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{{Computing}}
 
{{Computing}}
In ''Dwarf Fortress''*, a '''repeater''' is a device which creates a cyclic pattern of on and off signals. The simplest repeater design is a [[dwarf]] pulling a [[lever]] on [[repeat]]. However, numerous fully-automated designs are possible which can be made to operate at varying rates and linked to other systems for precise timing. Most repeaters use [[minecart]]s, fluids, or creatures to trigger [[pressure plate]]s cyclically.
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A '''repeater''' is a device which creates a cyclic pattern of on and off signals. The simplest repeater design is a [[dwarf]] pulling a [[lever]] on [[repeat]]. However, numerous fully-automated designs are possible which can be made to operate at varying rates and linked to other systems for precise timing. Most repeaters use [[minecart]]s, fluids, or creatures to trigger [[pressure plate]]s cyclically.
  
 
As a general warning, always have a way to turn off the repeater, and/or allow your dwarves later access for repairs or modifications.
 
As a general warning, always have a way to turn off the repeater, and/or allow your dwarves later access for repairs or modifications.
 
: (* In almost any other context, especially engineering or "technical" discussions, the term "repeater" refers to a signal re-transmitter, and what this article describes is generally called an "oscillator" or "clock generator".)
 
  
 
===Lever repeater===
 
===Lever repeater===
A lever with a pull job on repeat provides the simplest repeating cycle. After taking the first job, one dwarf will typically continue to pull the lever until becoming [[Food|hungry]], thirsty, or tired, at which point another dwarf will take over. A lever repeater is generally fast (less than 100 ticks per cycle), with varying lengths of inactivity as dwarves switch out. Unfortunately, the cycle length cannot be modified, nor can the repeater be synchronized with other systems. The occasional periods of inactivity can also prove problematic in critical applications, though a [[vampire]] can be significantly more reliable than a group of living dwarves.
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A lever with a pull job on repeat provides the simplest repeating cycle. After taking the first job, one dwarf will typically continue to pull the lever until becoming [[Food|hungry]], thirsty, tired, or taking a [[on break|break]], at which point another dwarf will take over. A lever repeater is generally fast (less than 100 ticks per cycle), with varying lengths of inactivity as dwarves switch out. Unfortunately, the cycle length cannot be modified, nor can the repeater be synchronized with other systems. The occasional periods of inactivity can also prove problematic in critical applications, though a [[vampire]] can be significantly more reliable than a group of living dwarves.
  
 
===Traffic repeater===
 
===Traffic repeater===
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===Wave repeater===
 
===Wave repeater===
 
A wave repeater is simply a wave traveling through a channel containing a pressure plate, as described in this [http://www.bay12forums.com/smf/index.php?topic=68659.0 forum post].
 
A wave repeater is simply a wave traveling through a channel containing a pressure plate, as described in this [http://www.bay12forums.com/smf/index.php?topic=68659.0 forum post].
<diagram fg=7:0>
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{{diagram|spaces=yes|\
 
╔══════╗  ╔══════╗
 
╔══════╗  ╔══════╗
║[#F0F]^[#].....║-->║[#0FF]777776[#]
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║[#F0F]^.....║-->║[#0FF]7[#0FF]7[#0FF]7[#0FF]7[#0FF]7[#0FF]6║
 
╚══════╝  ╚══════╝
 
╚══════╝  ╚══════╝
</diagram>
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}}
  
 
A single 6/7 water tile flows through the channel, occasionally triggering a pressure plate set to trigger on 0-6/7 water.  To get the right amount of water in it, it's simplest to fill it all the way, then designate it as a [[Activity_zone#Water_source|water source]] (and perhaps another location as a [[Activity_zone#Pit/pond|pond]]) until a dwarf takes away a single [[bucket]] full of water.
 
A single 6/7 water tile flows through the channel, occasionally triggering a pressure plate set to trigger on 0-6/7 water.  To get the right amount of water in it, it's simplest to fill it all the way, then designate it as a [[Activity_zone#Water_source|water source]] (and perhaps another location as a [[Activity_zone#Pit/pond|pond]]) until a dwarf takes away a single [[bucket]] full of water.
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===Fluid logic repeater===
 
===Fluid logic repeater===
The traditional repeater design is probably this [[fluid logic|fluid]]-based one (described on the [http://www.bay12forums.com/smf/index.php?topic=33563.msg495183#msg495183 forum] by [http://www.bay12forums.com/smf/index.php?action=profile;u=16168 AncientEnemy]):
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The traditional repeater design is probably this [[fluid logic|fluid]]-based one, described on the [http://www.bay12forums.com/smf/index.php?topic=33563.msg495183#msg495183 forum] by [http://www.bay12forums.com/smf/index.php?action=profile;u=16168 AncientEnemy]):
  
 
<diagram> [#1:1]≈≈≈≈≈[#]  - infinite source of water
 
<diagram> [#1:1]≈≈≈≈≈[#]  - infinite source of water
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The [[Minecart#Impulse ramps|impulse ramp]] exploit allows for the design of completely autonomous minecart-based repeaters. Changing the length and friction of the route provides the ability to fine-tune the period of the repeater.
 
The [[Minecart#Impulse ramps|impulse ramp]] exploit allows for the design of completely autonomous minecart-based repeaters. Changing the length and friction of the route provides the ability to fine-tune the period of the repeater.
  
This design uses a 7 by 8 by 3 Z-level footprint, and was used for upright spike traps. It was originally posted [http://www.bay12forums.com/smf/index.php?topic=154293.msg6643457#msg6643457 in this forum thread.]
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This design uses a 7 by 8 by 3 z level footprint, and was used for upright spike traps. It was originally posted [http://www.bay12forums.com/smf/index.php?topic=154293.msg6643457#msg6643457 in this forum thread.]
  
 
  z              z-1            z-2
 
  z              z-1            z-2
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<diagram bg=7:0 fg=7:0>
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{|
[#0:0]Level │Level │Level
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|-
0    │-1   │-2
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|Level 0
──────┼──────┼──────
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|Level -1
      │      │
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|Level -2
  [#6:1][@0:0]☼[@]  [#0:0]│ [@0:0] [#2:1]÷[#2:0]÷ [@] [#0:0]│ [@0:0][#4:1]^[@]  [@0:0][#2:1]^[@#]  
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|-
[@0:0][#1:1]☼[#]☼☼[#6:0]══[@][#0:0]│ [@0:0][#2:0[@]  [@0:0][#2:1[@] [#0:0]
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|{{diagram|color=#808080|
  [@0:0][#][#4:1]☼[@] [#0:0]│ [@0:0][#2:1]÷[@]  [@0:0][#2:0]÷[@] [#0:0]
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██████
  [@0:0][#2:1]☼[@]  [#0:0]│ [@0:0] [#2:0]÷[#2:1]÷ [@] [#0:0]│ [@0:0][#6:1]^[@]  [@0:0][#1:1]^[@#]
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██[#ff0]☼███
      [#0:0]│      [#0:0]
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[#00f]☼[#c0c0c0][#c0c0c0][#808000][#808000]
</diagram>
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███[#c0c0c0][#f00]☼█
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███[#0f0]☼██
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██████}}
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|{{diagram|color=#808080|
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██████
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[#000][#0f0]÷[#008000]÷[#000]██
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[#008000]÷██[#0f0]÷█
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[#0f0]÷██[#008000]÷█
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[#000][#008000]÷[#0f0]÷[#000]██
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██████}}
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|{{diagram|color=#808080|
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██████
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[#f00]^██[#0f0]^
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██████
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██████
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[#ff0]^██[#00f]^█
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██████}}
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|}
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{{Raw Tile|÷|#0f0|#000}}{{Raw Tile|÷|#008000|#000}} is a screw pump which pumps from the light side to the dark side. {{Raw Tile|^|#f00|#000}} is a pressure plate which disengages gear {{Raw Tile|☼|#f00|#000}} when water of depth 1-7 lands on it. The red, green, blue, and yellow pressure plates and gears are color coded only to show which is linked to which. In the game they'll all look like {{Raw Tile|^|#f0f|#000}} and {{Raw Tile|☼|#c0c0c0|#000}}. Building a pump after the gear which powers it or a gear after the pressure plate which disengages it will introduce a 1-step delay; so, depending on build order, the repeater might have a period between 400 and 408 steps. If the pumps, gears, and pressure plates are built in that order, then this system will repeat every 400 steps, exactly. Start the repeater by using a pond zone to dump 2 buckets of water onto any one of the plates.
 
{{Raw Tile|÷|#0f0|#000}}{{Raw Tile|÷|#008000|#000}} is a screw pump which pumps from the light side to the dark side. {{Raw Tile|^|#f00|#000}} is a pressure plate which disengages gear {{Raw Tile|☼|#f00|#000}} when water of depth 1-7 lands on it. The red, green, blue, and yellow pressure plates and gears are color coded only to show which is linked to which. In the game they'll all look like {{Raw Tile|^|#f0f|#000}} and {{Raw Tile|☼|#c0c0c0|#000}}. Building a pump after the gear which powers it or a gear after the pressure plate which disengages it will introduce a 1-step delay; so, depending on build order, the repeater might have a period between 400 and 408 steps. If the pumps, gears, and pressure plates are built in that order, then this system will repeat every 400 steps, exactly. Start the repeater by using a pond zone to dump 2 buckets of water onto any one of the plates.
  
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[[User:Hash/SelfPoweredHaltableRepeater]] demonstrates clock generation with integrated water [[water_wheel#perpetual_motion|reactor]].
 
[[User:Hash/SelfPoweredHaltableRepeater]] demonstrates clock generation with integrated water [[water_wheel#perpetual_motion|reactor]].
  
[http://www.bay12forums.com/smf/index.php?topic=34407.msg572324#msg572324 Forum thread] has more description and explanations.
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[http://www.bay12games.com/forum/index.php?topic=34407.msg572324#msg572324 Forum thread] has more description and explanations.
  
 
[http://mkv25.net/dfma/movie-1370-pump-basedautorepeater DFMA movie] shows the action of pump-based clock generation.
 
[http://mkv25.net/dfma/movie-1370-pump-basedautorepeater DFMA movie] shows the action of pump-based clock generation.
  
 
===Delay===
 
===Delay===
Clock generation is closely related to the concept of delay: making a signal reach a target a certain amount of time after it is created.  Any non-mechanical circuit introduces delay in a signal-- the simplest form of delay is an identity gate.  The clock signal generator described above is remarkable for introducing a consistent delay.  Any consistent delay can be used for clock generation.  Before the introduction of minecarts, there were three known consistent intervals in ''Dwarf Fortress'' with which to fashion a clock signal generator: the reset delay associated with a pressure plate sending a ''close'' signal; the rate with which a creature [[gravity|falls]]; and the amount of time that a screw pump will continue to pump after losing power.   
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Clock generation is closely related to the concept of delay: making a signal reach a target a certain amount of time after it is created.  Any non-mechanical circuit introduces delay in a signal-- the simplest form of delay is an identity gate.  The clock signal generator described above is remarkable for introducing a consistent delay.  Any consistent delay can be used for clock generation.  Before the introduction of minecarts, there were three known consistent intervals in Dwarf Fortress with which to fashion a clock signal generator: the reset delay associated with a pressure plate sending a ''close'' signal; the rate with which a creature [[gravity|falls]]; and the amount of time that a screw pump will continue to pump after losing power.   
  
  
 
{{Category|Computing}}
 
{{Category|Computing}}
 
[[ru:Repeater]]
 
[[ru:Repeater]]

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