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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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== 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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:: "All at once like this," you say?  Was their a [[fun|party]] on your bridgeworks?
 
:: "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)
 
:: 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 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)
 
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)
 
: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? ==
 
== how to disconnect levers? ==
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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)
 
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 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? ==
 
== See what's connected to a lever? ==
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Mystery levers have historically been a great source of [[fun]]. Especially in bloodline games. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:16, 4 June 2009 (UTC)
 
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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