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Editing 40d:Lever
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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 | ||
− | Levers do not block movement. Levers are counted as furniture for [[created wealth]] of a fortress. | + | Levers do not block any movement. Levers are counted as furniture for [[created wealth]] of a fortress. |
− | + | [[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth. | |
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− | [[Pressure plate]]s are like levers, but are activated automatically by [[ | ||
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. | ||
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==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 [[ | + | 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]], [[ | + | :''(* [[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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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. | 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. | ||
− | Once linked, a trigger | + | 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). |
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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'' | + | 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. | ||
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==On/Off vs Open/Close== | ==On/Off vs Open/Close== | ||
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===== Multiple Uses ===== | ===== Multiple Uses ===== | ||
− | + | ''(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.)'' | |
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− | * [[Bridge]] | + | * [[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. | + | ** '''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]] | + | * [[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]] | + | * [[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]] | + | * [[Floor hatch|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]] | + | * [[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]] | + | * [[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]] | + | * [[Trap|Upright Spear/Spikes]] |
** '''On:''' Retracts spears/spikes. | ** '''On:''' Retracts spears/spikes. | ||
** '''Off:''' Extends spears/spikes. | ** '''Off:''' Extends spears/spikes. | ||
− | * [[Gear assembly]] | + | * [[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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==Control Room== | ==Control Room== | ||
− | Some | + | 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> | ||
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== Computing == | == Computing == | ||
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{{Buildings}} | {{Buildings}} | ||
− | + | [[Category:Buildings]][[Category:Physics]] |