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Editing Pressure plate

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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 a pair of [[mechanism]]s to link them to a [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[grate]] (wall or floor), [[bars]] (verticle or floor), [[support]], [[Trap_component|spears/spikes]], [[gear assembly]] or [[minecart|track stop]].* They send an 'on' 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 '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.
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(* 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 a [[gear assembly]] to connect the [[power]] on/off - but note how pressure plates and gear assemblies interact, below.)
  
 
Pressure plates are not targeted by [[building destroyer]]s.  
 
Pressure plates are not targeted by [[building destroyer]]s.  
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'''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 ==
 
== 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 ====
 
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 ==
 
== Operation ==
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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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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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