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Chains & Hinges [Pulleys, Elevators, Drawbridges, Chisel Doors & More]


Gauge of interest  

124 members have voted

  1. 1. Are you interested in...

    • I am only interested in the chains + pulleys suggestion
      20
    • I am only interested in the hinges suggestion
      2
    • I am interested in both of the suggestions
      105
    • I am not interested in either suggestion
      1


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Posted (edited)

[Forward] 

Spoiler

Despite how the name looks, this isn't a long wish list. It's actually two broad suggestions flushed out more than necessary. Obviously all the specifics I've detailed here are just ways I personally could think of to execute these ideas. I don't expect what's depicted here to be implemented, or at most the way it's displayed here. I think it's helpful to developers for players to add images in suggestions. Adding imagery or concepts help get across technical descriptions where meaning could be lost in text alone. Thank you for giving this suggestion a peek, please leave some comments and feedback on your thoughts. I also have a poll to gauge people's interest of both suggestions, which could be helpful data that developers could use to weigh the audience's appeal of potential features. So yeah- do the thing- use the poll, let me know what you think!


 

Spoiler

Worth noting that both of these idea would go in tandem with the steam power mechanics down the line. E.g: the hinges could be automated with steam machinery.

 

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Edited by Kiptrix
  • Like 8
  • Amazing! 3
  • Mind=blown 2
Posted

That's what i expect to be part the mechanical power in VS at some point.

I want to be able to engineer complex machinery, maybe some rube goldberg machine like traps, mob sorting throug trapdoors and different weights, etc.

  • 3 years later...
Posted (edited)

honestly, I just woke up today after having a 'dream' about pulleys in vintage Story, which led me to this post.

in addition to chain pulleys, I think having rope pulleys would be neat too, and you can create compound pulley systems to trade speed for mechanical advantage. these can either be hooked up to a hand crank or a power train to automate lifting barrels, water, or other things. if the system was hooked up to a power train there would need to be some sort of catch mechanism to keep the load falling when there is insufficient power, and ratchet to disconnect the input power when the load reaches the top. To carry heavier loads, more rope can be wrapped around the pulley system to increase torque.

when would you use chains and when would you use ropes?
A compound pulley system can trade speed for torque if your power train isn't strong enough, as well as offering more precise control of a load, and can be operated manually by the player. This would work great for cranes lifting chests, barrels, water buckets, or other items. a chain instead would be used to lift heavy blocks for automated doors, elevators, drawbridges/portcullis etc. so think lifting and transporting cargo for the rope pulley. I think it would have it's uses in moving chests and barrels with different stored good, not so much for water considering we can use a bucket to make infinite water right now. anyways I drew a little diagram to better illustrate my point.

maybe this is a bit of a separate idea from yours, but I think it would go nicely together!

edit: I realize I am 4 years late to this discussion lol

image.thumb.png.9f3933262987cd0f0d1abffc534076ca.png

Edited by Asreal
  • Like 2
  • 8 months later...
Posted (edited)

@Kiptrix @Asreal Greetings from 2025, I guess I am a bit late to the party. 

Both the chain and rope system are really well though out. I had posted a simular idea here

Quote

First idea I had was to add ways to store windmill power. Let's say you have some kind of heavy weight, which get lifted if the windmill is spinning, via and pulley and rope winding mechanism. It will eventually reach the top of the mechanism and if wind is low, you can release the weight, which get pulled down by gravity, releasing the energy back into the system (simular to a grandfather clock)

Also the hinge idea would be great for anyone trying to build mega scale build, where the in game large doors would be to small to fit into the build. The retractable drawbridge fits the ancient / medial inspired design of the game pretty well I think.

Edited by Crylum
  • 6 months later...
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