v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Lever

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|13:32, 6 July 2011 (UTC)}}{{av}}
 
 
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.   
 
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.   
  
Line 6: Line 5:
 
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.)
 
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.)
  
[[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.   
+
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] 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]].''
+
''For an basic overview of how the different machine parts work and work together, see [[machinery]].''
  
 
==Placing a lever==
 
==Placing a lever==
Line 17: Line 16:
 
==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.
+
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 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.
  
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[grate|wall grate]], [[grate|floor grate]], [[bars|vertical bars]], [[bars|floor bars]], [[support]], [[spike]], or [[gear assembly]].)
+
:''(* [[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]]).
Line 30: Line 29:
  
 
==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.  
+
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]].   
Line 42: Line 41:
  
 
:* Limiting general lever pulling to [[hauler]]s and other relatively useless dwarves.
 
:* Limiting general lever pulling to [[hauler]]s and other relatively useless dwarves.
:* Retiring unwanted [[noble]]s or other dwarves - see [[unfortunate accident]].
+
:* Retiring unwanted [[nobles]] 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.
 
:* 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]].
 
:* Sealing an otherwise relatively useless dwarf in a lever [[control room]].
Line 68: Line 67:
  
 
* [[Bridge]] – Activates 100 steps after being triggered
 
* [[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.
  
Line 108: Line 107:
  
 
==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.
+
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.)
Line 133: Line 132:
  
 
{{Buildings}}
 
{{Buildings}}
{{Category|Buildings}}{{Category|Physics}}
+
[[Category:Buildings]][[Category:Physics]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: