Disagree with suggestion (reason why)
Agree with suggestionClass A: New Systems
Steam exists
Steam Appreciation why would dwarves appreciate steam?
Other Gasses (Steam, Dust, Miasma, Mist, Smoke and DragonFlame exist now.)
Toxic Flameable Explosive (Coal Dust and Flour) Water Vapor Not much different from steam, unless evaporation was changed
Electricity Out of time period
Conservation of Energy (No perpetual motion machines) Too difficult
Gravity damage (ability to drop things on people for damage) Moving Objects and Inertia (Giant Rolling Boulder) Moving and Rotating Walls Rotating would be too difficult
Possibility of moving entire fortress segments Sure, if we have moving walls, why not make the whole fortress out of them?
Devices to transform rotational energy into linear, and vice versa..
Tech Tree Allow dwarves to build anvils without an anvil, picks without first mining. Assign Techs by Civ, Research new ones over time. Fluid Dynamics
More Flows (Booze and Blood are the most popular, but also acids, bases, etc) I support booze, blood, vomit and lye (because lye is sodium hydroxide
)
Smoother transition from puddle/bucket to a flow Pressurization and Temperature
Ability to pressurize objects to change temperature. Objects under pressure explode Screwpump should not zero out pressure. Would make it too difficult to 'reset' the pressure if diagonal walls get fixed.
Conservation of Mass
Floodgates should displace, not destroy. I support this, but make it an init option.
Fire
Lighting stuff on fire Optics Very limited use. Magma is more dwarven anyway, and once temperature is fixed we can use it to light enemies on fire without soaking them in magma.
Archemides mirror Mirrors in general Parabolic Mirrors Construction
Concrete: Period, but of questionable utility Reinforced Concrete: This is arguably non-period Vehicles (planned, I know) Raw defined traits for :
Speed, Carrying capacity, Size
Crew,
Movement type (flying, floating, swimming, crawling, climbing, same as critters)
Attacks, Defense, Construction Raws, etc
Class B: Power Providers
Steam Turbine Kinetic Battery (Hanging Stone, Springs, Tension Coils) I don't doubt that dwarves would use hanging stones, but springs and tension coils I'm not sure about. Limited use anyway.[/s]
Chemical Battery Just doesn't seem to fit into the idea of Dwarf Fortress
Capstan (Animal or Dwarf Power) Furnace/Incinerator Combustion/Piston Engine Doesn't seem to fit in
Class C: Power Transfers
Pipes (For liquids and gasses) Can be built
Waterproof Axle Section (Gaskets or any other method to have power transfer through an impassible wall) Belts (Use cloth or leather or rope instead of logs for axels.)
Class D: Power Users
Heavy Doors (require power to move) Clocks Not much use and can be built anyway.
Bells Rock Grinders Workshops (Increased efficiency?)
Include extra components (I.E. Serrated Saws for Carpentry)
Fans
Scissors Lifts (Really Mechanical Lifts of any sort)
Power Drills (Hydraulic, multisquare, digging straight down)
Dwarf Trainers (Sparring Partners or exercise machines)
Class E: Flow Controllers
Vertical Pump Spiggot Huh?
Pressure Equalizer (needed if Screw Pump is 'corrected') I don't think pumps should be 'corrected'
Internal (pipe) Pump Does what exactly?
Misters (Water Pressure = Mist) Can be done.
Dams and other depth controls. Can be done.
Tripwires Can be done
Cycling/Alternating device (on/off/on/off/on/off without dwarf intervention) Can be done
Fuses (Low power, turns on a stored potential device, AKA Mech. Switches) What would they do?
Class F: Existing Constructions Improvements
Pressure Plates
Make them not traps Make them weight sensitive (rather than creature size) Allow in the same square as other devices Inc. hatches for pit traps Compare to other pressure plates (triggers if greater) Too difficult
Trinary state (Heavy, Light, in-range) Too difficult
Extract state from plate (multiple attached devices trigger at different weights.) Might be too difficult, or might not
Adjust settings after placement Plates larger than a single tile Weapon Traps
Make them take up space (Put them in walls, floor, ceilings) Make them require power I think they shouldn't require power, but power should make them not need cleaning.
Give Ranged Weapon Traps range Allow some traps to hit more than one square (Large Serrated disk) Reduce maximum weapons in one trap (to 3) Limit weapons to single type (bashing/thrusting) Require extra mechanism per type Stone Traps Make them require ceiling Big stone trap (blocks path) Drawbridge Make non-instantaneous I thought they were already.
Mechanisms
Make out of Metal Make ONLY out of Metal Metal is a lot harder to get than rock. Make metal ones more efficient instead.
Ability to decouple mechanisms without losing their support. Grease could be used to improve efficiency (power costs) Power consumption set in raws (for Axels also) Power consumption varies by quality (1/X the normal modifier) Levers
Ability to close a door and open a window with one switch Ability to link levers to levers (master switch controls multiple levers) Traps
Separate Trigger from Trap in most/some cases Separate Power from Trap in most/some cases Siege Engines
Link to Pressure Plate Apply power to speed loading(Cocking) General Devices
Able to decouple Levers and Plates from devices. Able to show linkages Control from device. (AKA lower the drawbridge from the drawbridge) Off/Disabled state for Pressure plates and traps Can be done, although not easily.
More complicated signals (On, Off, Heavy, In, Light, etc) Too difficult
Controllable Time Delays (wait 100 ticks before firing, also, must be on for 100 ticks straight before firing, pendulum for regular timing) Controlled states (On, Off, Toggle, rather than just ON one way and OFF the other)
Class G: Other Stuff
Small Traps Mine Carts & Conveyor Belts Clocks Already mentioned in the list
Alarms & Bells Logical Operators (AND Gates, etc) Can be done
Ability to hide floodgates/doors Limited use.
Small Mechanisms (Bloat 41, Could be used for Clocks, etc)