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Editing v0.34:Lever
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− | A '''lever''' is a building constructed from one [[mechanism]] on an empty tile. | + | A '''lever''' is a building constructed from one [[mechanism]] on an empty tile. Once in place, it can be linked to one or more devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to control these other devices remotely. Order the lever to be 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 [[fun]]. Levers also make good furniture choices when constructed with high-quality mechanisms. |
[[Pressure plate]]s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much [[fun]], a pressure plate may be a better choice. There is more information on trap design [[trap design|here]]. | [[Pressure plate]]s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much [[fun]], a pressure plate may be a better choice. There is more information on trap design [[trap design|here]]. | ||
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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. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow | + | There is no way to de-link an object without disassembling either object or lever {{verify}}. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow to reuse them - keep your permanent and one-time linkages to separate levers. |
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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. | ||
− | In the unusual case that a device receives both an on and an off trigger in | + | In the unusual case that a device receives both an on and an off trigger in the exact same tick, the device will change states-- an open device will close, and a closed device will open. |
==On/Off states== | ==On/Off states== | ||
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A "step" is not a step that a dwarf makes, and not based on [[Frames per second|FPS]]. It's one "step" that the game advances. When paused (via {{k|spacebar}} ), you can manually advance the game "1 step" by hitting the period ( {{k|.}} ) key. | A "step" is not a step that a dwarf makes, and not based on [[Frames per second|FPS]]. It's one "step" that the game advances. When paused (via {{k|spacebar}} ), you can manually advance the game "1 step" by hitting the period ( {{k|.}} ) key. | ||
− | * [[Bridge]] – Activates 100 steps after being triggered | + | * [[Bridge]] – Activates 100 steps after being triggered |
− | ** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the bridge was constructed. | + | ** '''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. |
** '''Off:''' Returns the bridge to normal. | ** '''Off:''' Returns the bridge to normal. | ||
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** '''On:''' Toggles gear state. | ** '''On:''' Toggles gear state. | ||
** '''Off:''' Toggles gear state. | ** '''Off:''' Toggles gear state. | ||
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===== One-Shot ===== | ===== One-Shot ===== | ||
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There is way to ascertain which lever is linked to what, but it becomes very hard when you have many linkable items. Find the lever, use "q" and then select "add new task". Try for every linkable thing in your fortress, to link the lever to it. If an object isn't available for linking, that's because it is already linked. Though this method isn't very usable to find the single linked item in all of them, it is useful when you forgot whether the left or the right lever was linked to the support. | There is way to ascertain which lever is linked to what, but it becomes very hard when you have many linkable items. Find the lever, use "q" and then select "add new task". Try for every linkable thing in your fortress, to link the lever to it. If an object isn't available for linking, that's because it is already linked. Though this method isn't very usable to find the single linked item in all of them, it is useful when you forgot whether the left or the right lever was linked to the support. | ||
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{{buildings}} | {{buildings}} |