pressure plates send an 'open' command the instant something steps on them, and a 'close' command | + | Pressure plates send an 'open' command the instant something steps on them, and a 'close' command 100 ticks after something steps off of them. If a pressure plate sends an 'open' command to a door/floodgate/floor hatch that is already opened, nothing happens. The only exception to this is gear mechanisms, which toggle their engaged/disengaged state on every trigger from a lever or pressure plate. |
− | == | + | ===Resettable One-Use Pressure Plates=== |
− | + | [[Image:Mini_Resetable_Trigger_Once_Plate.PNG|thumb|right|133px|'''Resettable One-Use Plate System'''.<br /> Uses scaffolding (not shown) just like a {{l|Screw pump#Pump stack|pump stack}}.]] | |
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− | [[Image:Mini_Resetable_Trigger_Once_Plate.PNG|thumb|right|133px|'''Resettable | ||
While ordinary one-use plates are easy to use, they deconstruct immediately after triggering and destroy all but one of the mechanisms used. Sometimes, it's desirable to have a system that triggers once, then waits to be reset manually. For example, you might have a pressure plate that seals off your entrance and floods it with magma, but you don't want the flood to stop or the drawbridges to open like it would for a resetting pressure plate, but you also don't want to rebuild and reconnect the one-use pressure plate after every siege when half the parts are submerged in magma. This is when you should use a more complex setup like the one shown in the picture to the right. | While ordinary one-use plates are easy to use, they deconstruct immediately after triggering and destroy all but one of the mechanisms used. Sometimes, it's desirable to have a system that triggers once, then waits to be reset manually. For example, you might have a pressure plate that seals off your entrance and floods it with magma, but you don't want the flood to stop or the drawbridges to open like it would for a resetting pressure plate, but you also don't want to rebuild and reconnect the one-use pressure plate after every siege when half the parts are submerged in magma. This is when you should use a more complex setup like the one shown in the picture to the right. | ||
− | Suppose you want to use a pressure plate to seal off your main entrance. You build the setup shown, being sure to construct the lower pumps before the upper pumps and the gear assembly on top after both pumps are done. Then connect the plate in room 2 to the drawbridges that seal the entrance and hook a resetting, enemy triggered plate from your main hallway to the hatch in room 1. The resetting pressure plate in room 2 should be set to trigger whenever any water is on it. You also connect a | + | Suppose you want to use a pressure plate to seal off your main entrance. You build the setup shown, being sure to construct the lower pumps before the upper pumps and the gear assembly on top after both pumps are done. Then connect the plate in room 2 to the drawbridges that seal the entrance and hook a resetting, enemy triggered plate from your main hallway to the hatch in room 1. The resetting pressure plate in room 2 should be set to trigger whenever any water is on it. You also connect a {{l|lever}} to the {{l|gear assembly}} above the pumps, which becomes your reset lever, and pull the lever to disengage the gear once its set up. You also connect that gear to a power source with at least 25 {{l|power}}. Lastly, you fill area 1 with 7/7 water (to prevent evaporation) by channeling through the floor and designating a {{l|activity zone|pond zone}} above it. After it's full, remove the pond zone and build a floor over it for good measure. During construction, you will need scaffolding just like what you use for a {{l|Screw pump#Pump stack|pump stack}}. This setup uses the same trick of channeling through the floor and building the lower pump first to allow them to share their power source. Remember to forbid the access doors when you're done setting everything up. |
− | You can | + | You can {{l|power}} this from any source, but if your map gives 40 wind power you can just use a {{l|windmill}}. Build a {{l|windmill}} right above where it says "power here" and then build a {{l|gear assembly}} directly below it. Putting a windmill directly on top of a gear you disengage can cause the windmill to collapse, so don't try that unless it says the windmill has a stable foundation. You may also want to construct a wall around your windmill to prevent a {{l|building destroyer}} from smashing it. |
− | Now, whenever your pressure plate is triggered, the hatch will immediately open and dump the water from 1 onto the plate at 2, holding that plate down until you use your reset lever to activate the pump and put the water back on top of the hatch. Don't forget to turn the pumps off after all the water has moved, or it will continue to reset itself until the pumps are stopped | + | Now, whenever your pressure plate is triggered, the hatch will immediately open and dump the water from 1 onto the plate at 2, holding that plate down until you use your reset lever to activate the pump and put the water back on top of the hatch. Don't forget to turn the pumps off after all the water has moved, or it will continue to reset itself until the pumps are stopped. |
==Construction== | ==Construction== | ||
− | Pressure plates are built on any | + | Pressure plates are built on any {{l|floor}} using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, or some combination of the three). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} affect the minimum weight, and {{k|d}} and {{k|f}} affect the maximum. Check the table below for information related to weights. |
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− | NOTE: The creature selection screen has an additional setting that allows the pressure plate to ignore, or be triggered by, your citizens | + | NOTE: The creature selection screen has an additional setting that allows the pressure plate to ignore, or be triggered by, your citizens. |
− | Construction is done by a | + | Construction is done by a {{l|mechanic}}, who will require one {{l|mechanism}}. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the desired device, work for awhile, and then take another mechanism to the pressure plate itself and complete the task. Your pressure plate is now ready for action. |
===Choosing Weights=== | ===Choosing Weights=== | ||
− | Only adult weights appear in-game. Children creatures will still trigger pads, even though they are unlisted | + | Only adult weights appear in-game. Children creatures will still trigger pads, even though they are unlisted. |
First of all, numbers are only showing their first four most significant digits; 500,000, the default minimum weight, will appear to be 5000 in-game. It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says. | First of all, numbers are only showing their first four most significant digits; 500,000, the default minimum weight, will appear to be 5000 in-game. It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says. | ||
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Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans. On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps. | Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans. On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps. | ||
− | + | {{L|Vermin}} inherently do not trigger traps - aside from their weight being consistently less than 1000, they aren't treated as actual creatures for the purpose of triggering any sort of trap. | |
{| {{prettytable}} | {| {{prettytable}} | ||
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|- | |- | ||
| 20,000,000 | | 20,000,000 | ||
− | | Bronze | + | | Bronze Colossi, Whales[A], Whale Sharks[A] |
|- | |- |