Hm.. gas mantle looks a bit too "organic" to me. I honestly prefer ignition by electric spark or even by flint, sth very mechanic without cloth. Anyway final model will be almost the same like discoccult's one but just with different light.
I get another idea for what ventilation system could be useful. Some levels could contain harmful fumes (from machines or from volcano). Until you don't have ashlander protective armor, it will be almost impossible to explore this level in normal way. So you can switch some trigger to rid off toxic fumes by ventilation system.
In many cases those machines could help you to reach new places (not counting some secret well hidden levers and triggers to open sth) But I prefer to avoid situation that you will be rewarded for everything. Some new places could be empty, other could contain only some interesting architecture or story. Only in several examples there could be sth value. Some ingots or dwemer coins. In best case it is providing some simple logic games to play with.
If sb has some cool idea for them (logic games for machines), it would be good to share it.
Mantles just can be consistent with same techs in Vanilla Skyrim (gas chandeliers) and can use same gas torches as on your previous concepts. Sure they can be shaped to any weird form, imitating long tube lamps or just to be addition to generic torch.
> sth very mechanic without cloth
= Sadly i dont know such examples. Sonoluminescence (http://www.youtube.com/watch?v=M8UZ1-AqNcg) can be used, but look too "magical" for everyman, thougth. It's not "without cloth".
Toxic fumes - that's nice idea. That can show why so many artifacts lies there non-touched. As logical game you can use smth with that ventilation system itself - system of valves to dispose of toxic fumes (in win state to outside, but with option to change out point to different level/room).
Keep in mind that incandescent lightbulbs give light simply because of heat on the filament. The fact that the heat is achieved by passing electricity through the filament is irrelevant to the effect.
So, how about the Dwemer discovering some way to concentrate heat that they pump in from lava in the lamps? Like evaporating something over lava and then condensing it in or next to the lamps? That lets you sidestep the electricity thing with Dwemer technology. Several broken lamps leaking steam would reveal their inner workings. Uneven distribution of heat across the filament would help differentiate them from electricity as well.
Random bonus idea: what if some of the lamps made a slight high-pitched buzz, a-la Nirnroot? That would help portray the devices as ancient and not always working flawlessly (some of the old lightbulbs in this world do that a lot), and make a link to the famed tonal architecture of the Dwemer.
lamps were already made, they use ionised gass from hot filament.
I want 1 9.c and 10 + microscope
Lamps are easy: a simple enchantment is placed on the filament that makes it get hotter. Electricity ain't got nothing to do with it. That being said, they also built robots and a god, so lightbulbs are probably old hat to them.
Overall, I'm digging the minimalist/untilitarian look. It's a nice throwback to Morrowind and a departure from the more ornate Dwemer ruins of Skyrim. As I said in the other thread, at the time the Dwemer vanished, production of Numidium would have been priority one. It's likely that nearly every spare resource was diverted to that project, which would explain the more spartan surroundings, the Dwemer of Vvardenfell weren't so much into stargazing and contemplating their navels toward the end there, they had a God to build. It's conceivable that a lot of the Dwemer structures around the island were repurposed for this task.