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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: FearfulJesuit on September 08, 2011, 08:44:42 am

Title: The Puppy Clock
Post by: FearfulJesuit on September 08, 2011, 08:44:42 am
I was thinking about the 10,000 year clock, and had an idea.

If DF is anything like real life, then everything falls at a constant rate.

This means that it should be possible to have a breeding area of puppies which is connected to a hatch. Or, suppose that you had a whole bunch of puppies that each could only stand on a single hatch.

Basically, one calculates the amount of frames per in-game minute or hour; then one calculates how long it takes for an object to fall per Z-level. Then, find an amount of time that is divisible into the length of a dwarven day that is also the amount of time for something to fall down a certain number of Z-levels. When the clock is started, the first puppy falls, say, 100 Z-levels onto a pressure plate. This pressure plate is hooked up to the next puppy's hatch. With enough puppies falling and releasing the pressure plate hooked up to the hatch on which the next one stands, it should be possible for the dwarves to measure any length of time through the pointless and gratuitous slaughter of puppies or kittens.

!!SCIENCE!! is needed.
Title: Re: The Puppy Clock
Post by: Sphalerite on September 08, 2011, 08:46:49 am
All creatures fall at a constant 1 Z-level per 6 ticks.

I'm not sure if the pressure plate will trigger, however, since the puppy will splatter into chunks when it hits.  Will it exist as a living creature on the pressure plate long enough to trigger it before dying?  Someone needs to test this.
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 08, 2011, 09:24:37 am
I'll test it.

Results:

To test this, I built a stairway all the way up to Z +14:

X++C

where X was the stair, + floors, and C a floor hatch. There was a pasture defined over C and a puppy assigned to it.

On Z-Level -30, I built a pressure plate directly underneath the hatch and a clear tunnel all the way down. The pressure plate was hooked up to a floodgate I'd built. So, when a dwarf pulled the lever, the puppy falls, and if the floodgate falls, then the clock can be built.

And unfortunately, the floodgate *didn't* fall.

I regret to inform the community that the mass murder of puppies does not create a viable clock.
Title: Re: The Puppy Clock
Post by: Sphalerite on September 08, 2011, 10:07:04 am
Did you first verify that the pressure plate would trigger if a puppy stood on it normally?  The minimum weight on pressure plates can be weird, a puppy might not be enough to trigger it.
Title: Re: The Puppy Clock
Post by: Xen0n on September 08, 2011, 10:33:11 am
How predictable is the breeding rate?  Is it possible to have a small enclosed area with a breeding pair of dogs, over a pressure plate that detects when a certain number of dogs are on it (by combined weight) then opens a door to allow one (and only one, using pressure plates) puppy to walk onto a hatch that then drops it?  I guess the idea is to have all the measurement happen at the top of the clock if pressure plates can't detect falling objects.

OR if, hypothetically, we were willing to abandon the puppy murdering aspect of this idea (stay with me), you could do it with goblins, and have a single dwarf burrowed on a room adjacent to the shaft, repeatedly pulling a lever / burrowed over a pressure plate.  When the goblin falls past, it interrupts him and he flees, abandoning the lever / releasing the pressure plate he was standing on until it passes him and he returns.
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 08, 2011, 10:35:20 am
Did you first verify that the pressure plate would trigger if a puppy stood on it normally?  The minimum weight on pressure plates can be weird, a puppy might not be enough to trigger it.

I'm pretty sure. How should I set up the weight?
Title: Re: The Puppy Clock
Post by: Sphalerite on September 08, 2011, 10:42:26 am
Set the weight as low as it will go.  Set the pressure plate to be triggered by civilians.  Then, pasture a puppy on the pressure plate to make sure that it's actually triggering when a puppy stands on it.  Then pasture the puppy on the elevated floor hatch and do the drop test.
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 08, 2011, 10:44:03 am
Set the weight as low as it will go.  Set the pressure plate to be triggered by civilians.  Then, pasture a puppy on the pressure plate to make sure that it's actually triggering when a puppy stands on it.  Then pasture the puppy on the elevated floor hatch and do the drop test.

I'll check this afternoon.
Title: Re: The Puppy Clock
Post by: ZeroSumHappiness on September 08, 2011, 12:31:54 pm
Don't forget to check that a live puppy not falling to his doom will also set off such a plate of course.
Title: Re: The Puppy Clock
Post by: Xen0n on September 08, 2011, 12:58:20 pm
Don't forget to check that a live puppy not falling to his doom will also set off such a plate of course.

I'm not sure if I follow the logic here.  So... how do we kill the puppies?
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 08, 2011, 01:04:34 pm
Don't forget to check that a live puppy not falling to his doom will also set off such a plate of course.

I'm not sure if I follow the logic here.  So... how do we kill the puppies?

Well, they're falling on the pressure plate.
Title: Re: The Puppy Clock
Post by: Xen0n on September 08, 2011, 01:10:31 pm
Don't forget to check that a live puppy not falling to his doom will also set off such a plate of course.

I'm not sure if I follow the logic here.  So... how do we kill the puppies?

Well, they're falling on the pressure plate.

Ah, sorry, I think I forgot how to understand words for a little bit there.  Carry on.
Title: Re: The Puppy Clock
Post by: Varnifane on September 08, 2011, 01:13:33 pm
I regret to inform the community that the mass murder of puppies does not create a viable clock.

Sigged
Title: Re: The Puppy Clock
Post by: Nil Eyeglazed on September 08, 2011, 02:50:21 pm
I was doing some testing with this with goblins.

I found that goblins did not set off pressure plates when they "died after colliding with an obstacle" onto them.

I saw dodging that led to weirdly timed actions when being dropped from a bridge.

There was some weirdness with when the pressure plate actually triggered from a goblin-drop (1 z-level).

I didn't do enough testing-- questions are, is a hatch drop a predictable length; does dropping from a single square bridge produce a reliable signal; does a 1 z drop lead to a predictable delay on triggering a pressure plate.

In a way, it's pretty far-fetched anyways-- a 6 tick delay in a device with a several hundred tick refractory period would mean you'd need at least thirty linked to each other to form a viable clock.    If bridges or grates could work, you could make that a 106 delay, and you'd need far fewer, maybe just two.  It's difficult to get the clock to return to original position with anything other than domestic animals  (almost impossible to get a goblin on a single, droppable square, not without paraplegic or carefully timed goblins).
Title: Re: The Puppy Clock
Post by: plynxis on September 08, 2011, 03:20:35 pm
has anyone tried to actually trigger it with a plain honest rock?

or a caged goblin if you really want flesh in the mix - fill the bottom plate with magma, include the slower drop rate of the cage through the magma in the calculation, and you've got a clock that still kills stuff.

maybe we'll have to skip killing puppies but we can still get our clock
Title: Re: The Puppy Clock
Post by: Xen0n on September 08, 2011, 03:35:17 pm
or a caged goblin if you really want flesh in the mix - fill the bottom plate with magma, include the slower drop rate of the cage through the magma in the calculation, and you've got a clock that still kills stuff.

I like the idea with the goblin, but am worried that the 'pocket universe' that cages seem to contain would keep the goblin safe while in the magma. 

maybe we'll have to skip killing puppies but we can still get our clock

I'm scared of the slippery slope this may take us down.  Even with goblins we're starting to stray from the real heart and original vision of the project.  I know, I know, I was the first to suggest non-puppy murder, but I think for the sake of completeness we need to strive that the regular operation this deviceto involves killing some kind of animal.  If at all possible, the death of yet another puppy should herald the start of each Dwarven month. 

Really, would any of us feel like we truly succeeded, if we created a Dwarven device which accurately measured time but did NOT consistently and mercilessly slaughter innocent animals?  I fear that each time it tolled out the hour, some part of our souls would mournfully yearn: "A puppy should have died just now, but didn't."
Title: Re: The Puppy Clock
Post by: kaenneth on September 08, 2011, 03:45:57 pm
That reminds me of my "Kitten of the Month Club" business idea.

Each month a new playful cute kitten arrives via express shipment, and you simply seal the old one in the enclosed plastic bag, and send it back via regular ground transport.
Title: Re: The Puppy Clock
Post by: Sphalerite on September 08, 2011, 03:50:29 pm
Alternative idea:

Place the puppy on a pressure plate.  Have the pressure plate near the top of a large chamber that is slowly filling with magma.  When the magma reaches the puppy, it will die, un-triggering the pressure plate.  This will activate a mechanism that drains the magma from the chamber, and then drops a fresh puppy on the pressure plate, restarting the cycle.

It may be necessary to use a pump to remove the magma from the pressure plate tile so that a 1/7 pool of magma is not left behind.  Magma can take a long, random time to evaporate, so we cannot simply have a fixed delay before dropping another puppy.

The problem will come in developing a means to fill the magma chamber at a controlled, consistent rate.
Title: Re: The Puppy Clock
Post by: plynxis on September 08, 2011, 04:09:49 pm
why not just put a puppy in a cage? magma doesnt kill creatures immediately always, so there isnt necessarily 100% predictability there either. as long as the cage AND the puppy melt in a time consistently lower than the refraction time, we're ok.
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 08, 2011, 04:17:36 pm
Alternative idea:

Place the puppy on a pressure plate.  Have the pressure plate near the top of a large chamber that is slowly filling with magma.  When the magma reaches the puppy, it will die, un-triggering the pressure plate.  This will activate a mechanism that drains the magma from the chamber, and then drops a fresh puppy on the pressure plate, restarting the cycle.

It may be necessary to use a pump to remove the magma from the pressure plate tile so that a 1/7 pool of magma is not left behind.  Magma can take a long, random time to evaporate, so we cannot simply have a fixed delay before dropping another puppy.

The problem will come in developing a means to fill the magma chamber at a controlled, consistent rate.
Hmm.

That's certainly doable, we just need to figure out how to do it.

I think we can in fact get our puppy clock.
Title: Re: The Puppy Clock
Post by: Xen0n on September 08, 2011, 04:25:16 pm
To sidestep for a moment, ideally whatever the final design is, it should be totally automatic and hands-free.  For supplying puppies, I've thought of one idea that may work.

Make a sealed room and pasture several breeding pairs of dogs, with enough room that infighting for the puppies isn't an issue.  Tweaking the number of breeding dogs may be required so that puppies are supplied at the same rate that they are being consumed by the clock.  Have 2x1 tile tunnel branching off from the room, with a Hatch, then a pressure plate.  The hatch should be channeled out beneath, like similar hatch traps, so while open, the pressure plate and breeding room are separated.  The pressure plate is set to activate when the weight of a single puppy is on it, so when a puppy eventually wanders onto the plate, it is trapped there. 

Then, when the timing puppy has been exhausted by the magma/water/falling etc. and sends the tick signal, it also sends a signal to a door adjacent to the trapped puppy.  A meeting area designated over the timing puppy pressure plate tile would even coax the new puppy to walk there himself.
Title: Re: The Puppy Clock
Post by: SuicideJunkie on September 08, 2011, 07:03:05 pm
Puppies will be consumed at a fixed rate.
The dogs will breed at a rate proportional to the number of adult females, exponentially increasing.
So therefore you will need a governor for the puppy-generation portion.

Have a large room with *many* small meeting areas defined.  One of them is the entrance to the clock.  One other involves walking along an atom-smasher corridor.  This path should be navigable regardless of the state of the smasher; only the transition should be hazardous.
The smasher should be run by a standard, low frequency repeater.

The smasher will eliminate the population at a rate proportional to the number of dogs, thus keeping the population in check.

In order to avoid clock delays due to puppy loading, the loading mechanism should be attempting to grab a new puppy while the previous one is still in the mechanism.
The completion of one tick should then move the loaded puppy into the mechanism to start the next tick and allow the loader to start searching again.
Title: Re: The Puppy Clock
Post by: Xen0n on September 08, 2011, 07:24:19 pm
Although, now that I think about it, maybe infighting could kill two puppies with one stone, so to speak.  If we intentionally make the breeding area very very small, then wouldn't the infighting result in puppy deaths until the population grew small enough to live in the room without fighting?  The smaller, weaker puppies should naturally get culled in favour of the breeding adults, though I don't know what the chance of one of the adults getting unlucky and dying is. 

Also, regarding a Puppy-Powered Clock, I thought this might be relevant:
http://www.youtube.com/watch?v=YSRUFAj51kU&feature=player_embedded
(Also handy to break any lingering doubts people may have on the ethics of drowning certain puppies in magma.)
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 08, 2011, 08:00:10 pm
Dear Armok, what monster have I brought forth?

This is excellent, actually.
Title: Re: The Puppy Clock
Post by: plynxis on September 09, 2011, 01:42:51 am
I like both Xen0n's and SuicideJunkie's ideas

i also hate youtube for being a fucking enabler for copyright monkeys - i cant see that damn video cause its blocked in my country

THEIR LOSS
Title: Re: The Puppy Clock
Post by: Kattel on September 09, 2011, 02:12:33 am
Really, would any of us feel like we truly succeeded, if we created a Dwarven device which accurately measured time but did NOT consistently and mercilessly slaughter innocent animals?  I fear that each time it tolled out the hour, some part of our souls would mournfully yearn: "A puppy should have died just now, but didn't."

lol sooo siged.
Title: Re: The Puppy Clock
Post by: Xen0n on September 09, 2011, 06:35:00 am
I like both Xen0n's and SuicideJunkie's ideas

i also hate youtube for being a fucking enabler for copyright monkeys - i cant see that damn video cause its blocked in my country

THEIR LOSS

You can see if this alternate one  (http://www.youtube.com/watch?v=KzkLSUsWuhg#t=00m31s)works any better.
Although in all honesty it's not worth the effort and is just
Spoiler (click to show/hide)
(I do hate how so many Youtube links / Hulu etc. all won't work outside the U.S.  Anytime I'm back home it really cuts down what you do!)

Really, would any of us feel like we truly succeeded, if we created a Dwarven device which accurately measured time but did NOT consistently and mercilessly slaughter innocent animals?  I fear that each time it tolled out the hour, some part of our souls would mournfully yearn: "A puppy should have died just now, but didn't."

lol sooo siged.

This day, I am a child no longer.  Now, I am a man dwarf.
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 09, 2011, 07:12:49 am
So now the question is, how does one measure a month? How many frames is a month?
Title: Re: The Puppy Clock
Post by: plynxis on September 09, 2011, 07:18:26 am
http://df.magmawiki.com/index.php/DF2010:Time (http://df.magmawiki.com/index.php/DF2010:Time)
Title: Re: The Puppy Clock
Post by: Sphalerite on September 09, 2011, 05:40:52 pm
I had some more thoughts on the original concept.

The problem with the timing scheme in the OP is that the puppies die on impact before they can trigger the pressure plate.  There are a few ways around this.

The first option is to have the puppy fall through a column of water or magma instead of air.  As far as I know, creatures fall through liquid at the same speed as through air, but are cushioned from falling damage.  The puppy will fall, hit the pressure plate, trigger it, and then drown or be incinerated.

The problem with this is the bug which causes creatures falling into magma to sometimes be immune to heat damage after landing.  The puppy might also be able to swim to the surface instead of drowning.

The other option would be to isolate some hostile and dangerous creature, preferably one with trap-immune, on the pressure plate.  A captive titan or forgotten beast would work.  The puppy will land on it.  Both the puppy and the target creature will be stunned but otherwise unhurt, and the pressure plate will trigger.  Then the target creature will kill the puppy, and the pressure plate will un-trigger.

In either case, the time the puppy takes to die after hitting the pressure plate is unpredictable, so the event you need to use for timing is from when the puppy is dropped to when it hits and triggers the pressure plate.
Title: Re: The Puppy Clock
Post by: Xen0n on September 09, 2011, 06:02:38 pm
I had some more thoughts on the original concept.

The problem with the timing scheme in the OP is that the puppies die on impact before they can trigger the pressure plate.  There are a few ways around this.

The first option is to have the puppy fall through a column of water or magma instead of air.  As far as I know, creatures fall through liquid at the same speed as through air, but are cushioned from falling damage.  The puppy will fall, hit the pressure plate, trigger it, and then drown or be incinerated.

The problem with this is the bug which causes creatures falling into magma to sometimes be immune to heat damage after landing.  The puppy might also be able to swim to the surface instead of drowning.

The other option would be to isolate some hostile and dangerous creature, preferably one with trap-immune, on the pressure plate.  A captive titan or forgotten beast would work.  The puppy will land on it.  Both the puppy and the target creature will be stunned but otherwise unhurt, and the pressure plate will trigger.  Then the target creature will kill the puppy, and the pressure plate will un-trigger.

In either case, the time the puppy takes to die after hitting the pressure plate is unpredictable, so the event you need to use for timing is from when the puppy is dropped to when it hits and triggers the pressure plate.

Nice!  That could really simplify things.  I for one would be glad to reincorporate the "tossing puppies down long shafts" mechanism.  I didn't follow super closely, but was there an issue with the water-cushioning over drops of more than 3 z-levels, found in the Dwarf Drop Pod thread (http://www.bay12forums.com/smf/index.php?topic=92420.msg2590720#msg2590720)?

At any rate the dropping onto another creature should definitely work.  We could even combine some of the ideas, and have the puppy drop onto a tame kitten (who is deposited onto the puppy-detecting pressure plate beforehand via a duplicate, parallel animal delivering system), and then have magma/water pour onto both to reset it.  The kittens would be the primers and the puppies are the triggers for the device.

(It may seem like an unnecessary stretch to use kittens + drowning instead of a hostile creature but for some reason I feel cheated out of the credit if some non-dwarf animal gets to do the actual puppy killing.)
Title: Re: The Puppy Clock
Post by: Boost One on September 09, 2011, 06:13:33 pm
At any rate the dropping onto another creature should definitely work.  We could even combine some of the ideas, and have the puppy drop onto a tame kitten (who is deposited onto the puppy-detecting pressure plate beforehand via a duplicate, parallel animal delivering system), and then have magma/water pour onto both to reset it.  The kittens would be the primers and the puppies are the triggers for the device.

I don't understand - is the kitten to cushion the puppy's fall or to activate the pressure plate, leaving the plate to be deactivated when the puppy falls on top of the kitten and kills it?

For that matter, why not have a pasture on top of a pressure plate, where the puppy activates the plate, then a stonefall trap far above kills the puppy, releasing the plate? Wiki says plates disengage after 100 ticks.

Dropping rocks on puppies must be almost as good as dropping puppies on rocks.

EDIT: Or the stone would block the pressure plate. >.>
Title: Re: The Puppy Clock
Post by: Nil Eyeglazed on September 09, 2011, 06:23:36 pm
I had some more thoughts on the original concept.

The problem with the timing scheme in the OP is that the puppies die on impact before they can trigger the pressure plate.  There are a few ways around this.

The first option is to have the puppy fall through a column of water or magma instead of air.  As far as I know, creatures fall through liquid at the same speed as through air, but are cushioned from falling damage.  The puppy will fall, hit the pressure plate, trigger it, and then drown or be incinerated.

The problem with this is the bug which causes creatures falling into magma to sometimes be immune to heat damage after landing.  The puppy might also be able to swim to the surface instead of drowning.

The other option would be to isolate some hostile and dangerous creature, preferably one with trap-immune, on the pressure plate.  A captive titan or forgotten beast would work.  The puppy will land on it.  Both the puppy and the target creature will be stunned but otherwise unhurt, and the pressure plate will trigger.  Then the target creature will kill the puppy, and the pressure plate will un-trigger.

In either case, the time the puppy takes to die after hitting the pressure plate is unpredictable, so the event you need to use for timing is from when the puppy is dropped to when it hits and triggers the pressure plate.

Those are both really good ideas.

How much water would it take to cushion from a, say, 200 z-level drop?  (With 200 z-levels, you could use the pressure plate to open the drop-hatch and have a day-timer.)  You could link a drowning hatch at z-level=collision+1 (perhaps with delay for a 200 z-level drop, unnecessary with <18 z-levels) to the same mechanism as the drop-hatch, such that it would close after dropping the puppy, guaranteeing drowning.  With more watery z-levels, the drowning hatch could be placed higher and higher.  If a hatch wouldn't work, I'm pretty sure a retracting bridge would, although the timing issues would be different-- it would have to be >16 levels beneath the drop, and <8 levels above the collision.  I think.

It would be nice to have a use for captured trap_avoids, but it seems like it would be tough to isolate them on the same square as the pressure plate-- never tried pitting an FB, not sure if it would work or not, and you can't build a cage on a pressure plate, or on a hatch or bridge.  I suppose you could bait them in with a building though....

Code: [Select]
 
####
b^bd
####

b is raising bridge, d is any piece of destructible furniture, trapavoid BD enters from the left


What might be interesting is to drop fish onto a kobold in a semi-submerged space-- the kobold has trapavoid, but won't attack fish or path through watery open space, whereas the fish should be able to set off plates, and can path through water, perhaps eventually to its starting position.  Not sure how wildlife path, but this could lead to a resettable, single-creature drop-clock.  It would also require some interesting design to give path to the fish without drowning the kobold.  And most importantly, of course, it would be a clock based on dropping fish on kobolds.

Quote
For that matter, why not have a pasture on top of a pressure plate, where the puppy activates the plate, then a stonefall trap far above kills the puppy, releasing the plate? Wiki says plates disengage after 100 ticks.

2 reasons: 1) unpredictable delay between firings, as firing of pressure plate is dependent on puppy wandering into pasture, although this would otherwise gives us a nice delay mechanism between on and off; 2) dropped rocks don't hurt anybody
Title: Re: The Puppy Clock
Post by: Sphalerite on September 09, 2011, 06:59:09 pm
I don't understand - is the kitten to cushion the puppy's fall or to activate the pressure plate, leaving the plate to be deactivated when the puppy falls on top of the kitten and kills it?

It would be to cushion the fall.  Falling creatures don't do any damage to the creature they land on.  When a creature falls on another creature, both are stunned but otherwise unharmed, no matter the size or height of the fall.

Quote
For that matter, why not have a pasture on top of a pressure plate, where the puppy activates the plate, then a stonefall trap far above kills the puppy, releasing the plate? Wiki says plates disengage after 100 ticks.

Stonefall traps are triggered when a hostile non-trapavoid creature steps on them, and then only do damage to that one creature.  They can't be triggered by a pressure plate or lever, and don't do any damage to anything but the creature that triggered them.

If you mean pile some rocks on a floor hatch and drop them on the puppy, that won't do anything.

Quote
Dropping rocks on puppies must be almost as good as dropping puppies on rocks.

You'd think so, but falling objects do no damage whatsoever in DF.  Stonefall traps don't actually drop stones on creatures, they're special-case devices that consume a stone and inflict damage.

Quote
EDIT: Or the stone would block the pressure plate. >.>

Nope, objects on pressure plates don't have any effect on the plate's operation.
Title: Re: The Puppy Clock
Post by: Xen0n on September 09, 2011, 07:09:06 pm
What might be interesting is to drop fish onto a kobold in a semi-submerged space

Sigged.  Because Context is the enemy.
Title: Re: The Puppy Clock
Post by: Boost One on September 09, 2011, 07:09:40 pm
It's my first day  :D
Title: Re: The Puppy Clock
Post by: Mego on September 09, 2011, 07:17:58 pm
If DF is anything like real life, then everything falls at a constant rate.

I'm sorry, but I have to nitpick here. The rate at which something falls is not constant until it hits terminal velocity, and even then, it can change somewhat if the shape of the object changes.

Dear Armok, what monster have I brought forth?

This is excellent, actually.

This is what Toady thought when he made Dwarf Fortress and Bay12.
Title: Re: The Puppy Clock
Post by: Xen0n on September 09, 2011, 07:25:26 pm
Dear Armok, what monster have I brought forth?

This is excellent, actually.

This is what Toady thought when he made Dwarf Fortress and Bay12 Opened the Bay12 Forums.

Fix'd that for you :)
Title: Re: The Puppy Clock
Post by: Mego on September 09, 2011, 07:42:09 pm
Thank you for that :P
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 10, 2011, 09:43:53 pm
If DF is anything like real life, then everything falls at a constant rate.

I'm sorry, but I have to nitpick here. The rate at which something falls is not constant until it hits terminal velocity, and even then, it can change somewhat if the shape of the object changes.

OK, well, yes, but all things (air resistance) being equal, the time an object takes to fall is not dependent on its mass. And I'd be very surprised if DF modeled air resistance.
Title: Re: The Puppy Clock
Post by: FearfulJesuit on September 23, 2011, 12:44:10 pm
If we did use the puppy dropping into a 1x1 pond of 7/7 water, we could have each puppy fall through an open grate right above the water. Then, when they trigger the plate, it will also close the grate, and they can't swim to any sort of safety.