Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: floodgates issue  (Read 688 times)

ltprifti

  • Bay Watcher
    • View Profile
floodgates issue
« on: January 06, 2021, 06:02:47 pm »

i could have sworn that you could link2 flood gates to one lever, one opens when one closes?  is this not the case and it was glitchy when it happened in the past?

placed magma safe floodgate and mechanism to link, then opened it, and placed the second floodgate and linked with magma safe for my magma shaft to block drain and open input and visaversa.  is this something that needs 2 levers?

2 levers could entail, opening one with a lever and deconstructing it or have each independently controlled

Edit, after some science it seems i need independent control levers
« Last Edit: January 06, 2021, 06:41:27 pm by ltprifti »
Logged

Starver

  • Bay Watcher
    • View Profile
Re: floodgates issue
« Reply #1 on: January 06, 2021, 11:15:08 pm »

I know I had this miscomprehension years ago, and was corrected, so whether it was previously possible or not I don't know, but lever-activation only happens on lever-on 'signal'and lever-deactivation only happens on lever-off 'signal' (from any of several levers attached to any of several leverable items, I think, though I never tried many-to-many, only one-to-many).

The 'solution' to this, I think usually used, is to replace one floodgate with a 1x1 raising bridge (or 1xN, for replacing a row of floodgatez, but raising (either way) on the N-length axis). Lever in one position opens floodgate and raises bridge (floodgate open, bridge blocks) and in the other closes floodgate and lowers bridge (switching the blocker). I presume there'd be some liquid-smashing by the bridge, so you might want to design the system such that smashing happens only upon your decision to open the drain-hole.

An alternate complementary-states (for routing purposes, rather than fluids, so may not be useful for your purpose though it can work) is to have one raising bridge act as a stretch of wall (up blocks, down gives passage) and another lay across a ramp to/from the level below (retracting or raising away from the upper entry, up/retracted gives passage but in built position covers the ramp-hole).
Logged

Schmaven

  • Bay Watcher
  • Abiding
    • View Profile
Re: floodgates issue
« Reply #2 on: January 11, 2021, 04:23:18 pm »

I've been meaning to experiment with this, but so far just have theories.  Link 1 lever to the floodgate(s) you want to open in the ON state.  Then link that same lever to another flood gate(s) that drain a small room with a pressure plate.  Set that pressure plate to trigger at a high water level, and link it to the floodgate(s) you want closed in the ON state of your single lever.  The water source could take many forms.  Alternatively, you could link the lever to a pump and either fill or empty water over a pressure plate with similar links.
Logged

Starver

  • Bay Watcher
    • View Profile
Re: floodgates issue
« Reply #3 on: January 11, 2021, 04:35:30 pm »

...if I read that correctly, it'll have a small (different) delay in it. Which might be useful. And there's nothing to stop a whole liquid-logic computer controlling all kinds of serial/sequential/etc behaviours from a single triggering.

Experiment away!
Logged

Schmaven

  • Bay Watcher
  • Abiding
    • View Profile
Re: floodgates issue
« Reply #4 on: January 11, 2021, 04:54:23 pm »

I didn't consider that, but it would definitely have a slight delay.  If both need to open/close simultaneously, then I would link both to pressure plates: 1 in a square to be filled by an opening floodgate, and 1 in a square to be emptied by an opening floodgate. 

The real unknown in this theory however is the water source.  If the area is to be drained, the water source would have to be slow enough to allow the water level to drop somewhat on the pressure plate tile.  If you were to use a river source as your water source, I think it would fill it too fast.  I'm thinking pumping into / out of a tile is probably the way to go. 

I've been super over-extended with a lot of things lately, so I'm not sure when I'll next get a chance to do some experimenting, but I'll certainly report back if I do.
Logged