Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Girlinhat on June 07, 2011, 06:33:18 pm

Title: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 07, 2011, 06:33:18 pm
Title subject to change without notice.

This is an attempt at centralizing dwarven knowledge, ideas, and experiences, namely by myself.  I reserve a large portion of this thread to show off my own achievements, inventions, and discoveries, but a healthy section of the thread will be devoted to the gathering of knowledge and notable events from other sources.

Ladies, Gentlemen, and Those Otherwise Inclined, I present to you, possibly, the first dwarven library...

Personal Modding
Bacon Tree (http://www.bay12forums.com/smf/index.php?topic=77423.0)

Useful Creations/Quirks
Dry Construction
Animal Powered Watchtower (http://www.bay12forums.com/smf/index.php?topic=79133.0)
"The Undump" Quantum Stockpiler (http://www.bay12forums.com/smf/index.php?topic=92241.0)
Full Pit Guide for Difficult Creatures (http://www.bay12forums.com/smf/index.php?topic=106915.0) (with great images)
Magma Related
Safer Volcano Tapping (http://www.bay12forums.com/smf/index.php?topic=86164.0) (.32.25)
Even Safer Volcano Tapping (http://www.bay12forums.com/smf/index.php?topic=101811) (.34.05)
Low Lag Magma Pump Stack (http://www.bay12forums.com/smf/index.php?topic=72296.0)
No Retaining Wall Magma Pump Stack (http://www.bay12forums.com/smf/index.php?topic=85450.0)
Mechanically Powered Volcano (http://www.bay12forums.com/smf/index.php?topic=67905.0)
Magma Piston (http://www.bay12forums.com/smf/index.php?topic=59894.0)
Obsidian Machine Gun (http://www.bay12forums.com/smf/index.php?topic=78399.msg2028060#msg2028060)
Water Related
Randomized Liquid Repeater (http://www.bay12forums.com/smf/index.php?topic=68659.0)
Handling Aquifers, as illustrated in Oilfurnace's founding (http://www.timdenee.com/oilfurnace/)
Ice Related
Freeze-A-Siege (http://www.bay12forums.com/smf/index.php?topic=100195.0) (and a further list (http://www.bay12forums.com/smf/index.php?topic=100195.msg2961196#msg2961196) of other freezers)
Dwarf Related
Danger Room Explanation (http://www.bay12forums.com/smf/index.php?topic=92907.0)
Putting the DANGER in Danger Rooms! (http://www.bay12forums.com/smf/index.php?topic=95924.0)
Reloading Marksdwarves (http://www.bay12forums.com/smf/index.php?topic=85688.0)
Vampiric Water Sources (http://www.bay12forums.com/smf/index.php?topic=101251.0)
Numbers and Science
Generating Tiny Island Maps (http://www.bay12forums.com/smf/index.php?topic=91141.0)
The New Taming Rules (http://www.bay12forums.com/smf/index.php?topic=105636.0)
Specialsurprise: The Science of Falling Damage (http://www.bay12forums.com/smf/index.php?topic=93256.0)
Table for Grazing Animals (http://www.bay12forums.com/smf/index.php?topic=77709.msg2139372#msg2139372) (.25 - climates have identical growth rates, subject to change with updates)
Dual-Wielding Shields in Fortress Mode (http://www.bay12forums.com/smf/index.php?topic=86830.0)
The Science of Magma Mist (http://www.bay12forums.com/smf/index.php?topic=88115.0)
Hydrodynamics and Water Pressure (http://www.bay12forums.com/smf/index.php?topic=32453.0)
Sins Against Nature
Collapsing a Necromancer's Tower (http://www.bay12forums.com/smf/index.php?topic=101313.0)
Penetrating SMR. (http://www.bay12forums.com/smf/index.php?topic=108189.0)

Tips, Tricks, and Exploits
Road-dar (Dwarven Subsurface Radar) (http://www.bay12forums.com/smf/index.php?topic=93694.0)
Building a ‼Well‼ (http://www.bay12forums.com/smf/index.php?topic=93780.0)
Embarking on a Kobold Camp (http://www.bay12forums.com/smf/index.php?topic=107079.0)

Threads of Interest
Mermaid Farming (http://www.bay12forums.com/smf/index.php?topic=25967.0)
Sea Serpent Farming (http://www.bay12forums.com/smf/index.php?topic=75780.0)
One Dwarf Against the World (http://www.bay12forums.com/smf/index.php?topic=15572.0)
The Infamous Boatmurdered (http://lparchive.org/Dwarf-Fortress-Boatmurdered/Introduction/) (also PDF (http://dffd.wimbli.com/file.php?id=4120))
Bronzemurder (http://www.bay12forums.com/smf/index.php?topic=54969.0)
Oilfurnace (http://www.timdenee.com/oilfurnace/)

Mods of Interest
Fortress Defense (http://www.bay12forums.com/smf/index.php?topic=62874.0) (with sprites (http://dffd.wimbli.com/file.php?id=3956))
Genesis Mod (http://www.bay12forums.com/smf/index.php?topic=52988.0)

Utilities
Dwarf Therapist (http://www.bay12forums.com/smf/index.php?topic=66525.0)
DFHack (http://www.bay12forums.com/smf/index.php?topic=58809.0)
Runesmith (http://www.bay12forums.com/smf/index.php?topic=59056.0)
DFusion (http://www.bay12forums.com/smf/index.php?topic=69682.0)
Quickfort (http://www.bay12forums.com/smf/index.php?topic=35931.0)
NanoFortress (http://www.bay12forums.com/smf/index.php?topic=21601.0)
Overseer (http://www.bay12forums.com/smf/index.php?topic=63484.0)
Stonesense (http://www.bay12forums.com/smf/index.php?topic=43260.0)

Personal Mention(s)
Cacame Apebalded the Immortal Onslaught; Elf King of the Dwarves (http://www.bay12forums.com/smf/index.php?topic=39897.0)

All should feel free to comment, discuss, necro, and add their own ideas.  Anything worth adding can be put into its own thread, or added directly into this one with a link added to that particular post.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 07, 2011, 06:34:00 pm
A word on Dwarven Relativity:

This is my new standard for judging ideas.  Each idea is judged according to its resource cost (in raw materials), its complexity or difficulty (how challenging it is to implement), it's danger (loss of dwarven life), its lethality (loss of miscellaneous non-dwarven life), and its Utility (how much good it does).  For example, the Animal Powered Watchtower (http://www.bay12forums.com/smf/index.php?topic=79133.msg2053575#msg2053575) has a Low resource cost, a handful of stones and a few windows, a Low complexity, it's simply a box, the hardest part is building the wall once the animal is placed, Zero danger, if a dwarf died, you're doing it very wrong, Zero lethality, it detects some ambushes and thieves, but will not do any physical damage to anyone, and a Medium utility, it can detect ambushes and save many lives by sounding the alert early.

Other projects and ideas will be rated according to these 5 standards, weighted for dwarven standards.  By dwarven standards, a magma drowning chamber is not difficult, and losing a dozen lives due to an accidental cave-in is considered acceptable losses.  Thus, all ratings are relative to dwarven methods.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 07, 2011, 06:34:23 pm
<also reserved>
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Max176 on June 07, 2011, 07:11:10 pm
Great idea! It should be helpful if you need a cool idea, or just need some utilities. What about adding Lazy Newb Pack to utilities?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Root Infinity on June 07, 2011, 07:13:48 pm
What about adding this (http://www.bay12forums.com/smf/index.php?topic=86164.0) under the Useful creations section?

Great idea by the way... (yours not mine)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: NecroRebel on June 07, 2011, 08:14:55 pm
It is a nice idea to have all of these insights, useful ideas, useful mods, and much-referenced threads all in one place.

I'd like to nominate The Most Interesting Dwarf in the World (http://www.bay12forums.com/smf/index.php?topic=34933.0) as a Thread of Interest, as well. It isn't as famous as the legendary Boatmurdered, of course, but it is reasonably well-known, and was certainly an epic project.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Darkmere on June 07, 2011, 08:22:36 pm
Morul can't be in without Cap'n Ironblood.

Actually... there's a big stickied topic for DF legends already, maybe a link to that would work better.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 07, 2011, 08:26:50 pm
I'm thinking of splitting the "Interesting threads" into "interesting threads" and "interesting dwarves".  Cacame, Morul, and Ironblood go in dwarves.  Boatmurdered, Urist, and Mermaid Farming go in with threads.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Lectorog on June 07, 2011, 08:33:40 pm
I'm thinking of splitting the "Interesting threads" into "interesting threads" and "interesting dwarves".  Cacame, Morul, and Ironblood go in dwarves.  Boatmurdered, Urist, and Mermaid Farming go in with threads.
Cacame goes into dwarves? I suppose he fits that race more than any other...

Great idea. This is useful in many ways. Personally, now I can replace a lot of links in my DF "Favorites" folder with this topic. Once it's a little more complete - or even now - it definitely deserves a sticky. More than the current stickied topic on this board, IMO.

I'm not sure how much it belongs here, and it's probably not exact, but I'm going to recommend this table on grazing (http://www.bay12forums.com/smf/index.php?topic=77709.msg2139372#msg2139372) (linked to the specific message). It's kept many of my animals from starving or being butchered uselessly out of frustration.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 07, 2011, 09:03:00 pm
Sadly this table is unreliable, because grass grows at different rates according to temperature and rainfall,

Also, this thread is meant mostly to be a collection of ideas, knowledge, and constructions, more than grand historical dwarves.  Like, a how-to on breaching aquifers, setting up a mist generator, or a GCS web farm.  Not to mention, of course, the usual weaponized traps like drowning chambers, obsidian Gatling gun, and dodge-me traps.  In other words, more construction, less instances, although uncommon knowledge is still highly valued.  Such as, how to nullify water pressure with diagonal walls and strip prisoners of their equipment.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Necro910 on June 07, 2011, 09:15:51 pm
All should feel free to comment, discuss, necro, and add their own ideas.
Sup.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: darkflagrance on June 07, 2011, 09:40:24 pm
Add Cacame and Tholtig (my sig) under Threads of Interest?

Under megaprojects, you want Flarechanneled and Copperblazed, and I think Undergrotto. These are crowning achievements in Dwarven Engineering.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Sphalerite on June 07, 2011, 09:51:19 pm
It seems to me that if you're compiling amazing fortresses/stories/megaprojects, then you're just duplicating the work that's been done in the Hall of Legends thread:

http://www.bay12forums.com/smf/index.php?topic=41896.0

I'd think it's better to keep this one focused more on threads of science and useful information.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 07, 2011, 10:01:26 pm
True, I'm trying to keep the "legends" down to the "required reading", like Cacame and Boatmurdered.  I also need some links to flarechanneled and others, as the search didn't yield results.  The megaprojects and semi-megaprojects will definitely be included here though, as they're inspiration for players to build their own!
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: darkflagrance on June 07, 2011, 10:43:01 pm
Flarechanneled (http://www.bay12forums.com/smf/index.php?topic=43679.0)

Copperblazes (http://mkv25.net/dfma/map-309-copperblazes)

Undergrotto (http://www.bay12forums.com/smf/index.php?topic=50916.0)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Darkmere on June 08, 2011, 12:18:30 am
But if you're listing that, why not the dwarf calculator? the dwarfputer? MEGADORF? The Fist of Armok? DOMAIN Mk II orbital magma cannon? The space elevator?

Humbly suggest a simple link to the hall of legends thread will suffice. We're more interested in !!SCIENCE!! than... erm... !!HISTORY!!.

That said:
Soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0)
Dwarf Foreman (http://www.bay12forums.com/smf/index.php?topic=62364.0)
Easy Obsidian Farm (Credit to Quietust) (http://df.magmawiki.com/index.php/User:Quietust/Obsidian)
Pierce Any Aquifer With Less Fuss (http://www.bay12forums.com/smf/index.php?topic=79224.0)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: evileeyore on June 08, 2011, 02:41:02 pm
Sadly this table is unreliable, because grass grows at different rates according to temperature and rainfall...
I wouldn't say "unreliable", I would "incomplete but a decent starter".  Most embarks with halfway decent vegetation can use it's numbers without really going wrong.  If you have a heavier or lesser vegetation you have to modify to suit.


For instance I've found most of those numbers can eaily support 2-3 creatures of that type on pastures of those sizes on medium vegetation, which easily allows for mated pairs and their young.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Crazy Cow on June 08, 2011, 02:54:29 pm
Sadly this table is unreliable, because grass grows at different rates according to temperature and rainfall.

Just improving general knowledge.
Toady mentioned in one of the recent DF Talks that grass is actually very simple. The game picks random tiles and, if they are grass-growable, adds 25% to the grass there. No difference between climates, at least for now.

But I believe this is an awesome idea. I agree with others that you should focus more on the !!SCIENCE!! aspect then the !!HISTORY!! aspect.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Daetrin on June 08, 2011, 03:41:00 pm
Psst, it's "renown" not "renounce" >.>

Sadly I don't really have anything to contribute. I made an automatic building-destroyer-safe self-draining  magma trap a while back, but it just used standard water logic stuff.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 08, 2011, 07:00:03 pm
Updated for the grass table.  I'll re-arrange the historical issues later, or just link to the hall of legends and keep this thread down to science, creations, and applicable technology (dwarfnology?).  To that end, if anyone has the link to that one thread that explains water movement, I would be much obliged.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Draxis on June 09, 2011, 04:36:33 pm
You should add the Bridgeapaults Science thread:  http://www.bay12forums.com/smf/index.php?topic=42111.0 (http://www.bay12forums.com/smf/index.php?topic=42111.0)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 15, 2011, 11:15:39 pm
*bump*

Updated with the Dual-wielding shields (http://www.bay12forums.com/smf/index.php?topic=86830.0) science results.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Farmerbob on June 15, 2011, 11:33:34 pm
This needs to be stickied please.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Agent_86 on June 15, 2011, 11:39:09 pm
This needs to be stickied please.
Agreed.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: evileeyore on June 16, 2011, 01:53:10 am
This needs to be stickied please.
Agreed.
Thirdiddlyed
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Mungrul on June 16, 2011, 03:29:33 am
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: celem on June 16, 2011, 03:58:19 am
Also like to suggest http://www.bay12forums.com/smf/index.php?topic=86283.0 (http://www.bay12forums.com/smf/index.php?topic=86283.0)

Sure its mine and a fortified pillbox isnt new, but there was some pretty good defensive discussions later in the thread and the designs are altered somewhat from the norm to improve them based on the feedback I got from the forum.


I'd also second the mist generator, I kept getting that very wrong till I checked that design.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Endiqua on June 16, 2011, 09:10:58 am
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.

Oh, yes, I love those things almost as much as my dorfs do.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Nameless Archon on June 16, 2011, 10:15:03 am
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)? Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.
It's not hard to create a simpler two-pump head-to-tail version, if you have two z-levels above the installation spot to play with. It's like a pump stack without a pump on the bottom floor. Just build a statue at the point where the water lands, and power the two pumps externally (like with a water reactor) and away you go. Lower pump count is smaller reactor requirement, and easier placement (horizontally - vertically this will require another floor). It will also produce a little less mist, so it's marginally easier on FPS, if that's an issue.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 16, 2011, 10:42:47 am
Code: [Select]
  %%
_ %% _
 ____
This is a side-view that I use for fast-action mist generators.  Takes 2 pumps, and can be manually powered very easily by adding some scaffolding nearby.  Water goes up one way, then up the second pump, and then waterfalls down into the loop under the floor.  I use this frequently to train my migrants/12 year olds in the military, so they don't get the "relieved from duty" mood.  Pump operator is a civilian skill, so when they leave active duty they think they have a job to do.  In the meantime, mist generation and attribute training.  Put a few of these in your dining hall, especially if you arrange the tables so that dwarves sit near the mist, and they work extremely well.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: MonkeyHead on June 16, 2011, 10:49:46 am
I vote for the inclusion of Asax please.

http://www.bay12forums.com/smf/index.php?topic=52295.0 (http://www.bay12forums.com/smf/index.php?topic=52295.0)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on June 16, 2011, 11:22:00 am
As previously mentioned, this thread will be moving more towards science and less towards history.  Unless the history contains adequate science, it will likely be omitted (the big list needs cleaning, but I'm too lazy right now).
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: MonkeyHead on June 16, 2011, 12:16:40 pm
Fair enough. Though it was very interesting how a cave civ member became freindly and defended a fort.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Fredd on June 16, 2011, 01:25:33 pm
This low tech surface idea works well, if you plan on building a surface fort, but need immediate security for the outpost.

 
Code: [Select]
   FFFFF
   FFFFF
   FFFFF
  z+1(roof)
Code: [Select]
   WWWWW
  jWHfjW
   WWWWW
z
Code: [Select]
wwwwwwwww
wuf^wuTunnel to basement/temp storage
wwwwwwwww
z-1

 W = constructed wall, F = constructed floor, H= hatch, j= dug downward stair, u= dug upward stair, f= ground , ^=  up ramp, w= natural stone/dirt wall
 
 This uses the exploit of hatches being safe from destruction from below.The roof may not be necessary, depends on creatures where you embarked(It still should be constructed, sooner or later). Also you can channel out a tile, for a dwarf wading trough underground.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on July 05, 2011, 09:03:25 am
Updated for the inspiring Magma Mist (http://www.bay12forums.com/smf/index.php?topic=88115.0) science thread.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Graebeard on July 05, 2011, 10:24:06 am
Updated for the grass table.  I'll re-arrange the historical issues later, or just link to the hall of legends and keep this thread down to science, creations, and applicable technology (dwarfnology?).  To that end, if anyone has the link to that one thread that explains water movement, I would be much obliged.

Do you mean this thread on hydrodynamics (http://www.bay12forums.com/smf/index.php?topic=32453.0)?  That is certainly a must read for aspiring dwarven engineers.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: tivec on July 06, 2011, 02:12:54 am
You, sir, is a god among dwarves (Armok might strike me down for that!). Bookmarked!
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Magma Mater on July 15, 2011, 03:24:25 am
I'm not sure how related or well-known this is, but I've recently learned that you can make any noble replaceable by adding [SQUAD:1:X:Xs] to their entry in the entity raws.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: godisdead132 on July 15, 2011, 04:54:02 am
little concept i came up with for complex trap programing

http://www.bay12forums.com/smf/index.php?topic=73876.msg1834158#msg1834158
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on July 15, 2011, 10:01:27 am
The waterclock is a nice idea, but I feel that it lacks the precision to be included in such a science-heavy thread.  The burst of energy, if you could refine that into a more detailed plan, might be worth including.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: blue emu on July 15, 2011, 12:27:16 pm
For megaprojects, I suppose my magma-based Orbital Defense System prototyped in ThunderKeys is rather too commonplace:

http://www.bay12forums.com/smf/index.php?topic=76108.msg1925184#msg1925184

I have fond memories of it, since it was my first megaproject.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: godisdead132 on July 15, 2011, 04:25:04 pm
actual it can be precise down to the number of frames it takes to trigger something you just have to calculate the volume of the tower and the rate of input
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Putnam on July 15, 2011, 09:13:33 pm
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.

Oh, is that how you're supposed to do it? I just make water come from the river and empty it into the first cavern layer.

...

I think that may backfire if I go long enough.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: orrey on July 15, 2011, 09:50:16 pm
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.

Oh, is that how you're supposed to do it? I just make water come from the river and empty it into the first cavern layer.

...

I think that may backfire if I go long enough.

As long as it drains off the map, it's good.  In fact, I'd say diverting a river through the center of your fortress is a more efficient way of doing it.  No machinery involved, easy to start and stop with floodgates.  Only downside it that it requires large scale planning, and doesn't work year 'round if the climate is cold enough.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Flare on July 15, 2011, 11:13:45 pm
Seeing as how Merpeople farming is there, I want to suggest Weaponizing Dwarven Babies (http://www.bay12forums.com/smf/index.php?topic=84047.msg2250067#msg2250067) to the list.

Also, Dwarven Machine-Gun (http://www.bay12forums.com/smf/index.php?topic=78399.0). Nuff' said. It might also help with the magma mist science that is being done right now.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: BloodBeard on July 16, 2011, 12:03:26 am
Oh dear, I think I may have a few of my own topics that might have a place here if I may be so immodest.

My baby, one that i've come to love even more with the advent of arena mode and all the community topics that spawned from it is Warriors of Armok: Magma of Life (http://www.bay12forums.com/smf/index.php?topic=38137.0). Though not as well known as the community forum standards, as far i'm able to tell it's the original dwarf vs. dwarf combat tournament community thread, which should count for something. Done in 40d long before arena mode was even mentioned in the dev log. Dwarf companion was used to make the dwarves fight each other in a massive aboveground stadium. Unfortunatly it proved to be too much work on my part to keep going and it ended with the story not fully complete. It was also home to an epic showdown between Captain Ironblood and Morul, with permission from the creators of each. You can read the fight commentary here (http://www.bay12forums.com/smf/index.php?topic=38137.msg680337#msg680337).

Complete geneology of a Dwarven Monarchy over 249 years (http://www.bay12forums.com/smf/index.php?topic=84075.0) might be weird and obsessive dwarf disorder-ish to belong here. It doesn't really fit into any of the catagories... maybe one for legends mode topics?
 
Then there's The Over-Under Water Reactor (http://www.bay12forums.com/smf/index.php?topic=87839). Upwards of 13,500 uristwatts in a massive yet scalable and compact reactor design. Fits in Water related if worthy enough.

Cheers
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: flieroflight on July 16, 2011, 03:08:33 am
http://www.bay12forums.com/smf/index.php?topic=87424.0
i feel that this elfslayer should be added, with his thousands of elf kills
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: BloodBeard on July 16, 2011, 02:31:12 pm
I thought it was here already but no. Got to include the Dwarven Computer (http://www.bay12forums.com/smf/index.php?topic=49641.0), basically the most !!science!!y thing out there.

-EDIT-

I understand why only essential community topics are being put up, so if Warriors of Armok dosen't quite belong because of its nature then it could also count as a megaproject. It was done on this fort:

Spoiler: The City of Worship (click to show/hide)

(yes, that's a magma chamber constructed over a volcano)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: CriticallyAshamed on July 16, 2011, 07:10:06 pm
Oh my lordy.

On topic: How science must science be? I'm particularly interested in agri-science and I think I could dig up a lot of crap on that. Egg-production, milking and stuff.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Lectorog on July 16, 2011, 09:34:02 pm
There haven't been any definitive conclusions on anything regarding milking, egg-laying, shearing, and the like. At least, as far as I'm aware. That grazing table is about as experimental as it's going to get, I think.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Manic Typist on July 16, 2011, 11:56:28 pm
Not sure if this is a new contribution to knowledge or not..... but the clowns just taught me that:

Even if a piece of rock is directly below a downward staircase, it does not prevent movement via the opening created by the staircase. Flying things will move upward diagonally through the gap and into your fort.

Yeah....
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Putnam on July 17, 2011, 12:28:17 am
Not sure if this is a new contribution to knowledge or not..... but the clowns just taught me that:

Even if a piece of rock is directly below a downward staircase, it does not prevent movement via the opening created by the staircase. Flying things will move upward diagonally through the gap and into your fort.

Yeah....

If you're playing a flying adventurer, pressing alt+1/end will allow you to move to the area to your down-right, the z-level below that, or the z-level above that. So yes, all creatures can move in all directions, orthogonally and diagonally, including vertical ones.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Eric Blank on July 17, 2011, 01:48:37 pm
Here's a few threads I've bookmarked that may prove helpful as references.

Mist generator design and discussion (http://www.bay12forums.com/smf/index.php?topic=34407.msg520972#msg520972)

how to get your adventurer knocked up in few easy steps (http://www.bay12forums.com/smf/index.php?topic=51059.0) (Make babby!)

Pick and Axe : building and living in a home (http://www.bay12forums.com/smf/index.php?topic=81738.0) (constructing and retiring a fortress for use by your adventurer)

Urist McTzu's Art of War  (http://www.bay12forums.com/smf/index.php?topic=54532.0) (A spoiler: Guide to defeating hfs. Old and i doubt it's been updated, but helpful if you're new)

Infinity Project: Experiments in modding and HFS (SPOILERS!) (http://www.bay12forums.com/smf/index.php?topic=55949.0) Had some success, but thread died and research halted. Information may be outdated but we'd have to actually perform more research anyway.

I would have requested my mod thread be added to the list of mods too, but I seriously doubt it qualifies as nobody has shown actual interest.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: MonkeyHead on July 17, 2011, 01:54:37 pm
http://www.bay12forums.com/smf/index.php?topic=88592.msg2428162#msg2428162 (http://www.bay12forums.com/smf/index.php?topic=88592.msg2428162#msg2428162) - Dwarven Optometry: Targetted Bioweapons is a must read, although to conserve the awesome I will not post any info on it here. You HAVE to read this.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Eric Blank on July 24, 2011, 05:20:30 pm
This thread demands a necro. We demand a library of all scientific and architectural information.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: lanceleoghauni on July 24, 2011, 06:35:55 pm
As it's a repository of knowledge, why don't we just get it stickied? Seems logical to me.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on July 24, 2011, 06:36:52 pm
Nothing gets stickied here.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: lanceleoghauni on July 24, 2011, 08:34:38 pm
but... but... facepalms did...

IT HAS PRECEDENT!!!
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: LilGunmanX on July 24, 2011, 10:59:06 pm
http://www.bay12forums.com/smf/index.php?topic=70153.0

Since others have posted their own business here...

It is essentially three (3) pages of Dwarven Science at its finest. A working end-result was achieved, albeit using a monster with weak breath, so it would be good to preserve this for future generations of Labsdwarves.

Feel free to necro it or add to it if anyone here is able to figure it out.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: tripcode on July 25, 2011, 06:35:17 pm
I'd like to pop this up to the top for those coming from the recent publicity from BoingBoing and the NYT.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on July 25, 2011, 07:45:22 pm
This thread is probably a bit above the heads of anyone new.  Let's bump the youtube "let's play" threads for them, hmm?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: stabbymcstabstab on July 25, 2011, 08:59:37 pm
You should add the Gaint Dwarf to the Mega Project it is a Mega Project of awesome proportions
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Lectorog on July 26, 2011, 11:57:24 am
I think this thread is a bit more scientifically inclined than that fortress was.

We already have a place for cool fortresses. (http://www.bay12forums.com/smf/index.php?topic=89305.0)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: stabbymcstabstab on July 26, 2011, 12:00:36 pm
its still a marvel of dwarven fortress making
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on July 26, 2011, 12:20:07 pm
We've already had the discussion.  There's a lot of notable events and forts, a lot of notable people and places of legends.  This thread would become a bloated copy of the hall of legends if we included them.  I'm attempting to keep this strictly science, plus small mentions that may change thought.  A giant dwarf construction with dwarves living in it is neat, but not surprising.  An elf who slaughtered thousands of elves wholesale and become king of the dwarves, that may (hopefully) change the stereotype of elves.  Give me a megaproject that uses some science or provokes very deep thought, and I'll add it.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on July 27, 2011, 02:20:05 pm
Bump: Added the dwarven machine gun under magma-related creations.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: darkrider2 on July 28, 2011, 08:12:29 pm
At one time there was an amazing thread about plump helmet men and how to mod genetically modify them to be even more delicious, I think it could be added to the interesting threads department. Attempting to find a link to it....

FOUND IT: Plump Helmet Man Thread (http://www.bay12forums.com/smf/index.php?topic=54209.0)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Graebeard on August 28, 2011, 11:14:53 am
I just saw the goblin sorter/clock (http://www.bay12forums.com/smf/index.php?topic=91979.0), which reminded me of this older thread on clock making (http://www.bay12forums.com/smf/index.php?topic=49193.msg1017962#msg1017962).

Both menace with extreme amounts of science and deserve mad props.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on August 28, 2011, 12:35:45 pm
I move against goblin clocks due to their variable nature.  Goblins move roughly 1 tiles per 10 steps, but that "roughly" is what makes the clock inaccurate and unreliable.  Water clocks are where it's at.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Crashmaster on August 28, 2011, 07:54:48 pm
+1 for goblin sorter/clock for it's dwarfy solution to the variable nature of goblin speed.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: o_O[WTFace] on August 29, 2011, 03:35:42 am
Don't forget the ADAMANTINE DUPLICATOR, unless its been made not to work, or never worked in the first place.   
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on August 30, 2011, 03:42:47 pm
BUMP: Updated for "The Undump" Quantum Stockpile.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Corneria on August 30, 2011, 07:50:56 pm
I move against goblin clocks due to their variable nature.  Goblins move roughly 1 tiles per 10 steps, but that "roughly" is what makes the clock inaccurate and unreliable.  Water clocks are where it's at.
The clock in question was used specifically to find a goblin who wasn't "roughly" a 1 tile per 10 steps, but one who was exactly that. Which was a success. Among many other related experiments.

Magma landmines - http://www.bay12forums.com/smf/index.php?topic=91789.0
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: monk12 on August 30, 2011, 11:13:16 pm
I move against goblin clocks due to their variable nature.  Goblins move roughly 1 tiles per 10 steps, but that "roughly" is what makes the clock inaccurate and unreliable.  Water clocks are where it's at.

The bulk of that thread is devoted to finding a suitable goblin to base a clock on. Specifically, using the method described there is one quarter of one percent chance of being inaccurate, and this assumes that the game tracks creature speed to one thousandth of a step. He then went on to make a 16-bit computer of it.

That said, there is one (perhaps dealbreaking) caveat- it requires disabling attribute rust for goblins. If you feel that disqualifies it, then so be it- just disqualify it for the right reason. In any event, monitoring this thread with intarest
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on August 30, 2011, 11:14:44 pm
Ah, well, that would be a dealbreaker.  Something like that should be workable in pure vanilla.  And in general, pretty much everything needs to be vanilla workable, which is why I'm also against syndrome abuse and modding in flaming rocks.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: thepaan on September 04, 2011, 09:41:30 pm
I just made your animal powered watchtower and it doesn't seem to be working. I just had an elven caravan get ambushed right below two of these towers. Am I missing some required detail maybe?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on September 04, 2011, 10:05:37 pm
There's a fairly small detection area, I think the science revealed it to be like 7 tiles in a cube.  The only way to detect an ambush is when they get this close, or when they fire ranged weapons.  So, if the goblin squad is "right under" then it should see them.  If the caravan is under and the goblins are a few steps off, they may not be in range yet.  You also have to be sure and use windows, not glass blocks, and I'm fairly sure that gem windows do not allow sight, but I'm not sure.  The watchtowers still aren't meant to be a cure-all surveillance, just a bit of security that's not very difficult to add.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: thepaan on September 05, 2011, 01:54:08 am
Does a 7-block cube mean I get the same range if I lower the tower windows to ground level? Also, does that mean 3 blocks in any direction from the bird?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on September 05, 2011, 02:07:57 am
I can't recall the exact range, it was 7 or 11 or such.  The original thread has more details and someone (DaVinci I think?) had perfected the detection science.  Either way, you get the same radius at any height, and it means 3 tiles away from the center.  Not incredibly large, so you need some tightly placed or strategically placed towers.  Like, remove the ramps outside except for one, and then place a tower, so that any invaders trying to change Z level will be spotted.  Adding long straight walls to "funnel" the invaders near the towers also helps.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: thepaan on September 05, 2011, 02:36:28 am
Yeah, I suppose I could read those ten pages instead of douching up this thread :/ Also, I think the ambush spawned ~10 tiles from either bird; I'm adding more towers now.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on September 10, 2011, 09:51:48 am
BUMP: Added my own explanation and example of a danger room.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: NRDL on September 10, 2011, 09:56:58 am
It would be awesome if this would get stickied.  Vote! 
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Flare on September 22, 2011, 02:56:28 pm
Some special threads that seems to fit this thread well:

http://www.bay12forums.com/smf/index.php?topic=93256.0 - "Specialsurprise", The Medical Experiment

http://www.bay12forums.com/smf/index.php?topic=91093.0 - Dwarven Childcare
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: eggrock on September 22, 2011, 03:52:37 pm
Re (to the OP): Your last post on this thread (which I'm not going to necro):

Hydrodynamics and Water Pressure (http://www.bay12forums.com/smf/index.php?topic=32453.0)

Quote
If water is over 7/7 water, then it is under pressure.  If it cannot path, such as it's a single 2/7 tile on top of a 7/7 layer in a sealed cistern, then it will spread as if it were on solid land, turning into 2x1/7 tiles.  Ironically, because of the positioning, the water will dance atop the water layer, moving around rapidly in some sort of pattern.

I did some fairly extensive testing with movement of inequal water levels for the purposes of creating a random repeater. This was some time ago as I'm completing a circle spiral from DF -> Minecraft -> Fallout NV -> Dredmore -> reading roguelike docs -> the DF baby training/Spartan thread, and now back to DF as a full-time hobby. (Are digressions dwarfy?)

Anyways, keep in mind that this info is around a year old. **searches** Here (http://www.bay12forums.com/smf/index.php?topic=68659.0).

I couldn't discern any reliable pattern with water movement. There appeared to be a tendency to move in one direction from time to time when movement was confined to cardinal or diagonal movement but there was no real consistency.

tl;dr - This post is tl;dr friendly. You didn't miss much. Great thread!

***clicks on mermaid farming link***
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on September 22, 2011, 04:41:04 pm
Updated for that random water repeater, now under water-related things.

I'll have to look over Specialsurprise, I saw it floating around but couldn't be bothered to read over it.  Summarize plz?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Flare on September 23, 2011, 12:36:07 am
Specialsurprise appears to be a highly detailed ongoing scientific paper about medical knowledge compiled from what happens when dwarves fall from several stories. The project is being conducted in a very systematic manner, with the test subjects labeled and the heights recorded as well as correlations between heights dropped and types of injuries sustained.

I found this knowledge invaluable to my own specific circumstances, but if nothing else, I'm sure other people would appreciate the humor.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on September 23, 2011, 12:47:03 am
I browsed over it.  The writing style is entertaining, and the data is rather well collected and compiled.

EDIT: Added Specialsurprise under "data and numbers" part.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Flare on September 23, 2011, 01:14:05 am
What's the word on Dwarven Child care? Too much TV and comic book inspired madness and not enough science?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on September 23, 2011, 01:23:52 am
Not quite enough results.  I'm starting a new fort that I intend to keep for a while (unforeseen Fun withstanding) and will likely create a childcare pit in it.  Depending on results, may or may not declare validity.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Roraborialisforealis on September 23, 2011, 01:26:07 am
Not quite enough results.  I'm starting a new fort that I intend to keep for a while (unforeseen Fun withstanding) and will likely create a childcare pit in it.  Depending on results, may or may not declare validity.
My! I may need to work on inventing prosthetic ears much sooner then I thought I would have to.
Remember to have the child's first cat killed by a capybera first.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: ThatAussieGuy on September 23, 2011, 01:31:48 am
What's the damage to FPS like if you obsidian-cast a large number of Clowns simultaneously? (Say, more than ten)  Game-crashing?  Planning a new fort and possible Device.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on September 23, 2011, 01:32:49 am
FPS hit of obsidian casting clowns is about the same as regular casting.  There's a temperature hit as things change from hot to normal, and a liquid hit as steam is generated, but otherwise not terrible.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: ThatAussieGuy on September 23, 2011, 01:43:18 am
I see... I've never had any game-crashing problems from large obsidian casting, so this bodes well for my design.  For the record, my plan is to obsidian cast an entire Clown Car visit, so this should be !!Fun!!.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on September 23, 2011, 01:45:50 am
That's a fairly average way to handle it, yes.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: monk12 on September 23, 2011, 11:04:13 am
What's the word on Dwarven Child care? Too much TV and comic book inspired madness and not enough science?

I've been distracted by the new Minecraft shenanigans, among other things. Once DF updates I plan for my new fort to incorporate those designs from the start- I'll report back to that thread if I get anything of scientific merit.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Sphalerite on September 24, 2011, 10:03:24 pm
I suggest the discovery of the Ground-Penetrating Radar to be added to this thread.

http://www.bay12forums.com/smf/index.php?topic=93694.0
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Ethnar on September 28, 2011, 02:45:12 pm
(...) and I'm fairly sure that gem windows do not allow sight, but I'm not sure. (...)

Just wanted to mention gem windows are alright to see through. My dogs spot ambushes at the entrance alright.

And a nice thread you got yourself here, useful stuff. :)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: ThatAussieGuy on September 28, 2011, 08:55:56 pm
I've got a question - does tying a door to a lever prevent dwarves from opening it normally?  Working on the fort's "Lever of Final Resort" at the moment
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Sphalerite on September 28, 2011, 08:57:10 pm
I've got a question - does tying a door to a lever prevent dwarves from opening it normally?  Working on the fort's "Lever of Final Resort" at the moment

Yes.  When any trigger (lever or pressure plate) is linked to a door or floor hatch, that door or floor hatch can no longer be opened normally.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: ThatAussieGuy on September 28, 2011, 08:58:24 pm
I thought so, just wanted to make sure.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on November 05, 2011, 05:22:57 pm
BUMP: Added the recently shown "dangerous" danger room under Dwarf Related.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on February 17, 2012, 01:54:50 pm
Just gonna bump this.  New release, new science.  Begin the bloodshed learning.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Mrhappyface on February 18, 2012, 10:11:51 pm
You should add the fountain of eternal life for vampires http://www.bay12forums.com/smf/index.php?topic=101251.0
 and VoidBreach for husks.
http://www.bay12forums.com/smf/index.php?topic=101438.0
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Graebeard on February 20, 2012, 01:19:35 am
I second Mrhappyface's recommendations.

Also, I have a request.  Is there a thread discussing methods for melting fat off your dwarfs?  I've seen a lot of people referring to the consequences of having fatless dwarfs, but has anyone managed to accomplish this?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: dragginmaster on February 20, 2012, 07:21:32 pm
I nominate this thread for sticky status
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: MarcAFK on February 23, 2012, 08:37:06 pm
How did i miss this threaD? PTW
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: r4NGe on March 09, 2012, 01:49:42 pm
I'd like to submit the Zombie Room (http://www.bay12forums.com/smf/index.php?topic=103730.msg3066395#msg3066395) for consideration.

Further experimentation suggests that weak zombie parts rarely injure the armored. Also, the kills gained give dwarf names and weapon names.

Summary: Catch a necromancer. Pit him in a room with window or fortifications. Build a bridge to control his line of sight into Zombie Room. Zombie Room can be bottom of a pit (drop in creature which explode into writhing zombie parts), refuse pile, or whatever. bridge over the Zombie Room if you want to atom smash the mess. Send in the melee OR Set a patrol for marksdwarves between firing position on the room and an ammo pile. The recatch the necromance, unlock a door leading to a trap.


Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on March 09, 2012, 01:56:36 pm
I need to go over the thread and see what all I've missed that's worthy of adding.  The zombie pit sounds valid for marksdwarves, but melee dwarves will kill the zombies too quickly to gain any experience.  My adventurer can down a dwarf corpse in 2 slices of a large dagger.  Your axelords can probably stare hard enough to kill a zombie.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: r4NGe on March 09, 2012, 05:23:48 pm
I need to go over the thread and see what all I've missed that's worthy of adding.  The zombie pit sounds valid for marksdwarves, but melee dwarves will kill the zombies too quickly to gain any experience.  My adventurer can down a dwarf corpse in 2 slices of a large dagger.  Your axelords can probably stare hard enough to kill a zombie.

The zombie creature or part is almost instantly re-raised, granting a kill and skill, which can give unique names to weapons (plus some skill presumably.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: runlvlzero on March 30, 2012, 05:46:33 pm
Wow, this thread should be sticky'd, nice work it took me ages to find stuff like the magma piston on my own.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Naryar on March 30, 2012, 06:01:59 pm
I would like to submit my flesh ball training system (http://dwarffortresswiki.org/index.php/DF2012:Flesh_ball).
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on March 30, 2012, 06:29:34 pm
It's already in the wiki!
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Naryar on March 30, 2012, 06:30:54 pm
It's already in the wiki!

yeah but who reads the flesh ball page really ?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on March 30, 2012, 06:33:34 pm
Anyone who wants to make a breast joke, I would assume.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: KodKod on March 30, 2012, 06:37:08 pm
Anyone who wants to make a breast joke, I would assume.

...Where do you even come up with these things?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: ThatAussieGuy on March 30, 2012, 07:54:30 pm
I'd like to offer how to turn an aquifer into a generator (http://www.bay12forums.com/smf/index.php?topic=105988.0) for everyone to enjoy and abuse.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on April 25, 2012, 12:49:05 pm
Updated with The New Taming Rules (http://www.bay12forums.com/smf/index.php?topic=105636).
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Sphalerite on April 26, 2012, 07:38:15 am
I recommend this thread on how to dig through the SMR.

http://www.bay12forums.com/smf/index.php?topic=108189.0
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Girlinhat on July 14, 2012, 12:41:16 pm
Updated with freeze traps and tiny island map generation.

PM me if you want to request a thread added.  I don't see everything and I encourage people to send their suggestions.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: daveralph1234 on September 16, 2012, 05:05:31 pm
I think this would fit in well here:

Designs for a fully automated device to teach dwarves swimming, without causing injuries like the old automated design now dose.
http://www.bay12forums.com/smf/index.php?topic=116437.0 (http://www.bay12forums.com/smf/index.php?topic=116437.0)
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: katwithk on November 01, 2012, 06:48:52 am
Is a there a desperate thread dedicated to clever and replicate able inventions, such as the mist generator?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Farmerbob on November 01, 2012, 04:47:07 pm
Is a there a desperate thread dedicated to clever and replicate able inventions, such as the mist generator?

Simpler clever ideas are populated in the wiki, typically.  Perpetual power waterwheels, goblin grinders, simple traps, etc.

I'm pretty sure there's a mist generator page in the wiki.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: AutomataKittay on November 01, 2012, 05:04:39 pm
http://dwarffortresswiki.org/index.php/DF2012:Mist
Yep, though it's just a specific design.
http://dwarffortresswiki.org/index.php/DF2012:Waterfall#Building_an_artificial_waterfall
Another one from following the 'falling' link on the mist page.

Some stuffs aren't on the wiki, but those tend to be the sort of thing that's fiddly or need to be specially designed to fort.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: goblolo on November 02, 2012, 04:36:03 am
stick this topic!
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: davros on January 22, 2014, 05:44:14 am
Posting to follow, and also to request the skyfort get put in here.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Farmerbob on January 22, 2014, 07:21:33 am
Posting to follow, and also to request the skyfort get put in here.

Link ?
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: itg on January 22, 2014, 05:07:05 pm
Right here! (http://www.bay12forums.com/smf/index.php?topic=133968.0)

Also, I've created a new "knowledge center" thread, since this one hasn't been maintained in a while: The Dwarven Academy of Science (http://www.bay12forums.com/smf/index.php?topic=134754.0). There's actually not too much overlap, content-wise, since there has been a lot of new science in the past 18 months.
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: Lithare on April 28, 2014, 02:20:12 pm
Posting to follow/revisit
Title: Re: Dwarven Relativity; The Dwarven Knowledge Centre
Post by: TheHossofMoss on September 16, 2014, 04:39:03 pm
Posting this so I can follow.