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Editing v0.34:Machine component

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{{av}}{{Quality|Masterwork}}
 
{{av}}{{Quality|Masterwork}}
'''Machines''' are an advanced concept in Dwarf Fortress, but although they can be [[User:BaronW#The_Almighty_Dwarven_Calculator|infinitely complex]], no fundamental part is very complicated.  There are several different types of '''machine components''', all available from the {{K|M}}achine Components screen in the {{K|b}}uild menu.  These components can be used to create custom-designed '''machinery''' of more or less complexity, depending on the situation and the player's design.   
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'''Machines''' are an advanced concept in Dwarf Fortress, but although they can be infinitely complex, no fundamental part is very complicated.  There are several different types of '''machine components''', all available from the {{K|M}}achine Components screen in the {{K|b}}uild menu.  These components can be used to create custom-designed '''machinery''' of more or less complexity, depending on the situation and the player's design.   
  
 
In the order listed in the machine components sub-menu, these are:
 
In the order listed in the machine components sub-menu, these are:
  
:* [[Screw pump]]
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:* [[screw pump]]
:* [[Water wheel]]
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:* [[water wheel]]
:* [[Windmill]]
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:* [[windmill]]
:* [[Gear assembly]]
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:* [[gear assembly]]
:* [[axle|Horizontal and Vertical axle]]
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:* [[axle|horizontal and vertical axle]]
:* [[minecart#Roller|Rollers]]
 
  
 
Another important component to most machines are [[lever|levers]], but they are not, technically, "machine components", nor are they needed for many "always on" machine designs.  (But a way to turn a machine off quickly, "just in case", is often a good plan.)
 
Another important component to most machines are [[lever|levers]], but they are not, technically, "machine components", nor are they needed for many "always on" machine designs.  (But a way to turn a machine off quickly, "just in case", is often a good plan.)
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In order for the machines to operate, you must have a [[power]] source (either wind or [[water]]) of some kind.  Power can be transferred to machine parts which require it by a system of [[axle]]s and [[gear assembly|gear assemblies]].   
 
In order for the machines to operate, you must have a [[power]] source (either wind or [[water]]) of some kind.  Power can be transferred to machine parts which require it by a system of [[axle]]s and [[gear assembly|gear assemblies]].   
  
Machines are mostly used for pumping [[water]] or [[magma]], or running [[minecart|rail systems]]. Some complex [[trap design]]s incorporate machine components.  You do ''not'' need machinery of this complexity to operate retractable [[bridge]]s, [[bridge#Drawbridges|drawbridges]], [[Lever#Linking|linked]] [[door]]s, [[hatch]]es or [[floodgate]]s, or simple one-tile [[trap]]s, nor to manually operate [[pump]]s.
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Machines are mostly used for pumping [[water]] or [[magma]]. Some complex [[trap design]]s incorporate machine components.  You do ''not'' need machinery of this complexity to operate retractable [[bridge]]s, [[bridge#Drawbridges|drawbridges]], [[Lever#Linking|linked]] [[door]]s, [[hatch]]es or [[floodgate]]s, or simple one-tile [[trap]]s, nor to manually operate [[pump]]s.
  
 
==Nuts and bolts - the basics ==
 
==Nuts and bolts - the basics ==
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=== Uses for power ===
 
=== Uses for power ===
  
Currently, the [[screw pump]] {{k|s}} and the [[minecart#Roller|roller]] {{k|r}} are the only machine components that consume power to achieve a purpose.  A [[millstone]] also requires power to operate, although it is classified as a [[workshop]] rather than a machine component.
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Currently, the [[screw pump]] {{k|s}} is the only machine component that consumes power to achieve a purpose.  A [[millstone]] also requires power to operate, although it is classified as a [[workshop]] rather than a machine component.
  
 
Screw pumps can also be operated using dwarf labor in place of mechanical power.  The millstone likewise has an unpowered alternative, the [[quern]].
 
Screw pumps can also be operated using dwarf labor in place of mechanical power.  The millstone likewise has an unpowered alternative, the [[quern]].
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==Construction==
 
==Construction==
Machine components have two basic states in which they can be built: "stable foundation" or "hanging".  This state is visible when looking at the constructed machine with {{k|q}}.
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Machine components have two basic states in which they can be built: "solid base" or "hanging".  This state is visible when looking at the constructed machine with {{k|q}}.
  
A machine with a "stable foundation" is just what it sounds like; the machine component has been built on solid ground, and so it has a solid base on which to rest.  A "hanging" component is not built on solid ground, but instead has been built beside or on top of an existing machine or component. Its only support comes from the adjacent component. This can be daisy-chained, so that it is possible to build machines which have only one component on solid ground, with the rest hanging out into empty space.
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A machine with a "solid base" is just what it sounds like; the machine component has been built on solid ground, and so it has a solid base on which to rest.  A "hanging" component is not built on solid ground, but instead has been built beside or on top of an existing machine or component. Its only support comes from the adjacent component. This can be daisy-chained, so that it is possible to build machines which have only one component on solid ground, with the rest hanging out into empty space.
  
 
Possible advantages to this include protection from destruction by invading enemies (if they can't get to the machine components, they can't destroy them).  However, it can be risky, as the rest of the parts will collapse if the component(s) on solid ground are destroyed.
 
Possible advantages to this include protection from destruction by invading enemies (if they can't get to the machine components, they can't destroy them).  However, it can be risky, as the rest of the parts will collapse if the component(s) on solid ground are destroyed.
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====Levers====
 
====Levers====
A mechanism is placed as a lever using {{k|b}}uild {{k|T}}raps/Levers {{k|l}}ever, and then once that's been completed, you go into that "building's" menu ( {{k|q}} ) and link it to something else - this takes 2 more mechanisms, one at the object end (first chosen), one at the lever end (second chosen), for a total of 3 mechanisms used: one lever plus a link at each end. Link the same lever to something else and you need 2 more mechanisms, etc. etc.  No limit. One pull, they're all activated.
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A mechanism is placed as a lever using {{k|b}}uild {{k|T}}raps/Levers {{k|l}}ever, and then once that's been completed, you go into that "building's" menu ( {{k|q}} ) and link it to something else - this takes 2 more mechanisms, one at the object end (first chosen), one at the lever end (second chosen), for a total of 3 mechanisms used: one lever plus a link at each end. Link the same lever to something else and you need 2 more mechanisms, etc etc.  No limit. One pull, they're all activated.
  
 
:Main Article: '''[[Lever]]'''
 
:Main Article: '''[[Lever]]'''
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If all you're doing is connecting a lever to an object, then a dwarf pulls the lever to activate that object. If a pressure plate, then it gets stepped on or the fluid reaches the designated depth - it's that simple.
 
If all you're doing is connecting a lever to an object, then a dwarf pulls the lever to activate that object. If a pressure plate, then it gets stepped on or the fluid reaches the designated depth - it's that simple.
  
Attached to a [[support]], the support crumbles (and brings down whatever it was supporting, ~IF~ that was in fact the last thing connected to it!)  Attach to a [[cage]] or [[chain]], it releases its occupant(s).  These are both single-use.
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Attached to a [[support]], the support crumbles (and brings down whatever it was supporting, ~IF~ that was in fact the last thing connected to it!)  Attach to a [[cage]], the cage releases the occupants.  These are both single-use.
  
 
Connected to a barrier - a door, a hatch, a floodgate, or a bridge - it becomes the sole means of activation for those.  Dwarfs cannot open or close doors/hatches that are linked (and cannot open/close floodgates or bridges without one).
 
Connected to a barrier - a door, a hatch, a floodgate, or a bridge - it becomes the sole means of activation for those.  Dwarfs cannot open or close doors/hatches that are linked (and cannot open/close floodgates or bridges without one).
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====On/off, open/close====
 
====On/off, open/close====
Note that a trigger does not just "toggle" a barrier - it doesn't ''always'' work "throw and it's open, throw and it's closed".  The lever has to be in the right "phase", left or right, to open or close, and if the barrier is out of phase, nothing happens.  What this means to you is that you cannot link one door, open it, then link another and have them stay opposite each other, opened/closed - they will get back "in phase" almost right away, both open, then both closed.*   Gear assemblies, however, ''can'' remain in opposite states if the second assembly is built and linked while the first is disengaged.
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Note that a trigger does not just "toggle" a barrier - it doesn't ''always'' work "throw and it's open, throw and it's closed".  The lever has to be in the right "phase", left or right, to open or close, and if the barrier is out of phase, nothing happens.  What this means to you is that you cannot link one door, open it, then link another and have them stay opposite each other, opened/closed - they will get back "in phase" almost right away, both open, then both closed.* There's a complete list '''[[Trigger#On.2FOff_states|here]].'''
 
 
There's a complete list '''[[Trigger#On.2FOff_states|here]].'''
 
  
 
:''(* But there are ways to achieve this - read main articles for full discussions.)''
 
:''(* But there are ways to achieve this - read main articles for full discussions.)''
  
 
====Activation lag time====
 
====Activation lag time====
Also note that a few types of barriers respond "immediately" while others are delayed - (again, see '''[[Trigger#On.2FOff_states|that same list]]''' for full details).  If delayed, and you open/close the trigger quickly, it will get out of phase, missing the second command while waiting for the first.  Also, if a door, hatch or floodgate is propped open the moment it receives a "close" signal, it won't shut, and, again, be out of phase. Then the lever must be pulled twice, once to get it back in phase, and once to activate it the way you wanted. A dwarf or other creature passing through will hold each of the above constructions open and prevent closing, doors and floodgates can also be blocked by items lying in their tile.
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Also note that a few types of barriers respond "immediately" while others are delayed - (again, see '''[[Trigger#On.2FOff_states|that same list]]''' for full details).  If delayed, and you open/close the trigger quickly, it will get out of phase, missing the second command while waiting for the first.  Also, if ''anything'' - a dwarf, creature or the smallest dropped object - is blocking a door, hatch or floodgate, it won't shut when ordered to, and, again, be out of phase. Then the lever must be pulled twice, once to get it back in phase, and once to activate it the way you wanted. Headache city.
  
 
===Machine power===
 
===Machine power===
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Notes: If powering pumps, build the gear and lever and link them '''first''', then throw the lever to disengage the gear before connecting the power - or you'll find your fluid of choice pumping merrily into your fortress until you find a way to shut off what you just built.)''
 
Notes: If powering pumps, build the gear and lever and link them '''first''', then throw the lever to disengage the gear before connecting the power - or you'll find your fluid of choice pumping merrily into your fortress until you find a way to shut off what you just built.)''
  
Also, be aware that disengaging a gear that's directly under a windmill will cause the windmill to collapse, and the same will happen if you disengage a gear assembly that provides the only support to a water wheel. A "disengaging" gear has to be located later in the power train, or the wheel must be supported from the other side, for instance by an axle.
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Also, be aware that disengaging a gear that's directly under a windmill will cause the windmill to collapse, and the same will happen if you disengage a gear assembly connected directly to a water wheel. A "disengaging" gear has to be located later in the power train.
  
 
If building a gear assembly over a pump or millstone, that will work, but the floor between must be channeled ''first''.
 
If building a gear assembly over a pump or millstone, that will work, but the floor between must be channeled ''first''.
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None of these are that hard to build or connect, and doing it is the best way to learn. Plan a little, expect it not to be 100% optimal the first try, and you'll get it right the second time.
 
None of these are that hard to build or connect, and doing it is the best way to learn. Plan a little, expect it not to be 100% optimal the first try, and you'll get it right the second time.
 
 
* '''Switching by "Load"'''
 
 
Since all connected machinery will either instantly switch off or fail to start working if the power consumption is higher than the power provided, you can also switch machinery off by "overtaxing" the system. This way, you can build your 20 power windmill directly atop the two pumps it runs, attach a gear to one of the pumps which increases the "load" to 25 when engaged, and turn your pumps on or off by toggling that gear. This scheme is somewhat risky, because machinery can spontaneously activate if components are destroyed or deconstructed, reducing the load.
 
 
Since this method shuts down all machines connected to the same power supply, it is only really feasible when you have a highly decentralised power infrastructure - you will want to power small arrays of machinery from their own connected windmills. When drawing power from large centralised installations, e.g. large arrays of water wheels, the only practical option is to enable and cut connections in the way laid out in the preceding paragraph.
 
  
 
====Weather====
 
====Weather====
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==See also==
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----
:* [[Trigger]]
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:* [[Repeater]]
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'''See also:'''
:* [[Computing]]
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:* [[trigger]]
:* [[Trap design]]
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:* [[repeater]]
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:* [[computing]]
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:* [[trap design]]
  
 
{{Category|Constructions}}
 
{{Category|Constructions}}
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{{Category|Physics}}
 
{{Category|Physics}}
 
{{Category|Machine components}}
 
{{Category|Machine components}}
[[ru:Machine component]]
 

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