Basically just amalgating from various threads and adding my own input, as well as bumping for attention.
At any rate, it's probably been said that I'm very into mechanics in DF. Anyways, going through old suggestions, I've found a couple that I thought were quite good, so I read what had been said and thought about it. First off, from SquashMonster [http://www.bay12games.com/forum/index.php?topic=5908.0]:
1 - pipe sections. These exist now, but need to be made possible to build as their own building. Pipe sections link with one another and with pumps. Fluids connected to an open pipe section will flow into them, but can only be sent up with the aid of a pump. Magma pipes do not power magma buildings.
-> one thought I've seen are pipes as buildings you can enter, and only leave via a pipe entrance not connected to anything.
2 - valves. These act as pipe sections, but can be levered on and off.
-> one thought I had with this was buildling destroyers, and how they react to the valve, based on whether they're inside pipes or not. if they're inside, then they might bash the valve, causing it to become damaged and in an 'always open' state as far as pipe contents are concerned, however the valve will not leak outside the pipe, versus outside-bashing where the valve leaks everywhere.
3 - boilers. These require a water source, either by pipe or by having water flow through them. They also require a heat source. All valid heat sources for forges (charcoal, magma, ect) apply to boilers. They come with a valve. Whenever properly set up, this valve will produce steam if on.
4 - turbines. These require a steam pipe connected to them. A turbine vents unfocused steam (the kind of steam you see in the current game), which is dangerous. On the other hand, they produce three times as much power as a water wheel.
-> (altered power production) one possibility I'd thought of was a second pipe connection, where the spent steam can be recycled, or at least vented somewhere safer. This goes hand-in-hand with the suggestion that steam in pipes can condense back into water after a while, from cooling down. Another possibility is that isntead of steam coming out of the turbine, water comes out.
5 - optional: steam cannons. These require a steam pipe connected to them. They work exactly like a ballista, but vent unfocused steam and use rocks as their projectiles.
-> again, steam vent, and possibly water coming out instead.
Ways to make steam:
- Use a boiler. Boilers turn a heat source and water source into steam.
- Pipe water through magma. A water pipe in a magma-filled square should produce steam in the pipe.
Uses for steam pipes:
- Power machinery. Steam is harder to set up than water and has a dangerous side effect, but produces more power.
- Vent steam. A pipe carrying steam that ends without a closed valve produces steam on the other end. This hurts things that touch it.
-> one thought I had was using it in two ways. first off, the obvious 'steam blast' with a pipe facing into an execution chamber, but another way is like this:
OOOOOOO
O.+++.O
O+++++O
O.+++.O
OOOOOOO
where the . is above a vertical opening of a steam pipe. on a whim, the steam can start, and fill the room slowly, causing death and pain to anything in it from temperature.
- Steam cannon. Steam cannons shoot in the ballista's mighty straight line, and use the catapult's easily obtained ammunition. In exchange, you need to provide it with steam power, and it vents steam.
Uses for magma pipes:
- Heat rooms. Sleeping in a room with a magma pipe can produce a happy thought.
- Move magma. Pipes make it a little easier to move fluids. Putting magma where you want it is always useful.
- Produce steam. A magma pipe running through a water-filled square should create a lot of steam outside the pipe. This can make an old-fashioned steam trap.
As well, normal screw pumps should be able to feed into pipes, I would think.
Second, from LumenPlacidum [http://www.bay12games.com/forum/index.php?topic=19973.0]:
I propose a new trap/machine component: the ramrod. This would be a device requiring blocks that could be sized to be some odd number of tiles (at least 3) by 1 tile and would be oriented upon construction. The purpose of this device would be to push whatsoever is in its way in the direction of the construction. The device would require mechanical power to work (perhaps the more mechanical power it has, the more quickly it pushes? These devices could be linked to levers and pressure plates, which would trigger them. The ramrod's two states would be extended on one side or on the other.
The faculty of this device would be to allow both new trapping possibilities as well as product management, since you could push items with them.
The construction would look like this:
X is a tile that is physically blocked, preventing passage, and needs to have solid ground underneath it when the component is made.
= is where the rod actually is.
_ is an empty space (open floor, open to below, stockpile, etc.).
Size Schematic Instance (oriented left typically, uses key above)
3x1: XXX _X=
5x1: XXXXX __X==
7x1: XXXXXXX ___X===
9x1: XXXXXXXXX ____X====
The '=' sections would pass through the 'X' section to push everything in the '_' sections in the direction of the orientation of the building.
->I agree with this 100%, it would make for a great automation tool. Perhaps there should be two variants however- Mechanically operated (slow), and steam-operated (very fast). That would make for some fun variety, especially in adventurer-mode traps.
Lastly are three old suggestions and one maybe new one, two of which are specifically mentioned already, but repeated for the sake of repetition:
A) Rotation Sensors
B) Waterproof axles
C) more uses for mechanical power
D) move pressure pads from Traps to Mechanics, or at least make them unaffected by ADVENTURER_TRAPS.