Mechanisms
mechanismsInspect lever and pressure-plate wiring to see linked bridges, doors, floodgates, and trip conditions. Identify unlinked levers and bridges to avoid confusion in fort controls.
Instructions
The fort's lever/pressure-plate wiring as facts — players (and an AI co-pilot) routinely forget which lever raises which bridge; this makes it legible. levers[] lists every lever with its position, current state (0/1 — the physical orientation, NOT which way any linked gate is), linked_targets (every building its mechanism items connect to — bridge/door/floodgate/hatch/support/weapon-trap — with that target's id, type, position, and a state string (raised/lowered/raising/lowering for a Bridge, closed/open/closing/opening for a Floodgate, closed/open (no transitional state) for a Door/Hatch, retracted/unretracted/retracting/unretracting for a Weapon spike) when the target exposes one), and pending_pull_jobs (PullLever jobs already queued on it, so a caller can see a pull is already in flight before queuing another). pressure_plates[] lists every plate's linked_targets the same way, plus triggers — the configured trip conditions (citizens, creatures with a weight range, a minecart-weight range on track, or water/magma depth ranges). unlinked_levers is the ids of levers wired to nothing (dead ends); unlinked_bridges is bridges no lever or plate in the fort currently operates (must be hand-opened/closed, or are permanently fixed). levers[]/pressure_plates[]/unlinked_levers[]/unlinked_bridges[] are each capped at 200 (id-sorted) with their own *_truncated flag — lever_count/plate_count/bridge_count are always the true totals regardless of truncation. Pairs with the pull_lever actuator. Returns {"error":"no fort loaded"} if no fort is active.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||