v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Lever

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
  
  
A '''lever''' is a building constructed from one [[mechanism]] on an empty tile. Once in place, it can be linked to one or more devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to control these other devices remotely. Order the lever to be pulled through its {{k|q}} menu. A free dwarf will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in [[fun]]. Levers also make good furniture choices when constructed with high-quality mechanisms.
+
A '''lever''' is a building constructed from one {{L|mechanism}} on an empty tile. Once in place, it can be linked to one or more devices such as {{L|door}}s, {{L|bridge}}s or {{L|support}}s, permitting you to control these other devices remotely. Order the lever to be pulled through its {{k|q}} menu. A free dwarf will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in {{L|fun}}. Levers also make good furniture choices when constructed with high-quality mechanisms.
  
[[Pressure plate]]s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much [[fun]], a pressure plate may be a better choice. There is more information on trap design [[trap design|here]].
+
{{L|Pressure plate}}s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much {{L|fun}}, a pressure plate may be a better choice. There is more information on trap design {{L|trap design|here}}.
  
 
==Activation of the devices==
 
==Activation of the devices==
 
When a lever is pulled, the connected device(s) activates. What happens during activation depends on the linked device:
 
When a lever is pulled, the connected device(s) activates. What happens during activation depends on the linked device:
  
* [[Door]]s and [[Hatch]]es open and close.
+
* {{L|Door}}s and {{L|Hatch}}es open and close.
* [[Support]]s collapse, potentially causing a cave-in (pulling the lever again won't re-assemble the support, cave-in or not).
+
* {{L|Support}}s collapse, potentially causing a cave-in (pulling the lever again won't re-assemble the support, cave-in or not).
* [[Bridge]]s raise and lower, or retract and extend, depending on the type of bridge.
+
* {{L|Bridge}}s raise and lower, or retract and extend, depending on the type of bridge.
* [[Floodgate]]s open and close.
+
* {{L|Floodgate}}s open and close.
* [[Gear assembly|Gear assemblies]] toggle between engaged and disengaged (disengaged assemblies can't support other machinery).
+
* {{L|Gear assembly|Gear assemblies}} toggle between engaged and disengaged (disengaged assemblies can't support other machinery).
* [[Restraint]]s release the creature assigned to them (leaving the restraint attached to the creature and, at present, unrecoverable).
+
* {{L|Restraint}}s release the creature assigned to them (leaving the restraint attached to the creature and, at present, unrecoverable).
* [[Cage]]s are deconstructed, releasing their occupants (needless to say, this is irreversible!)
+
* {{L|Cage}}s are deconstructed, releasing their occupants (needless to say, this is irreversible!)
* [[Spike]]s raise and lower.
+
* {{L|Spike}}s raise and lower.
  
Different objects take different amounts of time to respond to activation; generally this is only a brief pause but it can be enough for a charging [[goblin]] to cover more than a few tiles.
+
Different objects take different amounts of time to respond to activation; generally this is only a brief pause but it can be enough for a charging {{L|goblin}} to cover more than a few tiles.
  
 
==Linking==
 
==Linking==
One [[mechanism]] is required to construct a lever, and then two more are required to '''link''' the lever with a device. The link is made by selecting the lever with {{k|q}}, choosing the type of object you want to link the lever to, and then using {{k|-}} and {{k|+}} to choose the particular object. The list is chronological by order of construction, most recently designated last, and the map will recenter on each object as you scroll through the list.
+
One {{L|mechanism}} is required to construct a lever, and then two more are required to '''link''' the lever with a device. The link is made by selecting the lever with {{k|q}}, choosing the type of object you want to link the lever to, and then using {{k|-}} and {{k|+}} to choose the particular object. The list is chronological by order of construction, most recently designated last, and the map will recenter on each object as you scroll through the list.
  
Then you can choose what specific mechanisms you want to use to connect the device to the lever. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism you choose is for the device end, the second for the lever end. This is important when working with [[magma]].
+
Then you can choose what specific mechanisms you want to use to connect the device to the lever. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism you choose is for the device end, the second for the lever end. This is important when working with {{L|magma}}.
  
 
A lever can be linked to any number of objects, and each object can have any number of levers controlling it.
 
A lever can be linked to any number of objects, and each object can have any number of levers controlling it.
Line 40: Line 40:
 
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.
 
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.
  
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.
+
Several devices, such as {{L|floodgate}}s and {{L|bridge}}s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.
  
 
In the unusual case that a device receives both an on and an off trigger in the exact same tick, the device will change states-- an open device will close, and a closed device will open.
 
In the unusual case that a device receives both an on and an off trigger in the exact same tick, the device will change states-- an open device will close, and a closed device will open.
Line 49: Line 49:
 
===== Multiple Uses =====
 
===== Multiple Uses =====
  
A "step" is not a step that a dwarf makes, and not based on [[Frames per second|FPS]].  It's one "step" that the game advances.  When paused (via {{k|spacebar}} ), you can manually advance the game "1 step" by hitting the period ( {{k|.}} ) key.
+
A "step" is not a step that a dwarf makes, and not based on {{L|Frames per second|FPS}}.  It's one "step" that the game advances.  When paused (via {{k|spacebar}} ), you can manually advance the game "1 step" by hitting the period ( {{k|.}} ) key.
  
* [[Bridge]] – Activates 100 steps after being triggered
+
* {{L|Bridge}} – Activates 100 steps after being triggered
 
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed.  
 
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed.  
 
** '''Off:''' Returns the bridge to normal.
 
** '''Off:''' Returns the bridge to normal.
  
* [[Door]] – Activates instantly. Note that once you connect a door, it is either completely open or sealed shut. There is no "''closed, but can be opened by a dwarf''" state anymore.
+
* {{L|Door}} – Activates instantly. Note that once you connect a door, it is either completely open or sealed shut. There is no "''closed, but can be opened by a dwarf''" state anymore.
 
** '''On:''' Opens the door.  
 
** '''On:''' Opens the door.  
 
** '''Off:''' Closes the door.  
 
** '''Off:''' Closes the door.  
  
* [[Floodgate]] –  Activates 100 steps after being triggered.  
+
* {{L|Floodgate}} –  Activates 100 steps after being triggered.  
 
** '''On:''' Opens the floodgate.  
 
** '''On:''' Opens the floodgate.  
 
** '''Off:''' Closes the floodgate.
 
** '''Off:''' Closes the floodgate.
  
* [[Floor hatch]] – Activates instantly.  Note that, like doors, once you connect a hatch, it is either completely open or sealed shut.
+
* {{L|Floor hatch}} – Activates instantly.  Note that, like doors, once you connect a hatch, it is either completely open or sealed shut.
 
** '''On:''' Opens the hatch.
 
** '''On:''' Opens the hatch.
 
** '''Off:''' Closes the hatch.
 
** '''Off:''' Closes the hatch.
  
* [[Grate]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).
+
* {{L|Grate}} – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).
 
** '''On:''' Opens the grate.  
 
** '''On:''' Opens the grate.  
 
** '''Off:''' Closes the grate.  
 
** '''Off:''' Closes the grate.  
  
* [[Bars]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).
+
* {{L|Bars}} – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).
 
** '''On:''' Opens the bars.  
 
** '''On:''' Opens the bars.  
 
** '''Off:''' Closes the bars.
 
** '''Off:''' Closes the bars.
  
* [[Trap|Upright Spear/Spikes]] – Activates 40 steps after being triggered.
+
* {{L|Trap|Upright Spear/Spikes}} – Activates 40 steps after being triggered.
 
** '''On:''' Retracts spears/spikes.
 
** '''On:''' Retracts spears/spikes.
 
** '''Off:''' Extends spears/spikes.
 
** '''Off:''' Extends spears/spikes.
  
* [[Gear assembly]] – Activates instantly. When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.
+
* {{L|Gear assembly}} – Activates instantly. When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a {{L|windmill}} right on top of it) falls down.
 
** '''On:''' Toggles gear state.
 
** '''On:''' Toggles gear state.
 
** '''Off:''' Toggles gear state.
 
** '''Off:''' Toggles gear state.
Line 87: Line 87:
 
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.
 
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.
  
* [[Cage]] – Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever until you deconstruct the lever itself.
+
* {{L|Cage}} – Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the {{L|mechanism}} used on the cage but you do not recover the mechanism used in the lever until you deconstruct the lever itself.
* [[Restraint]] – Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever until deconstructing the lever itself.
+
* {{L|Restraint}} – Deconstructs the {{L|Restraint|chain/rope}} and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the {{L|mechanism}} used on the restraint but you do not recover the mechanism used in the lever until deconstructing the lever itself.
* [[Support]] – Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s. The support's building material and its attached mechanism can both be recovered (unless they happen to get destroyed in said cave-in).
+
* {{L|Support}} – Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled {{L|cave-in}}s. The support's building material and its attached mechanism can both be recovered (unless they happen to get destroyed in said cave-in).
  
 
==Labeling==
 
==Labeling==
There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely [[fun]]. Using the [[note]] function is the most foolproof way of labeling levers; color-coding of levers can give some indication too.
+
There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely {{L|fun}}. Using the {{L|note}} function is the most foolproof way of labeling levers; color-coding of levers can give some indication too.
  
 
However, it is possible to ascertain whether or not a building has been linked to a lever by finding the building under {{k|R}} "View Rooms/Buildings" and then selecting {{k|t}} "Zoom to building items".  A device that is actuated by a lever not only lists the components of the building but will also include a mechanism item.  Viewing the lever itself this way will display one mechanism for each building the lever is linked to (plus one mechanism from the construction of the lever itself).
 
However, it is possible to ascertain whether or not a building has been linked to a lever by finding the building under {{k|R}} "View Rooms/Buildings" and then selecting {{k|t}} "Zoom to building items".  A device that is actuated by a lever not only lists the components of the building but will also include a mechanism item.  Viewing the lever itself this way will display one mechanism for each building the lever is linked to (plus one mechanism from the construction of the lever itself).

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: