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Author Topic: levers that link onto other levers  (Read 926 times)

PDF urist master

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levers that link onto other levers
« on: April 29, 2013, 10:31:58 pm »

sounds kind of redundant, but pretty useful for like a master switch for all your bridges when you already have levers set up.

or when you have existing levers but you put them in a disadvantageous position and doesn't want to reconnect all the mechanisms again, so you build a new lever and just link it to the old lever.

not sure if it'll be hard to implement, but i'm guessing it's not a big deal.
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Bumber

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Re: levers that link onto other levers
« Reply #1 on: April 30, 2013, 12:33:22 am »

I would definitely approve of the ability to make easier logic gates. If we could invert signals by having one lever toggle the state of another, it would be easier to activate airlocks, etc. with the pull of a single lever. (There are ways to do it currently, but I find it's more trouble than it's worth. I just stick to opening stuff manually.)
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Catsup

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Re: levers that link onto other levers
« Reply #2 on: April 30, 2013, 01:13:17 am »

i view this as exploitish because for some of my projects i used to need to link 1 lever to like 50 bridges. Now i just need to build 50 levers in a safe area and link them all at once, 1 to each bridge, and then link a lever to those 50 levers.

it reduces the fun of trying to link levers to 50 bridges out in the open near the edge of the map (for a map-wall-in system) in a biome with huskifying clouds and undead running about outside.

Avo

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Re: levers that link onto other levers
« Reply #3 on: April 30, 2013, 01:21:25 am »

i view this as exploitish because for some of my projects i used to need to link 1 lever to like 50 bridges. Now i just need to build 50 levers in a safe area and link them all at once, 1 to each bridge, and then link a lever to those 50 levers.

it reduces the fun of trying to link levers to 50 bridges out in the open near the edge of the map (for a map-wall-in system) in a biome with huskifying clouds and undead running about outside.

You would still have to do just as much running around outside to link 1 level to 50 bridges as you would to link 1 level to 1 bridge 50 times.
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Catsup

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Re: levers that link onto other levers
« Reply #4 on: April 30, 2013, 01:25:40 am »


You would still have to do just as much running around outside to link 1 level to 50 bridges as you would to link 1 level to 1 bridge 50 times.
ahh but you see my friend, i have 150 working dwarves who all have the mechanic labor turned on. i have no use (well, very little use) for high quality mechanisms as i do not use weapon traps for defense and only need exactly 4 for my corpse grinders' discs. So i do not mind if my peasants make mechanisms while my legendary mechanics do hauling.

if timed properly after cleaning up a siege, with no evil weather in sight, and with the military watching areas where undead animals spawn, i can send all my peasants out and link all 50 at once.

much easier than risking sending my legendary mechanics out to link them one at a time (peasants link much slower).

Bumber

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Re: levers that link onto other levers
« Reply #5 on: May 01, 2013, 02:28:35 am »

i view this as exploitish because for some of my projects i used to need to link 1 lever to like 50 bridges. Now i just need to build 50 levers in a safe area and link them all at once, 1 to each bridge, and then link a lever to those 50 levers.

it reduces the fun of trying to link levers to 50 bridges out in the open near the edge of the map (for a map-wall-in system) in a biome with huskifying clouds and undead running about outside.
Somehow I don't feel that the levers would be the exploit here...
« Last Edit: May 01, 2013, 02:37:40 am by Bumber »
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Silverionmox

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Re: levers that link onto other levers
« Reply #6 on: May 01, 2013, 07:20:34 am »

I'd do it by means of making the gear assemblies operate as logic gates (AND, OR, NOT, etc.). You'd set up the necessary gear assemblies (standard: OR), order a mechanic to switch them to other kind of gates, and connect the input and output as desired. Then you put a signal through them, for example by pulling a lever, or a series of signal, for example by connecting it to a water wheel.
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GreatWyrmGold

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Re: levers that link onto other levers
« Reply #7 on: May 04, 2013, 10:59:08 am »

i view this as exploitish because for some of my projects i used to need to link 1 lever to like 50 bridges. Now i just need to build 50 levers in a safe area and link them all at once, 1 to each bridge, and then link a lever to those 50 levers.

it reduces the fun of trying to link levers to 50 bridges out in the open near the edge of the map (for a map-wall-in system) in a biome with huskifying clouds and undead running about outside.
I'm confused. Why would that change anything except the quantity of mechanisms you used?
You'd still be linking 50 levers to 50 bridges.

I'd do it by means of making the gear assemblies operate as logic gates (AND, OR, NOT, etc.). You'd set up the necessary gear assemblies (standard: OR), order a mechanic to switch them to other kind of gates, and connect the input and output as desired. Then you put a signal through them, for example by pulling a lever, or a series of signal, for example by connecting it to a water wheel.
I'd be fine with just having levers link to levers until we have an actual system of links between items rather than the "quantum entanglement" we have now.
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Soadreqm

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Re: levers that link onto other levers
« Reply #8 on: May 04, 2013, 02:28:55 pm »

i view this as exploitish because for some of my projects i used to need to link 1 lever to like 50 bridges. Now i just need to build 50 levers in a safe area and link them all at once, 1 to each bridge, and then link a lever to those 50 levers.

it reduces the fun of trying to link levers to 50 bridges out in the open near the edge of the map (for a map-wall-in system) in a biome with huskifying clouds and undead running about outside.

Wait, so being able to have more than one dwarf working on your giant bridge array is an exploit, but surrounding your entire fortress with an impenetrable wall of bridges is not? :P

Really, if you want CHALLENGE MODE, this feature could be countered by limiting the mechanics labor to a single dwarf. Like an engineer noble. You only get one at a time, and he keeps demanding solid platinum levers in his dining room. >:]
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Gargomaxthalus

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Re: levers that link onto other levers
« Reply #9 on: May 24, 2013, 02:01:02 am »

i view this as exploitish because for some of my projects i used to need to link 1 lever to like 50 bridges. Now i just need to build 50 levers in a safe area and link them all at once, 1 to each bridge, and then link a lever to those 50 levers.

it reduces the fun of trying to link levers to 50 bridges out in the open near the edge of the map (for a map-wall-in system) in a biome with huskifying clouds and undead running about outside.
Somehow I don't feel that the levers would be the exploit here...

Yeah dude, The Toad fully intends to squash that little trick so enjoy it while you can. ROFL
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