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Author Topic: Rotation Sensors  (Read 2558 times)

Sukasa

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Rotation Sensors
« on: April 13, 2008, 11:08:00 pm »

I couldn't find this in the reqs/bloats/etc, so I thought I'd post it.

Anyways, one thing I've been thinking of that would be absolutely awesome for DF is just a way to link a setup to an axle/gearbox/etc that, when the device is active, acts like a pulled lever, and when not active acts like an unpulled lever, and can be linked to objects just like a lever or pressure plate, and of course have an inverted output option.  Some people might say it's silly (we have water logic, after all), but I can see a good use for this, at least for everyone who wants to start building fortress automation devices and specialized traps and such, and if they're like me, would prefer to deal with machine logic rather than water logic.

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Coke_Can64

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Re: Rotation Sensors
« Reply #1 on: April 14, 2008, 02:48:00 am »

IMO, that is a great idea, i can see traps and other things unfolding from that:

#1 There could be a bridge linked up to one of those and a waterwheel on a pit of water (or lava if you can find a way to get rid of it later) under the bridge with a floodgate controlling the water and the switch far in the fort. The invaders charge in, the floodgates open turning the waterwheel placed past the bridge (so that there is water at the "dropsite" to flush away those monsters) flushing away those evil goblins...

Lv 0

code:

 ~~~~~
 ~~~~~
XXXXXXXXX
X+++++++X
XXXXXXXXX
 ~~~~~
 ~~~~~
^That's a bridge over a pit (currently empty).

Lv -1

code:

###~###
###X###
#~~~~~#
#~~~~~#
..~~~~~..
..~~~~~..
..~~~~~..
#~~~~~#
#~~~~~#
##=~###
M-=~###
##=~###

^ The level below with:
X - A floodgate
M - The Rotary Sensor
=
= - A Waterwheel
=
~ - Water
. - Area covered by bridge
# - Wall


As above, the floodgate is operated by a lever, the bridge is operated by the rotary sensor, and the water will flush out to somewhere else.

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Align

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Re: Rotation Sensors
« Reply #2 on: April 14, 2008, 09:10:00 am »

In that particular case, why not just link the switch directly to the floodgate and bridge?
I like the idea though.
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Crafty Barnardo

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Re: Rotation Sensors
« Reply #3 on: April 14, 2008, 09:53:00 am »

I'm not sure I understand.  Are you talking about something like a turnstile?  How would it be different from a pressure plate?
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Draco18s

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Re: Rotation Sensors
« Reply #4 on: April 14, 2008, 10:41:00 am »

quote:
Originally posted by Align:
<STRONG>In that particular case, why not just link the switch directly to the floodgate and bridge?
I like the idea though.</STRONG>

Because you want the gobos on the bridge when it goes up.

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Align

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Re: Rotation Sensors
« Reply #5 on: April 14, 2008, 03:45:00 pm »

And how would the gear-activated thingey be better than just waiting with flipping the switch? At least then it'd be reliable rather than depend on how the water decides to flow.
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Haedrian

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Re: Rotation Sensors
« Reply #6 on: April 14, 2008, 03:59:00 pm »

Having trouble understanding this.

Is what you want a NOT-pressure plate? An inverter?

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Sukasa

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Re: Rotation Sensors
« Reply #7 on: April 14, 2008, 04:07:00 pm »

What I meant was, a device (like a gearbox), but instead of being controlled by a leverl/etc, it can be used as a trigger, just like how we use pressure plates in water logic.

I then asked that an inverted output option be made available (e.g. activates when power is off as opposed to when it's on)

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Haedrian

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Re: Rotation Sensors
« Reply #8 on: April 14, 2008, 04:19:00 pm »

Ahh fair enough.

Would be very useful.

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Sukasa

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Re: Rotation Sensors
« Reply #9 on: April 15, 2008, 08:07:00 pm »

Was thinking about this some more, another couple things to add to this could be...

*Total Power (i.e. activate when total power is ___ to ___)
*Available Power
*Total Power in Use

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GreyMario

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Re: Rotation Sensors
« Reply #10 on: April 15, 2008, 08:09:00 pm »

How exactly are you supposed to build this in real li--wait.

The above argument is invalid because this is Dwarf Fortress.

This must be implemented.

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Sowelu

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Re: Rotation Sensors
« Reply #11 on: April 15, 2008, 08:20:00 pm »

My concern:  What's the delay like?

Is it instantaneous across the whole system?  What if it loops back, that would be bad.

Would it be just like..one frame or something?  Or more?  Could get confusing.

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Sukasa

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Re: Rotation Sensors
« Reply #12 on: April 15, 2008, 10:49:00 pm »

I would think it would use the normal delays (AFAIK, it's not the trigger that delays, it's the triggered building.  Also, AFAIK gearboxes have a one-step delay, which makes machine logic insanely efficient)

Also, GM?  Pretty easy to do in real life, actually.  ASCII sucks for illustrating it though, I'll try to make up an image for you tomorrow.

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GreyMario

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Re: Rotation Sensors
« Reply #13 on: April 15, 2008, 11:18:00 pm »

I kinda meant the detecting how much power was being put into it.
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Sukasa

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Re: Rotation Sensors
« Reply #14 on: April 16, 2008, 08:25:00 am »

Ah.  I have no idea either, but who cares.  Like you said, this is DF and must be implemented  :D

Not to mention if it does I have about 8+ pages worth of Machine Logic contraptions (well, 8+ on my TI-89+)

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