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{{Quality|Exceptional|09:41, 18 May 2015 (UTC)}}
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[[File:pressure_plate_preview.png|right]]'''Pressure plates''' act in similar ways to [[lever]]s, in that they require a pair of [[mechanism]]s to link them to a [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[grate]] (wall or floor), [[bars]] (vertical or floor), [[support]], [[Trap_component|spears/spikes]], [[gear assembly]] or [[minecart|track stop]]. They send an "open" signal the instant any of their trigger conditions are met (though linked items retain their normal [[Pressure plate#Build order & delay|reaction delay]], if any), and reset with an "close" signal after their conditions have not been met for 99 consecutive [[Time|ticks]]. Proper [[trap design]] will often leave a time delay space for traps based on enemy movement.
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'''Pressure plates''' act in similar ways to [[lever]]s, in that they require [[mechanism]]s to be built, and then a pair of mechanisms to be linked to a [[floodgate]], [[Trap_component|spike trap]], [[bridge]], or what-have-you. They send an 'on' signal the instant any of their trigger conditions is met (though linked items retain their normal reaction delay, if any), and reset with an 'off' signal after their conditions have not been met for 99 consecutive ticks. Proper [[trap design]] will often leave a time delay space for traps based on enemy movement.
  
 
Pressure plates are not targeted by [[building destroyer]]s.  
 
Pressure plates are not targeted by [[building destroyer]]s.  
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Pressure plates are sensitive to some creatures and uninfluenced by others (see [[#Unusual triggers|Unusual Triggers]]). They are not sensitive to inert weight or [[trapavoid]] creatures. Pressure plates trigger when the accumulated weight of detected creatures reaches a threshold specified by the player (see [[#Choosing Weights|Choosing Weights]]).
 
Pressure plates are sensitive to some creatures and uninfluenced by others (see [[#Unusual triggers|Unusual Triggers]]). They are not sensitive to inert weight or [[trapavoid]] creatures. Pressure plates trigger when the accumulated weight of detected creatures reaches a threshold specified by the player (see [[#Choosing Weights|Choosing Weights]]).
  
== Types ==
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==Types==
  
 
'''One-use''' pressure plates send their signal, then deconstruct the first time they're triggered, leaving behind the mechanism used to construct them and destroying any mechanisms used to link them to other objects.  As such, use low quality mechanisms to link with these.
 
'''One-use''' pressure plates send their signal, then deconstruct the first time they're triggered, leaving behind the mechanism used to construct them and destroying any mechanisms used to link them to other objects.  As such, use low quality mechanisms to link with these.
  
'''Resetting''' pressure plates can be reused as many times as you want.  They reset 99 ticks after their trigger is removed.  That is approximately 2 hours of Fortress Mode (game world) time passage; since 1 hour = 50 ticks.
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'''Resetting''' pressure plates can be reused as many times as you want.  They reset 99 ticks after their trigger is removed.
  
== Uses ==
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==Uses==
Pressure plates are used as triggers for a variety of other device actions, such as [[bridge]] raising, or [[trap design|traps]] involving the release of [[magma]] or [[water]].  Most linked devices are obvious, on the "open" signal they open as expected. Cages and chains "release" their occupants on the open signal.  
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Pressure plates are used as triggers for a variety of other device actions, such as [[bridge]] raising, or [[trap design|traps]] involving the release of [[magma]] or [[water]].
  
Pressure plates send an ''open'' signal the [[Time|instant]] their criteria are met, and a ''close'' signal 99 ticks after their triggering criteria are no longer met.  If a pressure plate sends an ''open'' signal to a device that is already opened, nothing happens.  The only exception to this is the [[gear assembly]], which toggles its engaged/disengaged state on every signal from a [[lever]] or [[pressure plate]].
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Pressure plates send an ''open'' signal the instant their criteria are met, and a ''close'' signal 99 ticks after their triggering criteria are no longer met.  If a pressure plate sends an ''open'' signal to a device that is already opened, nothing happens.  The only exception to this is the [[gear assembly]], which toggles its engaged/disengaged state on every signal from a [[lever]] or [[pressure plate]].
  
 
(See the individual device pages for complete details of how ''open'' and ''close'' signals affect each device.)
 
(See the individual device pages for complete details of how ''open'' and ''close'' signals affect each device.)
  
==== [[Bridge]]s ====
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==Operation==
Note that retracting and raising bridges have, effectively, the opposite reaction from an "open" signal, or can, depending on the design. When the "open" signal is sent, both bridges "disappear" from view - the retracting bridge disappears completely, and the raising bridge becomes a wall. But this means that the raising bridge ''closes'' the passage on the same level with that wall that it creates. This can be used to create either an "open" passage or "closed" passage on the "open" signal, depending on the design.
 
 
 
==== Screw pumps ====
 
Pressure plates are not connected ''directly'' to [[screw pump]]s. To trigger fluid flow via screw pumps, either have a pump permanently "on" and use a [[hatch]] over the fluid intake tile, or use some other barrier (door, floodgate, bridge, etc) to otherwise restrict the fluid flow as desired, or link to a [[gear assembly]] to toggle the [[power]] on/off - but note how pressure plates and gear assemblies interact, as mentioned above.
 
 
 
== Operation ==
 
 
Making complicated devices with pressure plates requires a full and detailed understanding of how pressure plates function.
 
Making complicated devices with pressure plates requires a full and detailed understanding of how pressure plates function.
  
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Similar situations can occur when activating a bridge or other refractory building with a pressure plate: if the pressure plate sends an ''open'' too rapidly after sending a ''close'', the bridge will ignore the ''open'' and wedge close.
 
Similar situations can occur when activating a bridge or other refractory building with a pressure plate: if the pressure plate sends an ''open'' too rapidly after sending a ''close'', the bridge will ignore the ''open'' and wedge close.
  
=== Build order & delay ===
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===Build order===
 
One essential consideration with carefully timed devices is build order.  Pressure plates can send ''open'' and ''close'' signals at different times depending on what sort of building is being triggered and whether the building was built before or after the pressure plate.  That is because furniture is evaluated in the reverse order in which it is built-- when you build a pressure plate before the furniture it's linked to, in many cases that furniture will not receive a signal until the tick following pressure plate activation.
 
One essential consideration with carefully timed devices is build order.  Pressure plates can send ''open'' and ''close'' signals at different times depending on what sort of building is being triggered and whether the building was built before or after the pressure plate.  That is because furniture is evaluated in the reverse order in which it is built-- when you build a pressure plate before the furniture it's linked to, in many cases that furniture will not receive a signal until the tick following pressure plate activation.
  
 
* Linked [[Door|doors]] and [[Hatch|hatches]] always open the same tick that a pressure plate is triggered, but close depending on build order: if built before the pressure plate, they close 99 ticks after the trigger is removed, and if built after, they close 100 ticks after the trigger is removed.
 
* Linked [[Door|doors]] and [[Hatch|hatches]] always open the same tick that a pressure plate is triggered, but close depending on build order: if built before the pressure plate, they close 99 ticks after the trigger is removed, and if built after, they close 100 ticks after the trigger is removed.
* Retracting [[Trap#Upright spear/spike|spikes]] built before a pressure plate retract 40 ticks after triggering and extend 139 ticks after the trigger is removed.  If built after the triggering pressure plate, they retract 41 ticks after triggering and extend 140 ticks after the trigger is removed.
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* Retracting [[Trap#Upright_spear/spike|spikes]] built before a pressure plate retract 40 ticks after triggering and extend 139 ticks after the trigger is removed.  If built after the triggering pressure plate, they retract 41 ticks after triggering and extend 140 ticks after the trigger is removed.
 
* [[Gear assembly|Gear assemblies]] will appear to be unaffected by build order-- they will engage or disengage on the same tick that a pressure plate is triggered, regardless of build order-- but gear assemblies built after a pressure plate will not transmit (or stop transmitting) power until the tick following pressure plate activation (or 100 ticks after criteria are no longer met), whereas gear assemblies built before a plate linked to them will toggle at 0 and 99 ticks.
 
* [[Gear assembly|Gear assemblies]] will appear to be unaffected by build order-- they will engage or disengage on the same tick that a pressure plate is triggered, regardless of build order-- but gear assemblies built after a pressure plate will not transmit (or stop transmitting) power until the tick following pressure plate activation (or 100 ticks after criteria are no longer met), whereas gear assemblies built before a plate linked to them will toggle at 0 and 99 ticks.
 
* [[Drawbridge|Bridges]], [[Bars|vertical bars]], [[Floodgate|floodgates]], and [[Grate|grates]] built before a pressure plate open 100 ticks after the trigger is sent, and close 199 ticks after the trigger is removed.  If they are built after a triggering pressure plate, they open 101 ticks after a trigger is sent and close 200 ticks after the trigger is removed.
 
* [[Drawbridge|Bridges]], [[Bars|vertical bars]], [[Floodgate|floodgates]], and [[Grate|grates]] built before a pressure plate open 100 ticks after the trigger is sent, and close 199 ticks after the trigger is removed.  If they are built after a triggering pressure plate, they open 101 ticks after a trigger is sent and close 200 ticks after the trigger is removed.
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===Unusual triggers===
 
===Unusual triggers===
Pressure plates will not be set off by dead creatures - if a creature dies upon contact with the ground, as with a fall from a great height, that creature will not set off a pressure plate upon landing. They will be set off by any creatures that fall onto them and survive, even if those creatures [[gravity|fall]] onto another creature occupying the same tile.  Also, pressure plates ''will'' be set off by a sufficiently large [[undead]] corpse ''reanimating'' on their tile.   
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Pressure plates will be set off by a sufficiently large [[undead]] corpse reanimating on their tile. They will be set off by creatures that fall onto them, even if those creatures [[gravity|fall]] onto another creature occupying the same tile.  However, if a creature dies upon contact with the ground, as with a fall from a great height, that creature will not set off a pressure plate upon landing.  A mechanic who completes the first attachment job on a pressure plate will not cause an ''open'' to be sent to the building being linked, but a ''close'' will be sent-- when the ''open'' is sent, the building is not yet linked!  This tends to toggle gears upon linkage, and makes futile single-use, civilians-trigger pressure plates.  Neither [[Trading|merchants]], their pack animals, nor [[trading#Liasons|diplomats]] will set off pressure plates, even pressure plates set to be triggerable by civilians.  Should an invading force arrive, they will not activate any pressure plates that have been observed by any diplomat from their civilization.  Flyers and swimmers will set off pressure plates in any tile they move through.
 
 
A mechanic who completes the first attachment job on a pressure plate will not cause an ''open'' to be sent to the building being linked, but a ''close'' will be sent-- when the ''open'' is sent, the building is not yet linked!  This tends to toggle gears upon linkage, and makes futile single-use, civilians-trigger pressure plates.  Neither [[Trading|merchants]], their pack animals, nor [[trading#Liasons|diplomats]] will set off pressure plates, even pressure plates set to be triggerable by civilians.  Should an invading force arrive, they will not activate any pressure plates that have been observed by any diplomat from their civilization.  Flyers and swimmers will set off pressure plates in any tile they move through.
 
  
 
Regardless of whether a pressure plate is set to civilians-trigger or not, any creature that is [[unconscious]] or [[web|webbed]] will set off a pressure plate-- diplomat, sieging human, [[trapavoid]]er, or your own dwarf.
 
Regardless of whether a pressure plate is set to civilians-trigger or not, any creature that is [[unconscious]] or [[web|webbed]] will set off a pressure plate-- diplomat, sieging human, [[trapavoid]]er, or your own dwarf.
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===Hanging pressure plates===
 
===Hanging pressure plates===
 
Like other buildings, pressure plates built on top of a constructed wall remain even after that constructed wall is removed{{Bug|0377}}.  All linkages to such a plate need to be completed before removing the construction supporting the plate.  Creatures falling through a hanging pressure plate will not trigger that plate, but fluid falling through or pumped into a square occupied by a hanging pressure plate will trigger that plate as normal.  Flyers or swimmers moving through the tile containing the hanging pressure plate will trigger it as normal.
 
Like other buildings, pressure plates built on top of a constructed wall remain even after that constructed wall is removed{{Bug|0377}}.  All linkages to such a plate need to be completed before removing the construction supporting the plate.  Creatures falling through a hanging pressure plate will not trigger that plate, but fluid falling through or pumped into a square occupied by a hanging pressure plate will trigger that plate as normal.  Flyers or swimmers moving through the tile containing the hanging pressure plate will trigger it as normal.
 
For keeping the plate accessible while still allowing fluids to pass through, digging a downstair into natural floor, building a floor on that downstair, building the plate on the floor, then deconstructing the floor will work. In the case the natural floor is gone, obsidian-casting the plate will suffice for digging stairs.
 
  
 
==Advanced techniques==
 
==Advanced techniques==
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For a table of creatures you can organize by increasing or decreasing [[size|weight]], see [[List of creatures by adult size]].
 
For a table of creatures you can organize by increasing or decreasing [[size|weight]], see [[List of creatures by adult size]].
  
The weight of a creature depends on individual [[Creature_token#BODY_APPEARANCE_MODIFIER|build]]: skinny, small creatures weigh less than enormous, fat ones of the same species.{{cite forum|180213/8399792}} As shown in the list, children and adolescents are usually smaller than fully grown creatures and may not trigger plates adjusted to adults' size. Equipment adds to a creatures weight; dwarves in steel armor will activate plates set to higher triggers.{{cite forum|180213/8399792}}
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[[Vermin]] inherently do not trigger traps - aside from their weight being consistently less than 10000, they aren't treated as actual creatures for the purpose of triggering any sort of trap. The actual size of a creature likely depends on individual "build" : skinny and/or small creatures have less size/weight than enormous, fat ones of the same species. As shown in the list, children and adolescents are usually smaller than fully grown creatures and may not trigger plates adjusted to adults' size. Creatures with the trapavoid token will not trigger pressure plates, regardless of weight.
 
 
Creatures with the [[trapavoid]] token will not trigger pressure plates, regardless of weight. [[Vermin]] do not trigger traps since they aren't treated as actual creatures for the purpose of triggering any sort of trap, and weigh no more than 2000 anyway.
 
  
 
On-screen numbers are shown divided by 10 (rounded down). For example 50,000, the default minimum weight, will appear to be 5,000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.
 
On-screen numbers are shown divided by 10 (rounded down). For example 50,000, the default minimum weight, will appear to be 5,000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.
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{{buildings}}
 
{{buildings}}
{{Category|Machine components}}
 

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