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Difference between revisions of "v0.31:Mechanism"

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'''Mechanisms''' are created by a {{L|mechanic}} at a {{L|mechanic's workshop}} out of a stone, or at a {{L|forge}} from a bar (or {{L|Adamantine|3 wafers}}) of the same {{L|Metal#Weapon & Armor Quality|metals}} used to make weapons. In the forge, they are under the {{L|trap#Weapon_Trap|trap component}}s submenu. Making mechanisms at the forge requires the mechanic {{L|labor}}, unlike other trap components. While stone mechanisms can be made from any type of stone (even {{L|gypsum}} or {{L|talc}}, counterintuitive as it may be), metal mechanisms can only be made from weapons-grade metals ({{L|silver}}, {{L|copper}}, {{L|bronze}}, {{L|bismuth bronze}}, {{L|iron}}, {{L|steel}}, and {{L|adamantine}}).
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'''Mechanisms''' can be created by a [[Mechanic]] at a [[Mechanic's workshop]] out of a stone, or at a [[Metalsmith's forge]] from 1 [[bar]] of weapons-grade metal ([[silver]], [[copper]], [[bronze]], [[bismuth bronze]], [[iron]], [[steel]], or 3 [[adamantine]] wafers). In the Metalsmith's forge menu, they are found under [[trap component]]s. Unlike when making other trap components, making metal mechanisms at a forge requires the [[Mechanics]] [[labor]]. Stone mechanisms are made from any type of stone (even supposedly soft minerals as [[gypsum]] or [[talc]]).
  
Building {{L|trap}}s, {{L|lever}}s, {{L|pressure plate}}s, and {{L|gear assembly|gear assemblies}} requires one mechanism. Linking objects to a lever or pressure plate requires two mechanisms per linked item (one for the object, one for the lever). If you want to ever recover those mechanisms you need to deconstruct both the linked object and the lever.
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Building [[trap]]s, [[lever]]s, [[pressure plate]]s, and [[gear assembly|gear assemblies]] requires one mechanism. Linking objects to a lever or pressure plate requires two mechanisms per linked item - one for the linked object, and one for the trigger (the lever or pressure plate). The only way to recover these mechanisms is to deconstruct both the linked object and the trigger.
  
It is a {{L|mechanic}}'s job to install mechanisms. Mechanisms can be linked to objects at any distance.  
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[[Mechanic]]s will install mechanisms. Mechanisms can be linked to objects at any distance. It is unclear exactly how two (or more) mechanisms talk to each other at a distance without building direct mechanical or electronic channels between them (such as a wire), and given that the Dwarves have not discovered radio technology, it is believed by some that the Dwarves have actually discovered how to implement and control [http://en.wikipedia.org/wiki/Quantum_entanglement quantum entanglement] on a non-quantum scale.  
  
Mechanisms make surprisingly good {{L|trade}} items, due to their high {{L|item value|base value}} of 30, but are heavy compared to {{L|craft}}s and so may not be a good trade good if {{L|wagon}}s can't access your {{L|trade depot}}, though this remains moot at the moment as caravans currently don't come with a wagon (confirmed bug). Since their value is higher than that of a {{L|statue}}, {{L|lever}}s and {{L|gear assembly|gear assemblies}} make good alternative room decorations.
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Mechanism [[quality]] determines the skill with which the weapon is "swung" or "fired" by the weapon trap, and affects all the rolls. [http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214] It does not affect how quickly a trap refires.
  
Since mechanisms count as furniture, the jeweler's workshop action ''encrust furniture with [gem]'' can encrust mechanisms with gems instead of actual furniture.
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Mechanisms for use in magma '''must be''' [[magma safe]], otherwise they will be destroyed (whether by melting or by burning) and the object to which they are linked will deconstruct.
  
High-quality mechanisms improve the accuracy of their traps, as stated by Toady [http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214 here]{{verify}}.<!-- Please only remove the verify if you can _prove_  it one way or the other.  "bound to be" doesn't count.  debate it on the talk page. -->  This means traps with more than one weapon or weapons that strike multiple times (namely the {{L|large serrated disc}} and {{L|spiked ball}}) will benefit more from high-quality mechanisms. This is increasingly important due to the reduced damage dealt by traps in 0.31.
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Mechanisms make surprisingly good [[trade]] items due to their high [[item value|base value]] of 30. In comparison to other [[craft]]s they are heavy, making them less than ideal when trading with races that do not bring [[wagon]]s; currently, this includes '''all''' races{{bug|197}}. Levers and gear assemblies make good room decorations, as they have a greater base value than that of [[statue]]s and [[window]]s.
  
A mechanism's quality has no effect on how quickly it operates.
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Mechanisms count as furniture. Because of this, the [[Jeweler's workshop]] job ''encrust furniture with [gem]'' may encrust mechanisms with gems instead of more useful furniture.
 
 
Mechanisms for use with magma must be {{L|magma safe}}, otherwise they will melt and cause the object to which they were linked to deconstruct.
 

Latest revision as of 17:09, 8 December 2011

This article is about an older version of DF.

Mechanisms can be created by a Mechanic at a Mechanic's workshop out of a stone, or at a Metalsmith's forge from 1 bar of weapons-grade metal (silver, copper, bronze, bismuth bronze, iron, steel, or 3 adamantine wafers). In the Metalsmith's forge menu, they are found under trap components. Unlike when making other trap components, making metal mechanisms at a forge requires the Mechanics labor. Stone mechanisms are made from any type of stone (even supposedly soft minerals as gypsum or talc).

Building traps, levers, pressure plates, and gear assemblies requires one mechanism. Linking objects to a lever or pressure plate requires two mechanisms per linked item - one for the linked object, and one for the trigger (the lever or pressure plate). The only way to recover these mechanisms is to deconstruct both the linked object and the trigger.

Mechanics will install mechanisms. Mechanisms can be linked to objects at any distance. It is unclear exactly how two (or more) mechanisms talk to each other at a distance without building direct mechanical or electronic channels between them (such as a wire), and given that the Dwarves have not discovered radio technology, it is believed by some that the Dwarves have actually discovered how to implement and control quantum entanglement on a non-quantum scale.

Mechanism quality determines the skill with which the weapon is "swung" or "fired" by the weapon trap, and affects all the rolls. [1] It does not affect how quickly a trap refires.

Mechanisms for use in magma must be magma safe, otherwise they will be destroyed (whether by melting or by burning) and the object to which they are linked will deconstruct.

Mechanisms make surprisingly good trade items due to their high base value of 30. In comparison to other crafts they are heavy, making them less than ideal when trading with races that do not bring wagons; currently, this includes all racesBug:197. Levers and gear assemblies make good room decorations, as they have a greater base value than that of statues and windows.

Mechanisms count as furniture. Because of this, the Jeweler's workshop job encrust furniture with [gem] may encrust mechanisms with gems instead of more useful furniture.