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Editing v0.31:Pressure plate

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{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}
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{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}
'''Pressure plates''' act in similar ways to [[lever]]s, in that they require [[mechanisms]] to be built, and then a pair of mechanisms to be linked to a [[floodgate]], [[Trap_component|spike trap]], [[bridge]], or what-have-you. Their accompanying activity is triggered the instant a creature has stepped on them (not including the delay associated with the triggered item); leave a time delay space for traps based on [[elf|enemy]] movement
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'''Pressure plates''' act in similar ways to {{l|lever}}s, in that they require a single {{L|mechanism}} to be built, and then a pair of mechanisms to be linked to a {{l|floodgate}}, {{L|Trap_component|spike trap}}, {{l|bridge}}, or what-have-you. Their accompanying activity is triggered the instant a creature has stepped on them (not including the delay associated with the triggered item); leave a time delay space for traps based on {{l|elf|enemy}} movement
  
 
==Types==
 
==Types==
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==Uses==
 
==Uses==
Pressure plates are used as a variety of triggers for other activities, such as [[bridge]] raising or [[Trap_design|defensive and trap]] purposes, such as magma or water traps involving reservoirs of said substances.  
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Pressure plates are used as a variety of triggers for other activities, such as {{L|bridge}} raising or {{L|Trap_design|defensive and trap}} purposes, such as magma or water traps involving reservoirs of said substances.  Pressure plates will not trigger for unseen foes, such as {{L|goblin|goblin snatchers}}.  They will, however, trigger if the snatcher has been discovered "inside" the plate defensive boundary and attempts to flee, and then steps on them on the way out of the fortress.  This potentially extremely hazardous issue should be addressed during defense design.  
  
Pressure plates send an 'open' command the instant something steps on them, and a 'close' command about 100 ticks after something steps off of them.  If a pressure plate sends an 'open' command to a door/floodgate/floor hatch that is already opened, nothing happens.  The only exception to this is gear assemblies, which toggle their engaged/disengaged state on every trigger from a lever or pressure plate.
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Pressure plates send an 'open' command the instant something steps on them, and a 'close' command 100 ticks after something steps off of them.  If a pressure plate sends an 'open' command to a door/floodgate/floor hatch that is already opened, nothing happens.  The only exception to this is gear mechanisms, which toggle their engaged/disengaged state on every trigger from a lever or pressure plate.
  
==Advanced Techniques==
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===Resettable One-Use Pressure Plates===
  
Making complicated devices with pressure plates requires a full and detailed understanding of how pressure plates function.
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[[Image:Mini_Resetable_Trigger_Once_Plate.PNG‎|thumb|right|133px|'''Resettable One-Use Plate System'''.<br /> Uses scaffolding (not shown) just like a {{l|Screw pump#Pump stack|pump stack}}.]]
 
 
Resetting pressure plates send two signals: an on signal, when first triggered by an appropriate creature or fluid; and an off signal, set to occur about 100 ticks after the pressure criteria are no longer met.  They do not send continuous on signals while the pressure criteria are met.  A pressure plate that is untriggered then retriggered before it has sent an off signal will not send an on signal on the second trigger, and will abort the off signal scheduled to occur from the untriggering.
 
 
 
Special care must be taken when linking multiple pressure plates to a single device.  When doing so, it's possible for one of the plates to become activated before another plate has sent an off signal.  Unlike with single plates, the triggering of the first plate will not abort the off signal scheduled from the second plate, and the triggered device can become deactivated (closed) despite a triggered pressure plate linked to the device.
 
 
 
Another essential consideration with carefully timed devices is build order.  Pressure plates can send on and off signals at different times depending on what sort of building is being triggered and whether the building was built before or after the pressure plate.
 
 
 
* Linked doors and hatches always open the same tick that a pressure plate is triggered, but close depending on build order: if built before the pressure plate, they close 99 ticks after the trigger is removed, and if built after, they close 100 ticks after the trigger is removed.
 
* Retracting spikes built before a pressure plate retract 40 ticks after triggering and extend 139 ticks after the trigger is removed.  If built after the triggering pressure plate, they retract 41 ticks after triggering and extend 140 ticks after the trigger is removed.
 
* Gear assemblies are unaffected by build order.  They always toggle on the tick that a pressure plate is triggered and 99 ticks after the trigger is removed.
 
* Bridges, vertical bars, floodgates, and grates built before a pressure plate open 100 ticks after the trigger is sent, and close 199 ticks after the trigger is removed.  If they are built after a triggering pressure plate, they open 101 ticks after a trigger is sent and close 200 ticks after the trigger is removed.
 
 
 
Essentially, pressure plates send open signals immediately upon triggering and close signals 99 ticks after their trigger is removed; pressure plates built before the device they trigger work a tick later; and doors and hatches are always opened on the exact tick that they're triggered by a pressure plate, regardless of build order, although their close tick is affected by build order.
 
 
 
===Latching Pressure Plates===
 
 
 
[[Image:Mini_Resetable_Trigger_Once_Plate.PNG‎|thumb|right|133px|'''Resettable Latching Plate System'''.<br /> Uses scaffolding (not shown) just like a [[Screw pump#Pump stack|pump stack]].]]
 
  
 
While ordinary one-use plates are easy to use, they deconstruct immediately after triggering and destroy all but one of the mechanisms used.  Sometimes, it's desirable to have a system that triggers once, then waits to be reset manually.  For example, you might have a pressure plate that seals off your entrance and floods it with magma, but you don't want the flood to stop or the drawbridges to open like it would for a resetting pressure plate, but you also don't want to rebuild and reconnect the one-use pressure plate after every siege when half the parts are submerged in magma.  This is when you should use a more complex setup like the one shown in the picture to the right.
 
While ordinary one-use plates are easy to use, they deconstruct immediately after triggering and destroy all but one of the mechanisms used.  Sometimes, it's desirable to have a system that triggers once, then waits to be reset manually.  For example, you might have a pressure plate that seals off your entrance and floods it with magma, but you don't want the flood to stop or the drawbridges to open like it would for a resetting pressure plate, but you also don't want to rebuild and reconnect the one-use pressure plate after every siege when half the parts are submerged in magma.  This is when you should use a more complex setup like the one shown in the picture to the right.
  
Suppose you want to use a pressure plate to seal off your main entrance.  You build the setup shown, being sure to construct the lower pumps before the upper pumps and the gear assembly on top after both pumps are done.  Then connect the plate in room 2 to the drawbridges that seal the entrance and hook a resetting, enemy triggered plate from your main hallway to the hatch in room 1. The resetting pressure plate in room 2 should be set to trigger whenever any water is on it.  You also connect a [[lever]] to the [[gear assembly]] above the pumps, which becomes your reset lever, and pull the lever to disengage the gear once its set up.  You also connect that gear to a power source with at least 25 [[power]].  Lastly, you fill area 1 with 7/7 water (to prevent evaporation) by channeling through the floor and designating a [[activity zone|pond zone]] above it.  After it's full, remove the pond zone and build a floor over it for good measure.  During construction, you will need scaffolding just like what you use for a [[Screw pump#Pump stack|pump stack]].  This setup uses the same trick of channeling through the floor and building the lower pump first to allow them to share their power source.  Remember to forbid the access doors when you're done setting everything up.
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Suppose you want to use a pressure plate to seal off your main entrance.  You build the setup shown, being sure to construct the lower pumps before the upper pumps and the gear assembly on top after both pumps are done.  Then connect the plate in room 2 to the drawbridges that seal the entrance and hook a resetting, enemy triggered plate from your main hallway to the hatch in room 1. The resetting pressure plate in room 2 should be set to trigger whenever any water is on it.  You also connect a {{l|lever}} to the {{l|gear assembly}} above the pumps, which becomes your reset lever, and pull the lever to disengage the gear once its set up.  You also connect that gear to a power source with at least 25 {{l|power}}.  Lastly, you fill area 1 with 7/7 water (to prevent evaporation) by channeling through the floor and designating a {{l|activity zone|pond zone}} above it.  After it's full, remove the pond zone and build a floor over it for good measure.  During construction, you will need scaffolding just like what you use for a {{l|Screw pump#Pump stack|pump stack}}.  This setup uses the same trick of channeling through the floor and building the lower pump first to allow them to share their power source.  Remember to forbid the access doors when you're done setting everything up.
  
You can [[power]] this from any source, but if your map gives 40 wind power you can just use a [[windmill]].  Build a [[windmill]] right above where it says "power here" and then build a [[gear assembly]] directly below it.  Putting a windmill directly on top of a gear you disengage can cause the windmill to collapse, so don't try that unless it says the windmill has a stable foundation.  You may also want to construct a wall around your windmill to prevent a [[building destroyer]] from smashing it.
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You can {{l|power}} this from any source, but if your map gives 40 wind power you can just use a {{l|windmill}}.  Build a {{l|windmill}} right above where it says "power here" and then build a {{l|gear assembly}} directly below it.  Putting a windmill directly on top of a gear you disengage can cause the windmill to collapse, so don't try that unless it says the windmill has a stable foundation.  You may also want to construct a wall around your windmill to prevent a {{l|building destroyer}} from smashing it.
  
Now, whenever your pressure plate is triggered, the hatch will immediately open and dump the water from 1 onto the plate at 2, holding that plate down until you use your reset lever to activate the pump and put the water back on top of the hatch. Don't forget to turn the pumps off after all the water has moved, or it will continue to reset itself until the pumps are stopped.  You can eliminate that minor problem by hooking the pressure plates in the [[User:Uristocrat/Toggle_System|Toggle System]] to the gear assembly on top of the pumps instead of a lever, but that's significantly more complex.
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Now, whenever your pressure plate is triggered, the hatch will immediately open and dump the water from 1 onto the plate at 2, holding that plate down until you use your reset lever to activate the pump and put the water back on top of the hatch. Don't forget to turn the pumps off after all the water has moved, or it will continue to reset itself until the pumps are stopped.
  
 
==Construction==
 
==Construction==
  
Pressure plates are built on any [[floor]] using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, or some combination of the three). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} affect the minimum weight, and {{k|d}} and {{k|f}} affect the maximum. Check the table below for information related to weights.
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Pressure plates are built on any {{l|floor}} using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, or some combination of the three). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} affect the minimum weight, and {{k|d}} and {{k|f}} affect the maximum. Check the table below for information related to weights.
 
 
The number of mechanisms required to build a pressure plate depends on how many types of things (water, magma and/or creatures) can trigger it. If only one of them can trigger it, it takes one mechanism. If two can (water and magma, water and creatures, or magma and creatures) then it takes two mechanisms. If all three can trigger it, it will take 3 mechanisms.  
 
  
 
NOTE: The creature selection screen has an additional setting that allows the pressure plate to ignore, or be triggered by, your citizens.  "Citizens" appears to include merchants, diplomats and tame animals.
 
NOTE: The creature selection screen has an additional setting that allows the pressure plate to ignore, or be triggered by, your citizens.  "Citizens" appears to include merchants, diplomats and tame animals.
  
Construction is done by a [[mechanic]], who will require one to three [[mechanism]]. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the desired device, work for awhile, and then take another mechanism to the pressure plate itself and complete the task. Your pressure plate is now ready for action.
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Construction is done by a {{l|mechanic}}, who will require one {{l|mechanism}}. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the desired device, work for awhile, and then take another mechanism to the pressure plate itself and complete the task. Your pressure plate is now ready for action.
  
 
===Choosing Weights===
 
===Choosing Weights===
  
Only adult weights appear in-game.  Children creatures will still trigger pads, even though they are unlisted.  Creatures with the TRAPAVOID token will not trigger pressure plates, regardless of weight.
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Only adult weights appear in-game.  Children creatures will still trigger pads, even though they are unlisted.
  
 
First of all, numbers are only showing their first four most significant digits; 500,000, the default minimum weight, will appear to be 5000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.
 
First of all, numbers are only showing their first four most significant digits; 500,000, the default minimum weight, will appear to be 5000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.
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Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans.  On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps.
 
Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans.  On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps.
  
[[Vermin]] inherently do not trigger traps - aside from their weight being consistently less than 1000, they aren't treated as actual creatures for the purpose of triggering any sort of trap.
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{{L|Vermin}} inherently do not trigger traps - aside from their weight being consistently less than 1000, they aren't treated as actual creatures for the purpose of triggering any sort of trap.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|-
 
|-
 
| 20,000,000
 
| 20,000,000
| Bronze Colossuses, Whales[A], Whale Sharks[A]
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| Bronze Colossi, Whales[A], Whale Sharks[A]
  
 
|-
 
|-

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