<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bidok</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bidok"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Bidok"/>
	<updated>2026-04-12T00:05:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bidok&amp;diff=61163</id>
		<title>User talk:Bidok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bidok&amp;diff=61163"/>
		<updated>2010-01-18T22:37:28Z</updated>

		<summary type="html">&lt;p&gt;Bidok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cat Logic==&lt;br /&gt;
&lt;br /&gt;
It may be pretty fast and reliable, but it'd be a mistake to call it 100% reliable.  Cats path through doors trying to get to vermin, usually.  If a rat teleports inside the gate -- and teleport they do -- you could have lava flooding prematurely ;) --[[User:Corona688|Corona688]] 16:58, 6 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:On the other hand you could use dog or horse - they don't have [VERMIN_HUNTER] tag so as long as you have proper meeting area they will try to go there, am I right? ^^ thats why I named this &amp;quot;animal logic&amp;quot; not only cats. I used Kittens just for funny example, maybe I should change that.. --[[User:Bidok|Bidok]] 09:36, 7 July 2009 (UTC)&lt;br /&gt;
::Real dwarves use [[megabeast]]s.  --[[User:LaVacaMorada|LaVacaMorada]] 07:53, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And gate ==&lt;br /&gt;
&lt;br /&gt;
I tried to come up with a design for some gate besides NOT and NOR, to cut down on the resources it would take to build computers in DF. After a few failures, I discovered that this AND gate seems to work pretty well. You can add it to your page if you like:&lt;br /&gt;
  #####&lt;br /&gt;
 ## &amp;lt;X##&lt;br /&gt;
 # ###D#&lt;br /&gt;
 ##D^X##&lt;br /&gt;
  #####&lt;br /&gt;
 # - wall&lt;br /&gt;
 ^ - pressure plate (output)&lt;br /&gt;
 X - wall grate/door (input)&lt;br /&gt;
 D - door unpassable to pets&lt;br /&gt;
 &amp;lt; - stairs (exit, which the animal seeks)&lt;br /&gt;
Or instead of using stairs, put the exit hall in one of three locations:&lt;br /&gt;
   # #        # #        # #  &lt;br /&gt;
  ## ##     ### #     #### #  &lt;br /&gt;
 ##  X##   ##  X##   ##  X##  &lt;br /&gt;
 # ###D#   # ###D#   # ###D#  &lt;br /&gt;
 ##D^X##   ##D^X##   ##D^X##  &lt;br /&gt;
  #####     #####     #####&lt;br /&gt;
It relies on the animal finding the shortest of two paths to the exit. This was the most efficient design I could think of - using a ladder to exit on a different z-level so that more gates can be fit into the same amount of space. You can see that it's really a loop; if you &amp;quot;rotate&amp;quot; each tile of the &amp;quot;loop&amp;quot; by two positions, you can put the exit hall at the tip of the shape... but when I did it that way the wall grates were difficult to build (they can't be built on a diagonal, so the dwarf gets trapped between them). It's less resources and faster than (NOT A) NOR (NOT B), making computing less tedious. --[[User:Sf17k|Sf17k]] 18:09, 16 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
&lt;br /&gt;
Could you describe in couple of words how does it work, please? --[[Special:Contributions/93.73.169.25|93.73.169.25]] 20:19, 18 January 2010 (UTC)&lt;br /&gt;
:Like this:&lt;br /&gt;
:* You have a hatch cover connected to SET lever.&lt;br /&gt;
:* you push the SET lever, kitten/dog/pet falls down on pressure plate &lt;br /&gt;
:* pressure plate (OUT) activates SOMETHING&lt;br /&gt;
:* now you can push SET lever (on or off) as many times as you want but nothing will happen&lt;br /&gt;
:* then you have another lever named RESET (or CLEAR) connected to door/wall grate placed on the right of PP&lt;br /&gt;
:* if you switch the second lever everything will return to normal (and SOMETHING will be deactivated)&lt;br /&gt;
:When could this be useful? For example imagine that you have some advanced trap system (flooding, spike traps, whatever) and you want it to activate automagically - just put memory gate somewhere, connect several pressure plates to SET and trap system to OUT this way your traps wont turn off when goblin will step back from pressure plate. [[User:Bidok|Bidok]] 22:37, 18 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bidok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bidok&amp;diff=61160</id>
		<title>User:Bidok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bidok&amp;diff=61160"/>
		<updated>2010-01-18T21:58:41Z</updated>

		<summary type="html">&lt;p&gt;Bidok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Animal Logic==&lt;br /&gt;
This logic is based on NOT gate and uses kittens or any other animal that can trigger pressure plates. I do not suggest using female animals (breeding) or dwarfs (they can starve to death).&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
* quite fast&lt;br /&gt;
* reliable (at least I do think so ^^)&lt;br /&gt;
* you don't need water or energy to make it&lt;br /&gt;
* all you need is small tamed animal&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
* well, it's working thanks to ''bug'' in pets pathfinder - they will still want to go through pet-impassable doors - So when (and if) pathfinder code will be patched it might stop working at all&lt;br /&gt;
* it will need more and more kittens to build larger systems, but well.. most of the time all you really need is NOT or maybe alternator ^^&lt;br /&gt;
&lt;br /&gt;
====What can I get with this?====&lt;br /&gt;
The simplest answer - what you want.&lt;br /&gt;
With this for example you could build system which will automatically turn on repeating spike traps in your entrance 10 seconds after some goblin will stomp on pressure plate.&lt;br /&gt;
You could build control room with 4 levers connected to AND gates and when all levers will be On - boom! You fortress is flooded with magma or something..&lt;br /&gt;
You could have one lever - after pulling it will open 10 doors and shut 10 other doors..&lt;br /&gt;
It all depends on what you really need.&lt;br /&gt;
&lt;br /&gt;
====Legend====&lt;br /&gt;
 # - wall&lt;br /&gt;
 ^ - pressure plate set to trigger on kittens (output)&lt;br /&gt;
 X - wall grate, door or something like that (input)&lt;br /&gt;
 D - simple door: passable but NOT for pets&lt;br /&gt;
 . - channel, pit zone&lt;br /&gt;
&lt;br /&gt;
==NOT gate==&lt;br /&gt;
====top level====&lt;br /&gt;
 #####&lt;br /&gt;
 #.&lt;br /&gt;
 #####&lt;br /&gt;
In most (if not in all) cases top level looks like this.&lt;br /&gt;
If not mentioned otherwise you should make top level like this.&lt;br /&gt;
&lt;br /&gt;
====bottom level====&lt;br /&gt;
 Result = true ''(input A = false)''&lt;br /&gt;
 #####&lt;br /&gt;
 #^XD&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
 Result = false ''(input A = true)''&lt;br /&gt;
 #####&lt;br /&gt;
 #^ D&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1''&lt;br /&gt;
&lt;br /&gt;
====How does it work?====&lt;br /&gt;
When you trigger lever connected to X it will disappear allowing pet to move to the next tile. Pet will walk off from pressure plate turning it off.&lt;br /&gt;
Why I'm so sure that this will work this way? It's because pathfinder - pets will still try to get out from the room through pet-impassable doors.&lt;br /&gt;
On another hand - if you turn lever Off - X will appear on the same tile where kitten is standing. Game will force this small animal to move on the closest '''free''' tile - which is the one with pressure plate. You got the idea.&lt;br /&gt;
&lt;br /&gt;
==NOR gate==&lt;br /&gt;
Nor will result true only when two arguments are NOT met (lever A and lever B are set to Off state)&lt;br /&gt;
====bottom level====&lt;br /&gt;
 Result = true ''(inputs: A=false, B=false)''&lt;br /&gt;
 #####&lt;br /&gt;
 #^XD&lt;br /&gt;
 ##X#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
 Result = false ''(inputs: A=true, B=false  OR  A=false, B=true  OR  A=true, B=true)''&lt;br /&gt;
 #####        #####        #####&lt;br /&gt;
 #^ D         #^XD         #^ D&lt;br /&gt;
 ##X#    or   ## #    or   ## #&lt;br /&gt;
 #####        #####        #####&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1''&lt;br /&gt;
&lt;br /&gt;
==OR gate==&lt;br /&gt;
 OR = NOT NOR&lt;br /&gt;
So all you need to do is to build NOR gate and connect pressure plate to X in NOT gate - then pressure plate in NOT gate will have OR output. Complicated? Nah..&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1 = 2''&lt;br /&gt;
&lt;br /&gt;
==AND gate==&lt;br /&gt;
 AND = (NOT A) NOR (NOT B)&lt;br /&gt;
This time all you need to do is to negate input A and input B.&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1+1 = 3''&lt;br /&gt;
&lt;br /&gt;
Better way described on my [http://dwarffortresswiki.net/index.php/User_talk:Bidok talk page]&lt;br /&gt;
&lt;br /&gt;
==NAND gate==&lt;br /&gt;
 NAND = NOT AND&lt;br /&gt;
Build AND gate and negate output.&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1+1+1 = 4''&lt;br /&gt;
&lt;br /&gt;
==XOR gate==&lt;br /&gt;
 XOR = NOT ( ((A NOR B) NOR A) NOR ((A NOR B) NOR B) ) (not tested but it should work this way)&lt;br /&gt;
&lt;br /&gt;
what you need:&lt;br /&gt;
* one &amp;quot;A NOR B&amp;quot; gate (lets name it nor_1)&lt;br /&gt;
* one &amp;quot;nor_1 NOR A&amp;quot; gate (nor_2)&lt;br /&gt;
* one &amp;quot;nor_1 NOR B&amp;quot; gate (nor_3)&lt;br /&gt;
* one &amp;quot;nor_2 NOR nor_3&amp;quot; gate (nor_4)&lt;br /&gt;
* one &amp;quot;not nor_4&amp;quot; gate (final result)&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1+1+1+1 = 5 (yeah, I know, a lot for one gate..)''&lt;br /&gt;
&lt;br /&gt;
another way (probably better):&lt;br /&gt;
 XOR = (A NOR B) NOR ((NOT A) NOR (NOT B))&lt;br /&gt;
&lt;br /&gt;
you need:&lt;br /&gt;
* one &amp;quot;A NOR B&amp;quot; gate (nor_1)&lt;br /&gt;
* one &amp;quot;NOT A&amp;quot; gate (not_a)&lt;br /&gt;
* one &amp;quot;NOT B&amp;quot; gate (not_b)&lt;br /&gt;
* one &amp;quot;not_a NOR not_b&amp;quot; gate (nor_2)&lt;br /&gt;
* one &amp;quot;nor_1 NOR nor_2&amp;quot; gate (final result)&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1+1+1+1 = 5''&lt;br /&gt;
&lt;br /&gt;
==Memory==&lt;br /&gt;
====bottom level====&lt;br /&gt;
 ######&lt;br /&gt;
 #&amp;gt; HD&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
====bottom level-1====&lt;br /&gt;
 ######&lt;br /&gt;
 #&amp;lt;X^##&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
 H - hatch cover linked to PP/Lever - this is SET bit&lt;br /&gt;
 &amp;lt;, &amp;gt; - up and down stairs&lt;br /&gt;
 X - door/wall grate linked to PP/Lever - this is CLEAR bit&lt;br /&gt;
 ^ - pressure plate - output&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1''&lt;br /&gt;
&lt;br /&gt;
==Repeater==&lt;br /&gt;
aka Alternator - can be found on bay12games.com forum [http://www.bay12games.com/forum/index.php?topic=26476.msg313381#msg313381]&lt;br /&gt;
&lt;br /&gt;
==Counter==&lt;br /&gt;
''Should work, not tested'' '''''yet'''''.&lt;br /&gt;
&lt;br /&gt;
Counter will activate ''something'' only after it hit certain integer value (say, for example - you'll need to turn off and on some lever ten times to flood your entire fortress with magma).&lt;br /&gt;
When connected to repeater this could work as a delay machine or clock or whatever.&lt;br /&gt;
Integer value depends on how many z-levels you will make (of course with little modifications you could connect infinite counters ^^)&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1''&lt;br /&gt;
&lt;br /&gt;
====level 0====&lt;br /&gt;
 #######&lt;br /&gt;
 #&amp;gt;D HD&lt;br /&gt;
 #######&lt;br /&gt;
 &amp;gt; - down stairs&lt;br /&gt;
 D - doors, left one = pet passable, right one = pet-impassable&lt;br /&gt;
 H - hatch cover over channel - all hatch covers on all levels are connected to the same source/incramentator&lt;br /&gt;
 If you're planning to connect this counter to another one - simply make the left doors forbidden, &lt;br /&gt;
 remove wall tile near stairs and connect it to another counter-shaft ^^&lt;br /&gt;
&lt;br /&gt;
====level 0-n====&lt;br /&gt;
 ########&lt;br /&gt;
 #SDH XS#&lt;br /&gt;
 ########&lt;br /&gt;
 S - up/down stairs&lt;br /&gt;
 D - doors, pet-impassable&lt;br /&gt;
 H - hatch cover linked to incrementator&lt;br /&gt;
 X - door/wall grate/etc - all X's are connected to RESET&lt;br /&gt;
&lt;br /&gt;
====level 0-n-1====&lt;br /&gt;
 ########&lt;br /&gt;
 #SX HDS#&lt;br /&gt;
 ########&lt;br /&gt;
 legend same as above&lt;br /&gt;
&lt;br /&gt;
====bottom level+1====&lt;br /&gt;
 ########&lt;br /&gt;
 #SX ^DS#&lt;br /&gt;
 ########&lt;br /&gt;
 or&lt;br /&gt;
 ########&lt;br /&gt;
 #SD^ XS#&lt;br /&gt;
 ########&lt;br /&gt;
 depends on level above this one&lt;br /&gt;
 ^ - output pressure plate&lt;br /&gt;
&lt;br /&gt;
====bottom level====&lt;br /&gt;
 ########&lt;br /&gt;
 #&amp;lt;    &amp;lt;#&lt;br /&gt;
 ########&lt;br /&gt;
 &amp;lt; - up stairs&lt;/div&gt;</summary>
		<author><name>Bidok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bidok&amp;diff=49942</id>
		<title>User talk:Bidok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bidok&amp;diff=49942"/>
		<updated>2009-07-07T09:36:08Z</updated>

		<summary type="html">&lt;p&gt;Bidok: /* Cat Logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cat Logic==&lt;br /&gt;
&lt;br /&gt;
It may be pretty fast and reliable, but it'd be a mistake to call it 100% reliable.  Cats path through doors trying to get to vermin, usually.  If a rat teleports inside the gate -- and teleport they do -- you could have lava flooding prematurely ;) --[[User:Corona688|Corona688]] 16:58, 6 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:On the other hand you could use dog or horse - they don't have [VERMIN_HUNTER] tag so as long as you have proper meeting area they will try to go there, am I right? ^^ thats why I named this &amp;quot;animal logic&amp;quot; not only cats. I used Kittens just for funny example, maybe I should change that.. --[[User:Bidok|Bidok]] 09:36, 7 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bidok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Computing&amp;diff=28838</id>
		<title>40d:Computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Computing&amp;diff=28838"/>
		<updated>2009-07-05T23:08:11Z</updated>

		<summary type="html">&lt;p&gt;Bidok: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Computing in dwarf fortress is the practice of setting up your fortress in such a way that allows logical operations like AND, OR, NOT, and etc to exist and be used.  Computing in Dwarf Fortress is a ''very'' young concept with lots of room for improvement and development.  Innovation and invention is encouraged.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Binary logic takes one or two inputs and creates an output based on them. The devices that perform these operations are commonly called '''logic gates'''.&lt;br /&gt;
&lt;br /&gt;
NOT takes one input and returns true if that input is false&lt;br /&gt;
&lt;br /&gt;
AND takes two inputs and returns true if both inputs are true&lt;br /&gt;
&lt;br /&gt;
OR takes two inputs and returns true if at least one input is true&lt;br /&gt;
&lt;br /&gt;
XOR takes two inputs and returns true if exactly one input is true&lt;br /&gt;
&lt;br /&gt;
NAND takes two inputs and returns true if either input is false&lt;br /&gt;
&lt;br /&gt;
NOR takes two inputs and returns true if both inputs are false&lt;br /&gt;
&lt;br /&gt;
 A B  AND  OR   XOR  NAND NOR&lt;br /&gt;
 0 0  0    0    0    1    1&lt;br /&gt;
 0 1  0    1    1    1    0&lt;br /&gt;
 1 0  0    1    1    1    0&lt;br /&gt;
 1 1  1    1    0    0    0&lt;br /&gt;
&lt;br /&gt;
The most human-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other ports.&lt;br /&gt;
&lt;br /&gt;
Additionally, two-dimensional logic design requires a 'jumper' gate that crosses two signals without affecting their contents. This may only be an issue in DF if you are considering magma-based circuits.&lt;br /&gt;
&lt;br /&gt;
== Fluid Logic ==&lt;br /&gt;
Fluid logic utilizes the tendency of fluids in dwarf fortress to, umm, flow.  It takes advantage of the ability of pressure plates in the new version to be triggered by water (or magma) resting on top of them.  This allows systems of pumps, floodgates, doors, bridges, and anything else operated by pressure plate to be incorporated into a machine.&lt;br /&gt;
&amp;lt;!-- could someone who's used this type of logic go into further detail with it?  what kinds of circuits can be created and how?  What are the major challenges of using fluids? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get you started, a pressure plate set to trigger on water level 0-3 and linked to a floodgate will CLOSE the floodgate when the tile has deep water.&lt;br /&gt;
If the pressure plate is set for water level 4-7, then the floodgate will OPEN when the tile has deep water.&lt;br /&gt;
&lt;br /&gt;
Fluid logic allows for computing in up to base 8.&lt;br /&gt;
&lt;br /&gt;
A simple, practical application of fluid logic is a [[Talk:Lever#Inverting a Lever|Lever inverter]].&lt;br /&gt;
&lt;br /&gt;
== Machine Logic ==&lt;br /&gt;
See [[mechanical logic]]&lt;br /&gt;
&lt;br /&gt;
== Borg Logic ==&lt;br /&gt;
Borg logic is the experimental version of fluid logic.  It consists of creating a way for your dwarves to travel constantly in a predictable way through your fortress through constant hauling jobs or military designations.  Pressure plates are used in similar setups to those in the fluid logic method.  It is theorized that Borg logic would be quicker and easier to set up than fluid logic, although it would require a very large population dedicated to nothing but borging.  The consequences of dwarves quitting to eat, sleep, drink, etc are unknown.  There are no known examples of borg logic, and it is purely theoretical at this time.  &amp;lt;!-- Could someone with more free time than me give this a shot?  Just some proof-of-concept gates and a picture should be enough. &lt;br /&gt;
        You're doing it wrong: you start comments with &amp;lt;!-- --GreyMario   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Borg Logic may be a bit more difficult, or impossible, in early versions due to a bug in 33c (and possibly earlier versions): The 'citizens trigger' setting on pressure plates does not actually cause the pressure plate to trigger when citizens step on it. This has been fixed, though.&lt;br /&gt;
&lt;br /&gt;
== Animal Logic ==&lt;br /&gt;
Animals have a natural 'follow the leader' tendency and never starve. Pitting an animal into a maze with movable exits can force the animal to shuttle around and compute.&lt;br /&gt;
&lt;br /&gt;
Hostiles are also suitable for this purpose, and may be easier to control since they will target dwarves. [http://www.bay12games.com/forum/index.php?topic=26476.msg313381#msg313381]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[User:SL/Logic Gates]] - These use mechanisms for connecting gates and devices and so forth, but fluid for logic. They're built on top of a body of water, and require power (for a pump or two per gate).&lt;br /&gt;
&lt;br /&gt;
[[User:Kyace/Adder]] - A full adder built using fluid logic, with a video of a rough prototype. Trivial to combine 8 of these to make a fluid device capable of adding two 8 bit numbers together.&lt;br /&gt;
&lt;br /&gt;
[[User:Soundandfury#Logic_Gates]] - These have a water supply reservoir above and a drain below.  The drained water can be pumped back to the supply reservoir.&lt;br /&gt;
&lt;br /&gt;
[[User:Bidok]] - Animal logic with all gates, memory, repeater and counter. All powered by kittens.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bidok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bidok&amp;diff=49939</id>
		<title>User:Bidok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bidok&amp;diff=49939"/>
		<updated>2009-07-05T22:49:37Z</updated>

		<summary type="html">&lt;p&gt;Bidok: Created page with '==Animal Logic== This logic is based on NOT gate and uses kittens or any other animal that can trigger pressure plates. I do not suggest using female animals (breeding) or dwarfs...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Animal Logic==&lt;br /&gt;
This logic is based on NOT gate and uses kittens or any other animal that can trigger pressure plates. I do not suggest using female animals (breeding) or dwarfs (they can starve to death).&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
* quite fast&lt;br /&gt;
* reliable (at least I do think so ^^)&lt;br /&gt;
* you dont need water or enegry to make it&lt;br /&gt;
* all you need is small tamed animal&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
* well, it's working thanks to ''bug'' in pets pathfinder - they will still want to go thru pet-inpassable doors - So when (and if) pathfinder code will be patched it might stop working at all&lt;br /&gt;
* it will need more and more kittens to build larger systems, but well.. most of the time all you really need is NOT or maybe alternator ^^&lt;br /&gt;
&lt;br /&gt;
====What can I get with this?====&lt;br /&gt;
The simplest answer - what you want.&lt;br /&gt;
With this for example you could build system which will automaticaly turn on repeating spike traps in your entrance 10 seconds after some goblin will stomp on pressure plate.&lt;br /&gt;
You could build control room with 4 levers connected to AND gates and when all levers will be On - boom! You fortress is flooded with magma or something..&lt;br /&gt;
You could have one lever - after pulling it will open 10 doors and shut 10 other doors..&lt;br /&gt;
It all depends on what you really need.&lt;br /&gt;
&lt;br /&gt;
====Legend====&lt;br /&gt;
 # - wall&lt;br /&gt;
 ^ - pressure plate set to trigger on kittens (output)&lt;br /&gt;
 X - wall grate, door or something like that (input)&lt;br /&gt;
 D - simple door: passable but NOT for pets&lt;br /&gt;
 . - channel, pit zone&lt;br /&gt;
&lt;br /&gt;
==NOT gate==&lt;br /&gt;
====top level====&lt;br /&gt;
 #####&lt;br /&gt;
 #.&lt;br /&gt;
 #####&lt;br /&gt;
In most (if not in all) cases top level looks like this.&lt;br /&gt;
If not mentioned otherwise you should make top level like this.&lt;br /&gt;
&lt;br /&gt;
====bottom level====&lt;br /&gt;
 Result = true ''(input A = false)''&lt;br /&gt;
 #####&lt;br /&gt;
 #^XD&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
 Result = false ''(input A = true)''&lt;br /&gt;
 #####&lt;br /&gt;
 #^ D&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1''&lt;br /&gt;
&lt;br /&gt;
====How does it work?====&lt;br /&gt;
When you trigger lever connected to X it will disappear allowing pet to move to the next tile. Pet will walk off from pressure plate turning it off.&lt;br /&gt;
Why I'm so sure that this will work this way? It's becouse pathfinder - pets will still try to get out from the room thru pet-inpassable doors.&lt;br /&gt;
On another hand - if you trun lever Off - X will appear on the same tile where kitten is standing. Game will force this small animal to move on the closest '''free''' tile - which is the one with pressure plate. You got the idea.&lt;br /&gt;
&lt;br /&gt;
==NOR gate==&lt;br /&gt;
Nor will result true only when two arguments are NOT met (lever A and lever B are set to Off state)&lt;br /&gt;
====bottom level====&lt;br /&gt;
 Result = true ''(inputs: A=false, B=false)''&lt;br /&gt;
 #####&lt;br /&gt;
 #^XD&lt;br /&gt;
 ##X#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
 Result = false ''(inputs: A=true, B=false  OR  A=false, B=true  OR  A=true, B=true)''&lt;br /&gt;
 #####        #####        #####&lt;br /&gt;
 #^ D         #^XD         #^ D&lt;br /&gt;
 ##X#    or   ## #    or   ## #&lt;br /&gt;
 #####        #####        #####&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1''&lt;br /&gt;
&lt;br /&gt;
==OR gate==&lt;br /&gt;
 OR = NOT NOR&lt;br /&gt;
So all you need to do is to build NOR gate and connect pressue plate to X in NOT gate - then pressure plate in NOT gate will have OR output. Complicated? Nah..&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1 = 2''&lt;br /&gt;
&lt;br /&gt;
==AND gate==&lt;br /&gt;
 AND = (NOT A) NOR (NOT B)&lt;br /&gt;
This time all you need to do is to negate input A and input B.&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1+1 = 3''&lt;br /&gt;
&lt;br /&gt;
==NAND gate==&lt;br /&gt;
 NAND = NOT AND&lt;br /&gt;
Build NAND gate and negate output.&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1+1+1 = 4''&lt;br /&gt;
&lt;br /&gt;
==XOR gate==&lt;br /&gt;
 XOR = NOT ( ((A NOR B) NOR A) NOR ((A NOR B) NOR B) ) (not tested but it should work this way)&lt;br /&gt;
&lt;br /&gt;
what you need:&lt;br /&gt;
* one &amp;quot;A NOR B&amp;quot; gate (lets name it nor_1)&lt;br /&gt;
* one &amp;quot;nor_1 NOR A&amp;quot; gate (nor_2)&lt;br /&gt;
* one &amp;quot;nor_1 NOR B&amp;quot; gate (nor_3)&lt;br /&gt;
* one &amp;quot;nor_2 NOR nor_3&amp;quot; gate (nor_4)&lt;br /&gt;
* one &amp;quot;not nor_4&amp;quot; gate (final result)&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1+1+1+1 = 5 (yeah, I know, a lot for one gate..)''&lt;br /&gt;
&lt;br /&gt;
another way (probably better):&lt;br /&gt;
 XOR = (A NOR B) NOR ((NOT A) NOR (NOT B))&lt;br /&gt;
&lt;br /&gt;
you need:&lt;br /&gt;
* one &amp;quot;A NOR B&amp;quot; gate (nor_1)&lt;br /&gt;
* one &amp;quot;NOT A&amp;quot; gate (not_a)&lt;br /&gt;
* one &amp;quot;NOT B&amp;quot; gate (not_b)&lt;br /&gt;
* one &amp;quot;not_a NOR not_b&amp;quot; gate (nor_2)&lt;br /&gt;
* one &amp;quot;nor_1 NOR nor_2&amp;quot; gate (final result)&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1+1+1+1+1 = 5''&lt;br /&gt;
&lt;br /&gt;
==Memory==&lt;br /&gt;
====bottom level====&lt;br /&gt;
 ######&lt;br /&gt;
 #&amp;gt; HD&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
====bottom level-1====&lt;br /&gt;
 ######&lt;br /&gt;
 #&amp;lt;X^##&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
 H - hatch cover linked to PP/Lever - this is SET bit&lt;br /&gt;
 &amp;lt;, &amp;gt; - up and down stairs&lt;br /&gt;
 X - door/wall grate linked to PP/Lever - this is CLEAR bit&lt;br /&gt;
 ^ - pressure plate - output&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1''&lt;br /&gt;
&lt;br /&gt;
==Repeater==&lt;br /&gt;
aka Alternator - can be found on bay12games.com forum [http://www.bay12games.com/forum/index.php?topic=26476.msg313381#msg313381]&lt;br /&gt;
&lt;br /&gt;
==Counter==&lt;br /&gt;
''Should work, not tested'' '''''yet'''''.&lt;br /&gt;
&lt;br /&gt;
Counter will activate ''something'' only after it hit certain integer value (say, for example - you'll need to turn off and on some lever ten times to flood your entire fortress with magma).&lt;br /&gt;
When connected to repeater this could work as a delay machine or clock or whatever.&lt;br /&gt;
Integer value depends on how many z-levels you will make (of course with little modifications you could connect infinite counters ^^)&lt;br /&gt;
&lt;br /&gt;
''Kittens needed: 1''&lt;br /&gt;
&lt;br /&gt;
====level 0====&lt;br /&gt;
 #######&lt;br /&gt;
 #&amp;gt;D HD&lt;br /&gt;
 #######&lt;br /&gt;
 &amp;gt; - down stairs&lt;br /&gt;
 D - doors, left one = pet passable, right one = pet-inpassable&lt;br /&gt;
 H - hatch cover over channel - all hatch covers on all levels are connected to the same source/incramentator&lt;br /&gt;
 If you're planning to connect this counter to another one - simply make the left doors forbidden, &lt;br /&gt;
 remove wall tile near stairs and connect it to another counter-shaft ^^&lt;br /&gt;
&lt;br /&gt;
====level 0-n====&lt;br /&gt;
 ########&lt;br /&gt;
 #SDH XS#&lt;br /&gt;
 ########&lt;br /&gt;
 S - up/down stairs&lt;br /&gt;
 D - doors, pet-inpassable&lt;br /&gt;
 H - hatch cover linked to incrementator&lt;br /&gt;
 X - door/wall grate/etc - all X's are connected to RESET&lt;br /&gt;
&lt;br /&gt;
====level 0-n-1====&lt;br /&gt;
 ########&lt;br /&gt;
 #SX HDS#&lt;br /&gt;
 ########&lt;br /&gt;
 legend same as above&lt;br /&gt;
&lt;br /&gt;
====bottom level+1====&lt;br /&gt;
 ########&lt;br /&gt;
 #SX ^DS#&lt;br /&gt;
 ########&lt;br /&gt;
 or&lt;br /&gt;
 ########&lt;br /&gt;
 #SD^ XS#&lt;br /&gt;
 ########&lt;br /&gt;
 depends on level above this one&lt;br /&gt;
 ^ - output pressure plate&lt;br /&gt;
&lt;br /&gt;
====bottom level====&lt;br /&gt;
 ########&lt;br /&gt;
 #&amp;lt;    &amp;lt;#&lt;br /&gt;
 ########&lt;br /&gt;
 &amp;lt; - up stairs&lt;/div&gt;</summary>
		<author><name>Bidok</name></author>
	</entry>
</feed>