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Editing v0.31:Lever
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− | A '''lever''' is a building constructed from one | + | A '''lever''' is a building constructed from one {{L|mechanism}} on an empty tile. Once in place, it can be linked to one or more other devices such as {{L|door}}s, {{L|bridge}}s or {{L|support}}s, permitting you to control these other devices by ordering the lever pulled through its {{k|q}} menu. A free dwarf will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in {{L|fun}}. |
− | + | {{L|Pressure plate}}s are like levers, but triggered by creatures or fluids rather than by giving an order to a dwarf. If you are trying to trigger a trap, the delay in getting the lever pulled might prove very {{L|fun}}, so a pressure plate may be a better choice. More on trap design {{L|trap design|here}}. | |
− | + | When a lever is linked with one or more devices ({{L|door}}s, {{L|trap}}s, {{L|bridge}}s, etc.), pulling the lever activates that secondary system. What "activates" means depends on the linked device: | |
− | When a lever is | + | * {{L|Door}}s open and close, |
+ | * {{L|Support}}s collapse, potentially causing a cave-in. (Pulling the lever again won't put it back, cave-in or not.) | ||
+ | * {{L|Bridge}}s raise and lower, or retract and extend, depending on the type of bridge. | ||
+ | * {{L|Floodgate}}s open and close, | ||
+ | * A {{L|Gear assembly}} engages and disengages (disengaged assemblies can't support other machinery), | ||
+ | * {{L|Cage}}s are deconstructed, releasing their content (single-use only), and | ||
+ | * {{L|Spike}}s raise and lower. | ||
− | + | Different objects take different amounts of time to respond to activation; generally this is only a brief pause but it can be enough for a charging {{L|goblin}} to cover more than a few tiles. | |
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− | Different objects take different amounts of time to respond to activation; generally this is only a brief pause but it can be enough for a charging | ||
==Linking== | ==Linking== | ||
− | One | + | One {{L|mechanism}} is required to construct a lever, and then two more are required to '''link''' the lever with a device. The link is made by selecting the lever with {{k|q}}, choosing the type of object you want to link the lever to, and then using {{k|-}} and {{k|+}} to choose the particular object. The list is chronological by order of completion, most recently finished last, and the map will recenter on each object as you scroll through the list. |
− | Then you can choose what specific mechanisms you want to use to connect the device to the lever. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism you choose is for the device end, the second for the lever end. This is important when working with | + | Then you can choose what specific mechanisms you want to use to connect the device to the lever. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism you choose is for the device end, the second for the lever end. This is important when working with {{L|magma}}. |
A lever can be linked to any number of objects, and each object can have any number of levers controlling it. | A lever can be linked to any number of objects, and each object can have any number of levers controlling it. | ||
− | There is no way to de-link an object without disassembling either object or lever {{verify}} | + | There is no way to de-link an object without disassembling either object or lever {{verify}}. |
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==Labeling== | ==Labeling== | ||
− | There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely | + | There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely {{L|fun}}. Using the {{L|note}} function is the most foolproof way of labeling levers; colour-coding of levers can give some indication too. |
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{{buildings}} | {{buildings}} |