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Author Topic: Electricity  (Read 3045 times)

jbox1

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Electricity
« on: May 13, 2019, 10:03:36 pm »

Has this been suggested before?

Probably definitely

Then what's this?

I just wanted to put down my own vision of electricity and see what you guys thought

OK, SO

Electricity would be a late game alternative to rotational power, but it would also provide some sweet additional properties which would make it extremely useful for base longevity.

Electricity would require your dwarfs to get Neondynium, a rare earth metal which need to be aquired by sifting gravels for the metal shards. Neondynium shards can then be smelted into Neondynium blocks, AKA, magnets.

Once you have access to magnets, you can manufacture a new device, the electric motor, which requires you to use a magnet, some metal and some non-economic stone or wood. The electric motor takes a rotation input (from, for example, a wind mill) and makes electricity from it. Electricity can be transfered by power poles (provided the power poles have LoS to the target electric consumer/producer). Electric energy can then be used to power some new devices useful for late game longevity:

Lamps
Lamps produce some heat and light, which can be beneficial for avoiding cave adaption, and for cultivating above ground plant underground, in order to diversify your food supply. Lamps also give a happy thought to dwarves.

Searchlight
The searchlight would be a real kicker. The searchlight is a siege weapon which can be orientated at enemies to shine a powerful light towards enemies. Enemies within the light will be temporarily blinded if they have eyes. Creatures within the light will get worse hit roles when attacking creatures outside the light, due to them being unable to see them clearly, while creatures outside the light will get much better hit roles when attacking creatures within the light, due to them being able to see them clearly.

Electric motors
Electric motors can work in reverse, where they will produce rotary power instead of consume it, which can be useful for some applications

Electric furnaces
As an alternative to using magma furnaces, electric furnaces could be used instead, which as per the name, use electricity not magma to operate. They also would not need a dwarf to operate them. This allows players to have wood independent furnaces without relying on the location of magma. They will take a lot of power to operate however.

Automated workbenches
Automated workbenches would not need a craftsdwarf to man them in order to operate. However, automated workbench products will never be masterpeices. They can only produce one product, and will produce it continuously. Any change of the workbench's orders will require a dwarf to come to the work bench to change it's orders manually. Automated workbenches will drop their crafted contents straight into the world, unless the dropping area already has an item there. If a minecart is next to the workbench, it will be loaded into the minecart. Automated workbenches will pick up items needed for production from adjacent tiles.

Electric lever
The electric lever can be turned on or off like a normal lever, but it would not need a dwarf to do it manually. The electric lever will turn on or off automatically at the players discretion, with a random delay of a few seconds.

I'd also like to present a handful of new ways to make rotary power:

Steam Turbine
The steam turbine is placed over an empty space, and will vent any steam from said space into it, and will output water to adjacent tiles. The steam turbine would then output rotational power to connected axles. It would produce a lot of energy, useful for running electrical devices. The steam turbine would basically act as a renewable source of energy underground, using magma to superheat water into steam, then using said steam to make power, then repeat.

Hamster wheel/treadmill
The treadmill would require a dwarf to operate it, and would produce some rotational power. Would work as a simple, but weak, way to make renewable energy

Livestock crank
The crank would require an animal to be asigned to it, or even many, and would have said livestock continuously walk in a circle around the crank in order to power it. Would make a different amount of energy based on the animal operating it.
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KittyTac

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Re: Electricity
« Reply #1 on: May 14, 2019, 12:47:47 am »

This is past the cutoff date (1400). So no.
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jbox1

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Re: Electricity
« Reply #2 on: May 14, 2019, 12:51:08 am »

This is past the cutoff date (1400). So no.

Well, I mean magic is now planned, and you can have a lever from the surface open a drawbridge over 150 z levels down, so I mean anything goes.

I tried to imagine some sort of crude electricity. Dwarvern.
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KittyTac

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Re: Electricity
« Reply #3 on: May 14, 2019, 12:53:35 am »

This is past the cutoff date (1400). So no.

Well, I mean magic is now planned, and you can have a lever from the surface open a drawbridge over 150 z levels down, so I mean anything goes.

I tried to imagine some sort of crude electricity. Dwarvern.
Toady won't implement anything that was developed after 1400 AD in real life. You could get something resembling electricity in some magic systems, though. And the lever thing could be handwaved by saying that there's a string that connects the two levers.
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jbox1

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Re: Electricity
« Reply #4 on: May 14, 2019, 12:54:20 am »

This is past the cutoff date (1400). So no.

Well, I mean magic is now planned, and you can have a lever from the surface open a drawbridge over 150 z levels down, so I mean anything goes.

I tried to imagine some sort of crude electricity. Dwarvern.
Toady won't implement anything that was developed after 1400 AD in real life. You could get something resembling electricity in some magic systems, though. And the lever thing could be handwaved by saying that there's a string that connects the two levers.

That's one loooooooooooooong string
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KittyTac

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Re: Electricity
« Reply #5 on: May 14, 2019, 12:55:24 am »

This is past the cutoff date (1400). So no.

Well, I mean magic is now planned, and you can have a lever from the surface open a drawbridge over 150 z levels down, so I mean anything goes.

I tried to imagine some sort of crude electricity. Dwarvern.
Toady won't implement anything that was developed after 1400 AD in real life. You could get something resembling electricity in some magic systems, though. And the lever thing could be handwaved by saying that there's a string that connects the two levers.

That's one loooooooooooooong string
You know how long dwarven beards can get? :P
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jbox1

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Re: Electricity
« Reply #6 on: May 14, 2019, 12:56:20 am »

This is past the cutoff date (1400). So no.

Well, I mean magic is now planned, and you can have a lever from the surface open a drawbridge over 150 z levels down, so I mean anything goes.

I tried to imagine some sort of crude electricity. Dwarvern.
Toady won't implement anything that was developed after 1400 AD in real life. You could get something resembling electricity in some magic systems, though. And the lever thing could be handwaved by saying that there's a string that connects the two levers.

That's one loooooooooooooong string
You know how long dwarven beards can get? :P

Wait, shaving your beards for the sake of a string?

A SENSE AN ELF IS AMONG US MEN.
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jbox1

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Re: Electricity
« Reply #7 on: May 14, 2019, 01:01:09 am »

Aside from the electronics, what about the rotary power sources I suggested? (Steam turbine, hamster wheel and the livestock crank?)
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KittyTac

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Re: Electricity
« Reply #8 on: May 14, 2019, 01:06:47 am »

Aside from the electronics, what about the rotary power sources I suggested? (Steam turbine, hamster wheel and the livestock crank?)
Yeah, that could work for producing mechanical power (already there).
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Shonai_Dweller

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Re: Electricity
« Reply #9 on: May 14, 2019, 02:12:11 am »

This is past the cutoff date (1400). So no.

Well, I mean magic is now planned, and you can have a lever from the surface open a drawbridge over 150 z levels down, so I mean anything goes.

I tried to imagine some sort of crude electricity. Dwarvern.
Toady won't implement anything that was developed after 1400 AD in real life. You could get something resembling electricity in some magic systems, though. And the lever thing could be handwaved by saying that there's a string that connects the two levers.

That's one loooooooooooooong string
You know how long dwarven beards can get? :P

Wait, shaving your beards for the sake of a string?

A SENSE AN ELF IS AMONG US MEN.
What, you think dwarves don't malt every summer? Plenty of "dwarven mechanism wire" for everyone. Highly sought after by gullible human merchants, I hear.
« Last Edit: May 14, 2019, 02:14:16 am by Shonai_Dweller »
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GoblinCookie

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Re: Electricity
« Reply #10 on: May 14, 2019, 06:13:55 am »

This is an unfortunate thread.  Mechanically there is a benefit to having electricity, because it allows us to properly model things like lightning but using electricity except magically is beyond the cut-off point.
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KittyTac

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Re: Electricity
« Reply #11 on: May 14, 2019, 11:27:16 am »

This is an unfortunate thread.  Mechanically there is a benefit to having electricity, because it allows us to properly model things like lightning but using electricity except magically is beyond the cut-off point.
Yeah, we'll probably only get electricity in firm of magic spells or something.
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Azerty

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Re: Electricity
« Reply #12 on: May 14, 2019, 03:38:49 pm »

The only use of electricity would be for modeling lightnings, since any practical application would be post the cutoff, apart if such applications could be part of divine secrets (i.e. a deity giving the secrets of electricity).
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compsognathus

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Re: Electricity
« Reply #13 on: May 16, 2019, 04:04:52 am »

I suggested how to implement new technologies during the game.
Technologies that exist only some years or centuries.
ok "This is past the cutoff date (1400). So no."  for the start of the game,  but it's not realistic to play a thousand years and not evolve (or regress)

http://www.bay12forums.com/smf/index.php?topic=172766.msg7899069#msg7899069



Tarn said he didn't want the graphics in the game... 
but I can continue playing with the ascii code

an option would be needed for those who want evolution / involution and those not in their game
« Last Edit: May 16, 2019, 04:11:12 am by compsognathus »
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KittyTac

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Re: Electricity
« Reply #14 on: May 16, 2019, 04:10:59 am »

I suggested how to implement new technologies during the game.
Technologies that exist only some years or centuries.
ok "This is past the cutoff date (1400). So no."  for the start of the game,  but it's not realistic to play a thousand years and not evolve (or regress)

http://www.bay12forums.com/smf/index.php?topic=172766.msg7899069#msg7899069



Tarn said he didn't want the graphics in the game...
The aim of DF is to create procedurally-generated high/low fantasy worlds. Technologies past the Late Middle Ages don't really fit with the fantasy theme (urban fantasy isn't really the aim). "Realism" isn't the real goal here, it's a nice bonus, sure, but it's secondary to the aesthetic.
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