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redundantusage

Vertical Windmills

45 posts in this topic

It occurred to me as I made a farming oriented SSP game in 64 to try things out that there was something fairly vital missing to my grain fields, and that was something to power the quern so that I could get others thing done during the winter season. After some thought I realized there are some problems in the way of power generation in the game currently:

- Complexity: The more complex something is, the harder it is to translate into the game and get implemented. Most systems of steam, wind, waterwheel, etc, all end up being fairly hard to implement without creating an entire system for them to work in, like BTW did.

- Fits the Game and Time Constraint: Some types of power really sit just on or after the estimated time given that is latest viable, 1500 AD I believe is the mark.

- Isn't a carbon copy of another mod: Adding something that another mod already has makes this mod look less impressive, especially when it's something as signature as windmills.

So with all of that said, enter the Vertical-axis Windmill:

Posted Image

The concept is simple, something you construct right above a quern to power it at a reduced speed from hand powered but at the advantage of it being constantly powered rather than sitting there doing it yourself. The upside is getting other stuff done, the downside is reduced output due to speed and of course wearing away your headstone if you don't remove it when you're done or aren't paying attention. To go back to the earlier problems mentioned:

- Complexity: It's simple, just something you construct over your quern with unobstructed air in at least two directions for airflow, no gears or complicated systems required.

- Fits the Game and Time Constraint: This type of windmill has been in use since the Persians for things such as grinding grain and pumping water. Attached to mudhuts. Just about as safe as it gets on that one.

- Isn't a carbon copy of another mod: The two major mentions of windmills I found in other mods I could find was obviously BTW, which has a large mechanical system attached to a horizontal-axis windmill, which is what everyone seems to envision when they think of windmills, the other was a picture posted by Eloraam about redpower 2, in which you can potentially attach a vertical-axis windmill to a power generator of some kind. The difference between the one I suggest and BTW is the simplicity, you literally attach a rod and then the blades to the rod for the quern, nothing extra fancy about it. The difference between what I suggest and what I found on the redpower 2 post is that this doesn't generate power, would be smaller in scale, use different materials, and probably look quite a bit different.

We have sticks, reeds, and paper, there you have the basics needed to construct the windmill: To make the windmill require metal in order to make so you can't build one straight out of the caveman era is the central power could be constructed from support posts (so saw required) placed upwards and topped with a hollowed out log, and then and the central axis is then supported by the horizontal support beams placed outwards from the hollow log. From there, the blades would be constructed of either thatched sticks, reeds, or even paper overlayed onto a framework of sticks or reeds; that part is largely open. Once 4 to 6 blades are attached the construction would be complete and it would start to rotate as long as there is enough clear space on two sides for air to flow.

- TLDR: Use vertical windmill design to provide a simple to implement and build structure for use in quern rotation.

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you know what... I would like to animate that...

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Posted Image

Ditto Seal of Approval

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Posted Image

Ditto Seal of Approval

Posted Image

Now seriously, i love it :3 functional, easy to make (code wise at least), hard to make (gameplay wise), visually appealing. Would give TFC's towns a much more advanced aspect.

Other than liking this, the only thing left to say is... AoE much?

(those who have played the first two AoE will get what i mean... ;) )

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Your seal... Is much cuter than mine...

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Wait wait wait, hold it there guys, let's NOT derail this until everything has been properly fleshed out.

God, i'm the last guy in the world who should be saying this, but that was just too fast...

No, i didn't meant what you thought when you readed "that was too fact", you perv...

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Happy with this on everything EXCEPT, the concept of making it metal age exclusive. If historically it was able to be done WITHOUT heavy tools, the mod should highlight that fact.

with that said, I know nothing about this system, so my argument can be ignored if it was a must to have significant tools to build this irl.

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The truth is, I personally believe it should be possible to make without the use of metal tools, but I also believe support beams should be possible to make without metal tools. The reason I added the need for metal was that so you couldn't get it so easily. With this, it'd mean you'd need a minimum of a tier 0 saw and chisel to get a full quern/windmill combo going, so even a basic farmer in the game would have to do a bit of non-farming work or have help from other specialists. So you'll either need a community or diversification, seems to fit with the rest of the mod.

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early-game balance concerns can be addressed with varying tiers of windmills.

T1: Wood

T2: Wood Axle, Wool Blades

T3: Metal Axle, Wool Blades

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I'm of the belief that wool should only be used if weaving is introduced. Otherwise it's a giant ball of fluff just stretched between the rods and probably wouldn't catch the wind very well. At least not well enough to turn stone on stone potentially.

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Then this goes nicely with the spinning wheel and loom suggestion.

I also wouldn't mind a fluffy ball on a stick. (cotton candy)

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Where did Eloraam post the windmill? Did she anything about making a full mechanically system or will it be electrical only?

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you guys are thinking too much into this. If it's implemented, it won't be early game.

and no stone tool support beams >.<

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you guys are thinking too much into this. If it's implemented, it won't be early game.

and no stone tool support beams >.<

Like we didn't overthink EVERY POSSIBLE FEATURE.

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The Eloraam post was a random find that popped up when I did some minecraft windmill searches in web and pictures, I couldn't find anything but that one tidbit about it to confirm what it was about much beyond the picture though. As far as the support beams, yeah, I didn't expect there would be. :P

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Like we didn't overthink EVERY POSSIBLE FEATURE.

TFC forums's members

the best overthinkers in the entire world, finally together!

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Apparently all of the geologists, biologists, and blacksmiths that actually play video games also migrated here.

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^ And apparently anthropologists, judging by this post. I'm a big fan of this idea, and it would be nice if later on we could implement a system of mechanical power based on it (water wheels, screw pumps, etc.). I think a lot of people who play this mod are cross-overs and avid users of dwarf fortress, and mechanical power would really flesh out the gameplay. Plus this is a really innovative way to not copy other mods. I like it a lot, essentially.

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^ And apparently anthropologists, judging by this post. I'm a big fan of this idea, and it would be nice if later on we could implement a system of mechanical power based on it (water wheels, screw pumps, etc.). I think a lot of people who play this mod are cross-overs and avid users of dwarf fortress, and mechanical power would really flesh out the gameplay. Plus this is a really innovative way to not copy other mods. I like it a lot, essentially.

Welcome to the TFC forums, pick your major or do the extensive course!

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Reading these suggestions is making me realize why I should have paid attention in history class.

I never make good suggestions because I don't know the technology at the time. :P

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Happy with this on everything EXCEPT, the concept of making it metal age exclusive. If historically it was able to be done WITHOUT heavy tools, the mod should highlight that fact.

with that said, I know nothing about this system, so my argument can be ignored if it was a must to have significant tools to build this irl.

You can't construct quern without metal tools anyway, so there's no point in being able to construct a windmill.
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- Isn't a carbon copy of another mod: Adding something that another mod already has makes this mod look less impressive, especially when it's something as signature as windmills.

You're saying none of these things should be in TFC then:

And all of those are the other mods' signature features.

There currently aren't any real reasons to include windmills of any sort. To power one tool and to look badass as it spins around and around on top of that hill.

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You're saying none of these things should be in TFC then:

And all of those are the other mods' signature features.

There currently aren't any real reasons to include windmills of any sort. To power one tool and to look badass as it spins around and around on top of that hill.

well, a windmill could form to power the entire process of grain to bread, and also operate several other types of mills, and it'd become a landmark for farmers to begin their farm at ;) but beyond that, even the Dutch dont use em for anything else :D

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cant we just say.......

IZ PRETTY!!!!!

WANT!!!!

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