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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]]). | ||
− | A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin. (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.) Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop. | + | A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin. (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.) Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop. A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms. |
− | Once a link | + | Once linked, a trigger must be deconstructed to de-link it to 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). |
− | + | :''(* 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. |
[[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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Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect. For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually. | Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect. For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually. | ||
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+ | Once a device is connected to a lever, it can only be unlinked by deconstructing the lever and reconstructing it. This will obviously require you to relink any other devices that you want to still be connected to this lever. | ||
==On/Off states== | ==On/Off states== | ||
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===== Multiple Uses ===== | ===== Multiple Uses ===== | ||
− | + | * [[Bridge]] – Bridges have a delay of 100 steps when the lever is pulled. | |
− | + | ** '''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. | |
− | * [[Bridge]] | ||
− | ** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the bridge was constructed. | ||
** '''Off:''' Returns the bridge to normal. | ** '''Off:''' Returns the bridge to normal. | ||
− | * [[Door]] | + | * [[Door]] – Note that once you connect a door, it is either completely open or locked. 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]] – After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors for narrow passageways, at least until doors aren't usable for holding back water. |
** '''On:''' Opens the floodgate. | ** '''On:''' Opens the floodgate. | ||
** '''Off:''' Closes the floodgate. | ** '''Off:''' Closes the floodgate. | ||
− | * [[Floor hatch]] | + | * [[Floor hatch|Hatch]] – When open it just disappears and allows water through. Note that, like doors, once you connect a hatch, it is either completely open or locked. |
** '''On:''' Opens the hatch. | ** '''On:''' Opens the hatch. | ||
** '''Off:''' Closes the hatch. | ** '''Off:''' Closes the hatch. | ||
− | * [[Grate]] | + | * [[Grate]] – When it is open, it just disappears. Water goes 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]] – When it is open, it just disappears. Water goes 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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These items, when activated, deconstruct, and/or cannot be triggered again until re-linked. | These items, when activated, deconstruct, and/or cannot be triggered again until re-linked. | ||
− | * [[Cage]] – Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever | + | * [[Cage]] – Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too. |
− | * [[Restraint]] – Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever | + | |
− | * [[Support]] – Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s | + | * [[Restraint]] – Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too. |
+ | * [[Support]] – Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s. | ||
==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 all key 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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==Labeling== | ==Labeling== | ||
− | There is no way to determine what levers operate what objects except by pulling them and seeing what happens. | + | There is no way to determine what levers operate what objects except by pulling them and seeing what happens. Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!). [[Note|Label]]ing each individual lever is (possibly) the most foolproof. Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work. |
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== Computing == | == Computing == | ||
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{{Buildings}} | {{Buildings}} | ||
− | + | [[Category:Buildings]][[Category:Physics]] |