In the spirit of all the other managed lists out there, I wanted to create a list of mechanical items that are wanted. I'm going to try just listing names, hopefully they will be self explanatory. Please contribute ideas for new items, new ways to use the existing items, and previous threads. Thanks.
Class A: New Systems
Steam
Steam Appreciation
Other Gasses (Steam, Dust, Miasma, Mist, Smoke and DragonFlame exist now.)
Toxic
Flameable
Explosive (Coal Dust and Flour)
Water Vapor
Electricity
Conservation of Energy (No perpetual motion machines)
Gravity damage (ability to drop things on people for damage)
Moving Objects and Inertia (Giant Rolling Boulder)
Moving and Rotating Walls (Build your own draw bridges + atom + wall smashers with more 'realistic' damages.)
Possibility of moving entire fortress segments (This is crazy)
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)
Define all liquids in the raws, including water and lava
Ability to define new liquid reactions(magma+water=obsidian style)
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.
Conservation of Mass
Floodgates should displace, not destroy.
Fire
Lighting stuff on fire
Optics
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
Signal Propagation Delay (Natural delay between i.e. lever and bridge opening)
Class B: Power Providers
Steam Turbine
Kinetic Battery (Hanging Stone, Springs, Tension Coils)
Chemical Battery
Capstan (Animal or Dwarf Power)
Furnace/Incinerator
Combustion/Piston Engine
Class C: Power Transfers
Pipes (For liquids and gasses)
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
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
Pressure Equalizer (needed if Screw Pump is 'corrected')
Internal (pipe) Pump
Misters (Water Pressure = Mist)
Dams and other depth controls.
Tripwires
Cycling/Alternating device (on/off/on/off/on/off without dwarf intervention)
Fuses (Low power, turns on a stored potential device, AKA Mech. Switches)
Delay Boxes
Temperature Sensor (Unclear if there are good period methods of making this work)
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)
Trinary state (Heavy, Light, in-range)
Extract state from plate (multiple attached devices trigger at different weights.)
Adjust settings after placement
Plates larger than a single tile
Plates with grates (vertical grates too)
Weapon Traps
Make them take up space (Put them in walls, floor, ceilings)
Make them require power
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
Mechanisms
Make out of Metal (including axels)
Make ONLY out of Metal
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)
Mechancs Templates
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)
Catapult other objects (barrels of oil
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
More complicated signals (On, Off, Heavy, In, Light, etc)
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)
Buidling Damage States (Cut the counterweight, door shuts without access to lever type stuff)
Class G: Other Stuff
Small Traps
Mine Carts & Conveyor Belts
Clocks
Alarms & Bells
Alarms/levers could be tied to automatic alert level changes.
Logical Operators (AND Gates, etc)
Ability to hide floodgates/doors
Small Mechanisms (Bloat 41, Could be used for Clocks, etc)
Sound Pipes (tin can telephone, still lacking a game purpose)
Class H: Previous Suggestion Threads
MechanicsTrapsLogic Gates 1Metal Mechanismspre-1400 TechsTrap NerfingIce Traps?Perpetual Motion discussion
Disclaimer: I don't agree with everything up here, this is just a list view of the suggestions I've seen. I plan on keeping the list updated, but only with new items. The goal is to make new tools for users to design their own physics stuff, not add complicated new 'building in a box' options. I've also tried to avoid non-specific suggestions involving wear and tear, and other such. You'll also notice a distinct lack of alchemy, gunpowder, smelting, etc...
Edit: New ideas and links v1
Edit: New Weapon Trap info
Edit: Tech info and Power drills
Edit: Suggestions from below
Edit: Suggestions from below