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{{quality|Exceptional|13:32, 6 July 2011 (UTC)}}{{av}}
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A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.   
A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to control these other devices by ordering the lever pulled through its {{k|q}} menu.   
 
  
Levers do not block movement.  Levers are counted as furniture for [[created wealth]] of a fortress.
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Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.
  
A lever can be [[Workshop#Profiles|limited]] to who can pull it, similar to a workshop, in the {{k|q}} {{k|P}}rofile for that lever.  (This can be handy for a variety of special purposes.)
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[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.   
 
 
[[Pressure plate]]s are like levers, but are activated automatically by [[creature]]s stepping on them, or by fluids reaching a certain (player-selected) depth.   
 
  
 
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system.  
 
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system.  
 
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''
 
  
 
==Placing a lever==
 
==Placing a lever==
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==Linking==
 
==Linking==
  
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanism]]s to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll through the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.
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Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.
  
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[grate|wall grate]], [[grate|floor grate]], [[bars|vertical bars]], [[bars|floor bars]], [[support]], [[spike]], or [[gear assembly]].)
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:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)
  
 
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).
 
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).
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A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.
 
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.
  
Once a link is completed (not queued), the target will no longer appear in the lever's target list. However, if you queue the same linkage twice then both tasks will be performed. This has no effect other than to use up more mechanisms.
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Once linked, a trigger must be deconstructed to de-link it from a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).
  
Once linked, a trigger can only be de-linked by deconstructing the trigger itself or the target. By doing so you will recover the linking mechanism used on that side. To get both back you will need to deconstruct both the trigger and the target.  Deconstructing a linked object has no effect on other objects linked to the same lever; deconstructing a lever unlinks all objects linked to it.  If you wish to relink an object to the same lever, you must use two new mechanisms - you cannot "re-use" the mechanism still in the lever without deconstructing that, too, and starting over entirely.
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:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''
  
 
==Activating levers==
 
==Activating levers==
A lever is activated (or "pulled") through its {{k|q}} menu with via the "{{k|a}}dd new task {{k|P}}ull" keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' adult civilian dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time, though in most cases the nearest dwarf will be chosen.  
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A lever is activated (or "pulled") through its {{k|q}} menu with via the "{{k|a}}dd new task {{k|P}}ull" keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time, though in most cases the nearest dwarf will be chosen.  
  
 
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].   
 
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].   
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Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.
 
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.
  
====Specific Response Levers====
 
Some lever systems are intentionally designed to be pulled only by specific dwarves. By limiting which dwarf/dwarves can respond to an order to "{{k|P}}ull Lever" (via that lever's [[workshop profile]]), you can control who responds, which specific dwarf pulls that lever.  This means you can largely control who will be standing "right there" when that lever activates... whatever.
 
 
This can be used for...
 
 
:* Limiting general lever pulling to [[hauler]]s and other relatively useless dwarves.
 
:* Retiring unwanted [[noble]]s or other dwarves - see [[unfortunate accident]].
 
:* Locking a dwarf behind a door - for instance, [[Bauxite#Bauxite Management|locking a mason or mechanic in with bauxite]] to force them, and only them, to work with it.
 
:* Sealing an otherwise relatively useless dwarf in a lever [[control room]].
 
:* Choosing a sacrificial dwarf for a suicide lever pulling mission.
 
  
 
==On/Off vs Open/Close==
 
==On/Off vs Open/Close==
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===== Multiple Uses =====
 
===== Multiple Uses =====
  
A "step" is not a step that a dwarf makes, and not based on [[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.
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* [[Bridge]] –  Activates 100 steps after being triggered
 
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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.  
* [[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.  
 
 
** '''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.
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* [[Door]] – Activates instantly. Note that once you connect a door, it is either completely open or locked. 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.  
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* [[Floodgate]] – Activates 100 steps after being triggered. If blocking a narrow passageway, a door will easily suffice.
 
** '''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.
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* [[Floor hatch|Hatch]] – Activates instantly. Note that, like doors, once you connect a hatch, it is either completely open or locked.
 
** '''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 cannot be walked on anymore. Anybody on it will fall.
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* [[Grate]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.
 
** '''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 cannot be walked on anymore. Anybody on it will fall.
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* [[Bars]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.
 
** '''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.
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* [[Trap|Upright Spear/Spikes]]
 
** '''On:''' Retracts spears/spikes.
 
** '''On:''' Retracts spears/spikes.
 
** '''Off:''' Extends spears/spikes.
 
** '''Off:''' Extends spears/spikes.
  
* [[Gear assembly]] 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.
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* [[Gear assembly]] – 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.
 
** '''On:''' Toggles gear state.
 
** '''On:''' Toggles gear state.
 
** '''Off:''' Toggles gear state.
 
** '''Off:''' Toggles gear state.
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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.
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* [[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. For this you need to deconstruct the lever too.
* [[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.
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* [[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).
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* [[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. For this you need to deconstruct the lever too.
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* [[Support]] – Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.
  
 
==Control Room==
 
==Control Room==
Some players prefer to create a "control room" and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where important levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an "airlock" that can be (re)stocked for prolonged situations.
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Some player prefer to create a "control room" and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where important levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an "airlock" that can be (re)stocked for prolonged situations.
  
 
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)
 
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)
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:<sup>(*): Not exactly true. You can attempt to link the lever to a new object. Anything already linked to that lever will not show up in the list, as an existing link cannot be duplicated. So you could, in theory, look through the entire list; any item which doesn't appear in that list is linked. However, this process of elimination becomes a very daunting prospect with, say, doors.</sup>
 
:<sup>(*): Not exactly true. You can attempt to link the lever to a new object. Anything already linked to that lever will not show up in the list, as an existing link cannot be duplicated. So you could, in theory, look through the entire list; any item which doesn't appear in that list is linked. However, this process of elimination becomes a very daunting prospect with, say, doors.</sup>
 
==Locked vs. shut via link==
 
 
Note that while a [[thief]] can bypass a "locked" [[door]] or [[hatch]], any barrier linked to a mechanism and in the "closed" position is impassable to any creature.  However, some creatures have the [[building destroyer]] tag, and can deconstruct the barrier entirely if they can reach it.
 
  
 
== Computing ==
 
== Computing ==
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{{Buildings}}
 
{{Buildings}}
{{Category|Buildings}}{{Category|Physics}}
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[[Category:Buildings]][[Category:Physics]]

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