Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Custom Power-Generation Workshops  (Read 421 times)

Grath

  • Bay Watcher
  • Escaped Lunatic for life
    • View Profile
Custom Power-Generation Workshops
« on: September 27, 2009, 06:38:59 pm »

Since the custom workshops aren't at all clear yet from what I've seen, I have a suggestion for something that should be possible:
Workshops that generate power, either automatically (like windmills) or on some condition (like waterwheels, perhaps magma-powered fans that work on 'hot air' rising from the magma. In other words, a windmill-shaped construction that's powered by having magma under it like magma workshops)
Rationale for magma fans: At least some estates in Britain had mechanical devices that used a fan over the fireplace to automatically turn the spit that the meat's roasting on. I don't know exactly what period the one I saw was from, though.
Logged

Grendus

  • Bay Watcher
    • View Profile
Re: Custom Power-Generation Workshops
« Reply #1 on: September 27, 2009, 08:45:47 pm »

Since the custom workshops aren't at all clear yet from what I've seen, I have a suggestion for something that should be possible:
Workshops that generate power, either automatically (like windmills) or on some condition (like waterwheels, perhaps magma-powered fans that work on 'hot air' rising from the magma. In other words, a windmill-shaped construction that's powered by having magma under it like magma workshops)
Rationale for magma fans: At least some estates in Britain had mechanical devices that used a fan over the fireplace to automatically turn the spit that the meat's roasting on. I don't know exactly what period the one I saw was from, though.

Magma as a source of power is iffy, since the technology to harness geothermal energy is very modern, and the period DF is set in... isn't. However, custom workshops that produce power by, say, having a dwarf or work animal turn something would be very appropriate. Human and animal power were very common back in the 1400's time period.
Logged
A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Custom Power-Generation Workshops
« Reply #2 on: September 27, 2009, 09:33:08 pm »

Well, since custom workshops are going in, we'd have to see how that framework goes first and allow Toady to expand it to cover power-generation buildings. Then you'd have the soon-to-be-existing building-shape-raws to work with, plus whatever open-ended code tags can be applied for determining the power generation type.

However, the main problem would still be that we are currently limited to two types of power generation. Even if the current framework were expanded, all we'd get would be fancier windmills and water wheels. While you could do SOME things with this (like a Reactor windmill that requires Nuclear Fuel to be built), we'd still need Toady to help by adding new power types.

If the workshop types could be combined - such as a power source requiring materials and a worker - that'd be a good start without adding new hardcoding.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!