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Pneumatic Tube Transport:

This system was a series of tubes that used compressed air or partial vacuum to propel cylindrical containers with mail or other small objects, and I think they could fit with the style of Jonas tech and the planned later technology of steam power. They were once used in hospitals for samples and messages, science and government buildings, and to deliver mail through extended complexes.

Examples:

Imagine you and your friends have an advanced base like a laboratory, a steam-powered town, or a large fortress. You could have a main hub that has tubes running through the walls or overhead that are connected to small hubs around the site. You place one or two inventory spaces worth of goods into the cannister and send it off. When it arrives, it triggers a small bell to chime, and the cannister stays in its slot until it is removed by a player.

 

 

Elevators:

Elevators have been suggested a few times in both forums but I wanted to make suggestions on how they could function.

Elevators could be platform “vehicles” (as in they function similar to the boat code-wise) that can be connected to a series of crafted thick ropes or chains inside a scaffolding and that has spaces where different bulk storage or ground storage can be placed.

Perhaps there are two variants: a smaller one the size of a dumbwaiter and a larger lift.

 

Dumbwaiter:

The dumbwaiter has room for one small storage container like a basket, small chest, or one ground storage space that passes up and down a one block space.

The dumbwaiter does not take as much material or is as intricate mechanically as the larger lift and can be used much earlier in a playthrough.

The dumbwaiter would be controlled by pulling on the cord that runs the length of the shaft from any block level that the player can access it. Additionally, small cranks can be attached to this cord at any number of block levels along the shaft for, say, towers that have multiple floors. Maybe the crank also slightly increases the dumbwaiter’s speed.

 

Larger Elevator:

The larger lift is similar to what you would see in a mineshaft. They can have crates, vessels, baskets, chests, ground storage spots, and entities set in its spots. These could be used to take up a lot of resources and entities to a destination at once like moving stone up from a deep mine or up to a plateau.

This elevator would need to be controlled by a crank on the platform of the car. Additional cranks should be allowed to be installed at any block level on the elevator’s shaft’s scaffolding, including either end so to not have the elevator get stuck when your friend decides to take the quick way down for some reason.

Another example of their use is riding your elk up to a keep on top of a mountain or down into the great halls of a dwarven underground kingdom.

 

Additional features that also use counterweights, pulleys, and winches: drawbridges, portcullis gates.

 

 

Chimes - Additional Blocks for Elevators/Doors/Trapdoors/Gates:

A hung or wall-mounted bell that a pull cord can optionally be added to that the player can ring as often as they like.

  • The cord can be shortened or lengthened as desired
  • An example usage is someone using a dumbwaiter to move supplies, a meal, and a written message up to a friend building up at the top of a tower. Once they see that it’s at the level they need or hear the small bell alerting that it has reached the desired level, they can pull the bell’s cord to alert their friend.
  • Can be also used as doorbells.
  • Example: say you have a tower with many floors. The player enters it and on one wall is a series of ropes hanging down with signs behind them. Pulling a particular cord rings that level or room. Maybe using small pulleys allow for the cord to be turned 90°, meaning the cord for a room could have its end two floors down and one room over with two fixed pulleys.
  • Maybe the player can also hold this bell in one hand and ring it freely.

 

A small bell or bit of scrap that a player can place along the dumbwaiter’s shaft to mark where each floor is that jingles when the dumbwaiter reaches that block level. That way if a player cannot see the dumbwaiter as it moves up a closed shaft, the player can count to the floor they need.

  • Can maybe also be attached to doors, trapdoors, and gates and would alert players to others using these.
  • Also maybe could be attached to a bit of twine that a player suspends between two blocks that rings when an entity disturbs the twine as a form of simple trip alarm

 

I'm not exactly sure how the tag system works so I added a few.

  • Like 4
  • 1 month later...
Posted

the only satisfying system I found for elevators in a block-game has been starmade;

 

and that involved a lot of weirdness with having the elevator car be a technically separate entity that could lead to real clang moments..

 

Posted

/hoping to see plenty of these suggestions being added to the base game

Funny, these last couple of days I've been contemplating joining a server where they have different races; As some race interactions are forbidden, I'm still willing to feed the lost {insert race here} or two. For that reason, I was thinking it would be quite nice to have a bell outside my property, those stinky races could ring, so I can put some food out :D.

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