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Difference between revisions of "40d Talk:Lever"

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::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards.  
 
::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards.  
 
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)
 
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)
 +
 +
:::I'd say you should consult the [[Computing]] and [[Mechanical Logic]] pages then. Should find all the components you need there.
 +
:::--[[User:Bilkinson|Bilkinson]] 16:13, 16 October 2008 (EDT)

Revision as of 20:13, 16 October 2008

floodgates vs. doors misinformation?

"Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water."

I'm fairly certain that doors can't be closed while flooded. They work as described for opening via lever, but cannot close when blocked by water or creatures. Granted, the last time i've levered doors was back in 2d. Please verify or change the wording? --Vaevictus 15:49, 2 June 2008 (EDT)

In the current versionv0.27.176.38c doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --quartic 16:18, 2 June 2008 (EDT)
Does it matter how much water? -- Vaevictus 13:35, 3 June 2008 (EDT)
I have verified this with water of depth 1 and 7, but not values in between.--quartic 13:38, 3 June 2008 (EDT)

Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- Zaratustra 19:23, 7 November 2007 (EST)

I'm using vertical bars as portcullis for my keep, and they attach to levers. Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard

controlling at a distance

Does the lever need to be adjacent to the item it is controlling?

I want to put a floodgate at the end of a channel... GarrieIrons 02:52, 23 January 2008 (EST)

No, it can be anywhere.--Dorten 02:57, 23 January 2008 (EST)

so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --Koltom 21:45, 22 February 2008 (EST)

Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them. Followed by their collapse. Like walls off bridges.--Draco18s 18:31, 2 March 2008 (EST)
Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. VengefulDonut 23:37, 2 March 2008 (EST)
Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --Koltom 19:52, 3 March 2008 (EST)

Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever. The bridges are outside, the levers are on the level below. Has anyone else experienced this? Holyfool 17:49, 22 March 2008 (EST)

Was the lever and/or any part of the path to the lever marked as "outside"? Use k to check. --Savok 10:25, 23 March 2008 (EDT)
I checked and one of the levers was indeed marked "outside". In fact, there are several squares on my first underground level that are marked "outside". Is that because they are in the general area of the stairway leading outside? Thank you for the info. --Holyfool 18:42, 29 March 2008 (EDT)
When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. Read The Wiki. Really. Read it. No, really, click on that link. --Savok 19:57, 29 March 2008 (EDT)

Megabeasts

I have noticed that a bridge that a hydra is standing on cannot be retracted v0.27.176.38c. Has anyone else had similar experiences? VengefulDonut 00:15, 13 March 2008 (EDT)

Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. VengefulDonut 02:08, 13 March 2008 (EDT)
Also elephants, it seems. Possibly creature size. VengefulDonut 13:18, 13 March 2008 (EDT)
Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? VengefulDonut 21:43, 13 March 2008 (EDT)

Proposed addition: Mechanism sequence

Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.
I'm also assuming the same is usefull for grates and bars. --User:Nonickch, unsigned

There is some lower-down text that tells you which mechanism goes in where. --Savok 08:30, 15 June 2008 (EDT)

Finding Links

Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -Fuzzy 00:43, 6 September 2008 (EDT)

AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.
eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.
This would be a really good feature if it was implemented.
GarrieIrons 09:55, 6 September 2008 (EDT)
I guess this is one good use for the new note-feature: Just use the same note for lever and target. --Doub 10:17, 6 September 2008 (EDT)

Max number of links?

Is there a limit to the amount of objects that can be linked to a lever?--Thendash 22:56, 19 September 2008 (EDT)

Speeding the job of linking

Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -Fuzzy 15:48, 27 September 2008 (EDT)

I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. Timst 19:47, 27 September 2008 (EDT)
Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the "something", then spend time working on both the lever and the "something", all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- Qwip 16:42, 15 October 2008 (EDT)
The catch, so far, is figuring out the "unique" mechanisms in the list. Short of making sure that that stockpile is the only one that carries Schist Mechanisms or something similar... Unlike the other "pick an item" lists, you can't specify a sort and there's nothing zooming you to the item that you will use. On a mildly unrelated note, I realized that part of the reason for my delay was that I was building large amounts of stone traps, so the nearest mechanism that was not already tied up in a trap building job was quote some distance away. I had this problem with the nearby stockpile as well, as it was also fairly close to the traps. It would be nice to even get a distance count on the mechanisms. -Fuzzy 11:48, 16 October 2008 (EDT)
When you choose the mechanism for the lever or trap, it does tell you its distance.--Maximus 12:33, 16 October 2008 (EDT)

Inverting a Lever

I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?

Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)
#####
#_~@W
##D##

W - Water source (Under at least 7/7 pressure)
D - Water drain
_ - Pressure plate, set to activate under water of depth 4-7
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)
~ - Bridge over channel
# - Solid rock

When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate. Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water.
--17:52, 1 October 2008 (EDT)

Isn't it simpler to build two levers? Especially considering the pressure plate takes as many mechanisms? I don't really understand what you are trying to accomplish here.
--MagicGuigz 17:34, 15 October 2008 (EDT)
If you want a single action to do some "on" actions and some "off" actions - e.g. if from a stylistic point of view you want to have a single "activate outer defenses" lever that raises bridges over moats and puts down bridges blocking catapults.
--Random832 19:35, 15 October 2008 (EDT)
It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when this bridge is down, that bridge is always up, and that when this floodgate is open, that door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards.
--Macdjord 16:08, 16 October 2008 (EDT)
I'd say you should consult the Computing and Mechanical Logic pages then. Should find all the components you need there.
--Bilkinson 16:13, 16 October 2008 (EDT)