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Author Topic: Additional Mechanics/Traps Wishlist  (Read 125975 times)

Auto Slaughter

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Re: Additional Mechanics/Traps Wishlist
« Reply #390 on: September 20, 2010, 03:32:32 pm »

Probably already been mentioned but how about an Indiana Jones style rolling boulder trap?  I would love to see a goblin go charging up a hallway, step on a pressure plate, and run back in the other direction chased by a boulder.
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RAM

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Re: Additional Mechanics/Traps Wishlist
« Reply #391 on: September 20, 2010, 08:13:33 pm »

It seems to me that perpetual motion is against the intended realism level of the game, although I imagine that it will be easy enough to mod it in. But if you value it then I would suggest that you keep backups of your favourite game versions, because I wouldn't be surprised it Toady One removes it. Not that I care one way or the other, I don't use perpetual motion and I am not bothered by other people who do...
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jei

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Re: Additional Mechanics/Traps Wishlist
« Reply #392 on: September 21, 2010, 10:54:57 am »

>> Conservation of Energy (No perpetual motion machines)

Just rape mah infinite CPU, will you?

Altogether the list seems without purpose, without the math and physics behind it that woult take into account all
the math requirements needed to get decent performance from the resulting world. Indeed, doesn't seem like
anyone pays much thought to it these days. Sure, you can wish for everything, but you will only have so many
CPU cycles and so many gigabytes of memory access per second. Unless you wish to be playing for a very long time.

>>It seems to me that perpetual motion is against the intended realism level of the game, although I imagine that it will be easy enough to mod it in.

I'd say rather it isn't easy to get it out, seeing how stuff now gets powered by a waterwheel lying in a dead-end pond or a channel or ditch, maybe connected to a river. No real flow takes place, no torque and no friction, rather the game just checks this wheel channel is a part of "flowing water" system and therefore it is POWER ON in standard one waterwheel amount produced by "flowing water" in a ditch! That is one path finding operation or check, instead of needing to figure out drag, torque, friction and whether there is sufficient water pressure and flow to enable it to turn every time. 

Your list gives me a headache. Why don't you just wish for "THINGS JUST LIKE IN THE REAL WORLD," excluding guns and gunpowder for some weird reason, rather than go at it by a long list?


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KillHour

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Re: Additional Mechanics/Traps Wishlist
« Reply #393 on: September 24, 2010, 10:08:38 am »

So, when moving fort pieces gets implemented, who's going to be the first to recreate this out of obsidian?
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Bohandas

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Re: Additional Mechanics/Traps Wishlist
« Reply #394 on: September 26, 2010, 12:49:14 am »

So, when moving fort pieces gets implemented, who's going to be the first to recreate this out of obsidian?

I don't think I will, but if there's ever a way to introduce non-euclidian architecture and multiply connected space into the game, I'll probably be the first one to try to recreate this out of obsidian...
« Last Edit: September 26, 2010, 12:55:31 am by Bohandas »
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Bohandas

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Re: Additional Mechanics/Traps Wishlist
« Reply #395 on: September 26, 2010, 12:53:24 am »

It seems to me that perpetual motion is against the intended realism level of the game...

Yes, i suppose that it would be somewhat unrealistic if the mill that you use to make the flour that you trade to magical elves in exchange for caged unicorns was powered by a perpetual motion machine. That totally ruins the suspension of disbelief.

(Edit: Come to think of it, will the elves even take flour? It is a plant product.)
« Last Edit: September 26, 2010, 12:57:54 am by Bohandas »
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Bohandas

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Re: Additional Mechanics/Traps Wishlist
« Reply #396 on: September 26, 2010, 08:21:43 am »

Oh, also, I just remembered that there is a literary precedent for dwarven perpetual motion devices. If I recall correctly, the dwarves of Discworld had access to perpetual motion devices, (although granted the technology to build them had been lost and they were limited to recovering old perpetual motion mechanisms).
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RAM

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Re: Additional Mechanics/Traps Wishlist
« Reply #397 on: September 26, 2010, 05:21:13 pm »

But the fact remains that Toady likes to plot out exactly what everything does to everything else. Perpetual motion machines rely upon something doing something that makes no sense considering the forces applied to it. Besides, I am not advocating their removal, I am just saying that it seems extremely likely that they will be removed. Although by that time it should be easy enough to mod them back in, it should be just a simple matter of creating a building that generates power with no input...
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Mel_Vixen

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Re: Additional Mechanics/Traps Wishlist
« Reply #398 on: September 26, 2010, 07:01:26 pm »

Well no imput is one thing but if you are in a hot biome with an aquifer (or other standing water-sources) you could create flow by evaporation (if evaporation would create low temp steam you could do a "no input device"). Just make a big cistern which is open to the sun. Add a feeding channel to it over which you create your waterwheels and you get your metric fuckton KiloUrists of power.
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Bohandas

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Re: Additional Mechanics/Traps Wishlist
« Reply #399 on: September 27, 2010, 11:53:15 am »

I'd like to see mechanically assisted workshops. Like, you could hook up a workshop to a machine assembly and it would reduce the time taken to complete tasks there.
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RAM

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Re: Additional Mechanics/Traps Wishlist
« Reply #400 on: September 27, 2010, 06:34:02 pm »

That already exists, although I believe that it operates at a constant pace, and that a legendary worker do better with a manual one.
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Bohandas

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Re: Additional Mechanics/Traps Wishlist
« Reply #401 on: September 28, 2010, 10:38:28 am »

Really? In vanilla or in a mod???
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RAM

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Re: Additional Mechanics/Traps Wishlist
« Reply #402 on: September 28, 2010, 07:44:18 pm »

Vanilla, the millstones or whatever...
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Bohandas

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Re: Additional Mechanics/Traps Wishlist
« Reply #403 on: September 28, 2010, 08:46:45 pm »

Vanilla, the millstones or whatever...

Oh, I already knew about THAT...

What I meant was the option to hook any type of workshop (Mason's Workshop, Craftdwarves Workshop, Carpenter's Workshop, et cetera) (but not furnaces) up to a machine assembly and have it operate more quickly when used due to conveyor belts, and power tools and self turning potter's wheels and stuff like that being installed in the workshop to assist the dwarves at the workshop.
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Andeerz

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Re: Additional Mechanics/Traps Wishlist
« Reply #404 on: September 28, 2010, 10:41:16 pm »

Yeah!  A great historical example are trip-hammers powered by waterwheels!  Those greatly increased the speed at which an armourer could produce sheet metal, and, from that armour!

Also, waterwheel powered bellows were very important in the mass production (relatively speaking) of wrought iron for use throughout Europe during a bulk of the middle ages (and probably muuuuch earlier as well).  The improvement of speed and quality of iron afforded by such a development had a truly massive influence on the course of civilizational history.
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