Puzzle Mechanics

Here you can find more advanced guides/tips for the KR puzzle mechanics. This page will be edited by the King Rabbit community.

## Timers

Timers are fundamental contraptions in most games, especially King Rabbit. Whether it be automatic levels, or a timer for a level you have to beat quickly, timers are a necessity.

### Skeleton Timer

For this simple timer to work, all you need to create is a straight pathway (Skeletons don't turn) for a skeleton to walk down, then a pressure plate connected to a piston, blocking the skeleton on the pressure plate. The pressure plate can be used to output to whatever you wish to do.

### Fire Timer

This timer is far more compact in terms of the duration of the timer. However, keep in mind: the pressure starts as pressed down, and will be off as the final output.

Below are two possible designs shown, both equally efficient but just using different materials, whichever suits your level.

### Piston Timer

This timer is far more useful for larger more complicated machines, as the ice sliding mechanic provides the player with a wide range of times. These can be as long as all around the map, or as short as one block.

## Other contraptions

### Output changer

This would be used in a sequence after the Fire Timer as the fire timer outputs a off signal, and is otherwise on, so you might need a way to turn that output into a normally off output.
The piston at the top is to show the final output, and the pressure plate in the Fire Timer is connected to both of the remaining pistons, and the are extended already due to the crate being already on the pressure plate.

### Piston Conveyor

This is not so much a useful contraption, includes some smaller parts to make up a really cool final contraption, that has some cool outcomes.

this conveyor is only possible using a trick with the shields, as the piston cannot fully extend into the shield, however still pushing the crate across, which is allowing for multiple crates in quick succession.

Each pressure plate is connected to the piston beside it, and creates a chain of very fast reactions.

### One use levers

One use levers can be incredibly useful for building something you don't want the player to mess up by pressing a lever twice, so the best way to do that is to either destroy the lever, or only allow it to work once.

To use the one on the left, simply place an off campfire underneath a bomb, the set the lever to the campfire and you're set! For the right one, simply have an off piston pointing at the lever, the connect the two up. I personally prefer the piston variant, as it makes far less of a mess, and doesn't shake the screen, but as an effect, the bomb exploding can often be just what you need!

These versions are courtesy of Xove, a well known technical creator who recommended these to me. Here the output is not from the lever but the pressure plate which the crate is being pushed onto/from depending on what type of output you might need.

### Moving platforms

Moving platforms are something you are sure to have noticed during the main levels, and surprisingly are not as widespread in creator levels, possibly due to the fact of them being difficult to manipulate in the ways you want. Here I aim to explain the different ways of getting these to work just as you want.

To move a platform exactly an amount of spaces, you could use a very simple contraption. A saw set to the same speed as the platform, and travelling the same distance which then destroys a box on a pressure plate will stop the saw at the same distance the saw was to the crate. The pressure plate is connected to the platform and/or saw, and the lever is connected to both the saw and platform.

The only issue with this design is that it takes up a lot of space, hence being not very efficient in bigger levels, especially combined with multiple moving platforms. A better design would be to have the platform move quicker than the saw, allowing for a more efficient design.

Some useful data:

### Player/enemy detection

This mechanism can be used to detect if something is a player/enemy, and the charm status of an enemy. The pistons that push the goats are only necessary if you want to add a resetting mechanism. The other pistons are simply output. Charmed enemies detect uncharmed enemies and vice-versa. This detects frozen enemies as well, so one could make a sokoban level out of this.