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Editing v0.34:Lever

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A '''lever''' is a building constructed from one [[mechanism]] on an empty tile. It can be built with {{k|b}},{{k|T}},{{k|l}}.  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.
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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.
  
 
[[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]].
 
[[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]].
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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.
  
There is no way to de-link an object without disassembling either object or lever. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow their reuse - keep your permanent and one-time linkages to separate levers.
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There is no way to de-link an object without disassembling either object or lever {{verify}}. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow to reuse them - keep your permanent and one-time linkages to separate levers.
  
 
In contrast with [[pressure plate]]s, build order does not affect the timing of levers whatsoever.  In any given tick, any levers will send their signals before any furniture receives those signals, so it as if levers are always considered to be built after the furniture they link to.  In rare cases, it is possible for the order of arrival of the dwarf pulling the lever to affect the precise timing of lever-linked devices, as when using a hatch to drop a dwarf-- if the falling dwarf arrived later than the lever pulling dwarf, the dropping dwarf will take an extra tick to fall.
 
In contrast with [[pressure plate]]s, build order does not affect the timing of levers whatsoever.  In any given tick, any levers will send their signals before any furniture receives those signals, so it as if levers are always considered to be built after the furniture they link to.  In rare cases, it is possible for the order of arrival of the dwarf pulling the lever to affect the precise timing of lever-linked devices, as when using a hatch to drop a dwarf-- if the falling dwarf arrived later than the lever pulling dwarf, the dropping dwarf will take an extra tick to fall.
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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 [[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.
  
In the unusual case that a device receives both an on and an off trigger in exactly the same tick, the device will change states-- an open device will close, and a closed device will open.
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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.
  
 
==On/Off states==
 
==On/Off states==
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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 [[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 (see [[#Bugs|bug]] below)
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* [[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 bridge was constructed.  
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** '''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.
  
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** '''On:''' Toggles gear state.
 
** '''On:''' Toggles gear state.
 
** '''Off:''' Toggles gear state.
 
** '''Off:''' Toggles gear state.
 
* [[Minecart|Track stop]] – Activates 40 steps after being triggered. When disabled, trackstops behave like the track (or floor) underneath them, and minecarts occupying the tile will not auto-dump or experience friction.
 
** '''On:''' Disables the track stop.
 
** '''Off:''' Enables the track stop.
 
  
 
===== One-Shot =====
 
===== One-Shot =====
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There is way to ascertain which lever is linked to what, but it becomes very hard when you have many linkable items. Find the lever, use "q" and then select "add new task". Try for every linkable thing in your fortress, to link the lever to it. If an object isn't available for linking, that's because it is already linked. Though this method isn't very usable to find the single linked item in all of them, it is useful when you forgot whether the left or the right lever was linked to the support.
 
There is way to ascertain which lever is linked to what, but it becomes very hard when you have many linkable items. Find the lever, use "q" and then select "add new task". Try for every linkable thing in your fortress, to link the lever to it. If an object isn't available for linking, that's because it is already linked. Though this method isn't very usable to find the single linked item in all of them, it is useful when you forgot whether the left or the right lever was linked to the support.
 
Finally, the utility [[Utility:DFHack|DFHack]] provides a new GUI command "gui/mechanisms" which allows you to list and navigate mechanical connections from inside the game itself. This is by far the easiest and least tedious method to review your levers.
 
 
==Toggling Passages==
 
 
Since all activatable devices apart from gear assemblies have predefined "on" and "off" states, you cannot directly link a lever to two doors in such a way that a single lever flip opens one and closes the other. You can, however, make use of the differences between different linkable devices:
 
 
- while doors and floodgates prevent passage when "off" and allow passage when "on", a bridge prevents passage by raising or retracting upon receiving an "on" signal and returns to its passable state when "off".
 
 
- hatches, floor bars and floor grates can be placed over a channelled-out tile creating a gap in a passage. When closed (switched "off"), those structures now provide a path across the gap, but block passage when switched "on" and opening. Hatches, like doors, react immediately to signals, which makes them particularly useful for this purpose.
 
 
So, to "switch" between paths with a single lever, you could connect functionally different devices to it, e.g. a floodgate in one passage and a raising bridge in another. Whenever the lever is switched now, it will send the necessary signals to open one path and at the same time close the other.
 
 
If you want to "toggle" two buildings which follow the same switching rules, you will probably need to build a [[Computing|Logic device]] to do the job.
 
 
==Bugs==
 
 
* Linked devices that were prevented from operating on a previous trigger may engage immediately on the next trigger.
 
  
 
{{buildings}}
 
{{buildings}}

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