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General Discussion / Re: Things that made you go "WTF?" today o_O
« on: March 30, 2016, 06:47:57 pm »
You'd think it would be like that, but once you start putting the blackboxes in things get more complicated.
March 6, 2024: Dwarf Fortress 50.12 has been released.
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You don't need to understand them completely, you only need to develop a reliable blackbox model of their thought process.Socializing is hard.Nah the socialising is the easy bit. It's trying to understand other people that's hard.
It'll get better.
What, that's all it took to make you want one? I had to flip through a few wikipedia articles on various massage types (Swedish, Thai, Indian Head, you know, the works) before wanting one.What is it about reading about massages that makes you really want a massage?you son of a bitch
now i want one
"Phuket" isn't pronounced the way they think it is.Ironic, considering the thriving sex tourism industry contained within. I mean, every big city in Thailand has a thriving sex tourism industry, but still.
NNnnnnnnngh.
Dog was begging for my lunch, so I tossed her a scrap of lettuce. She snapped it up, spat it out, and gave me the most disgruntled look I've seen all month.It's not the lettuce she's interested in, FD.Spoiler: She's already forgotten about it, though. (click to show/hide)
I'd much rather see a tasteful innuendo myself.In adv mode, you would "zoom out", to show that time is going on (as well as certain activities). In fort mode, you would see two smilies alone together, and you might not know (unless you wanted to) whether they were playing cards, eating together, or making babies. (The job description could do something.)I can imagine a job label in Dwarf Therapist of [CENSORED]
I know it is a common line of thinking, it simply happens not to work intellectually speaking.People who make spelling errors in spite of spellchecking technology don't get to decide what works intellectually.
The best non-magic explanation is magma. There's an entire magma sea. There are guaranteed passages generated between the cavern layers. Real organisms are known that can subsist off of volcanic vents. Creatures are capable of moving between cavern levels.True, but that severely limits where plants can grow, which not only effects where and how often you're going to find wildlife (animals will only wander so far and so often from their food sources) but also where dwarfs can grow crops. I'd be all for the existence of a select few underground plants that can only grow near magma (and of course can be turned into very high value booze and food), but not for all underground plants needing to be near magma to grow.
I like to keep my forts open to the caverns with a line of cage traps set to catch critters that wander too close, (I've caught many a crundle with them).And that is why you link the bridge before even breaching the cavern.
For safety measures I have a draw bridge set so I can quickly shut off access incase something trapavoid comes.
Well, suddenly I got an announcement, a forgotten beast had arrived. It was a giant feathered fire-breathing crab! My fort wasn't ready for this, so I quickly set the lever to be pulled with "Do it now!".
The crab was quickly closing in, a clothier just barely made it back across the bridge as a miner flicks the switch. We should be safe now, the beast was too far away.
But then... Wait. Why isn't anything happening? The bridge isn't moving! Why didn't it work?! And then I realized.... I forgot to connect the bridge with the lever.
That night the giant crab feasted on roast dwarf... *shakes head in shame*
Magic is not an intellectually valid explanation for the basis of anything in the everyday natural world Waparius, even in fantasy. If the cavern ecosystem is based upon magic, then said magic is now the foundational basis for the 'natural' world and hence is not magic anymore but simply a regular energy source like the sun; so saying that the cavern ecosystem is based 'on magic' is saying nothing at all. In order to qualify as magic something supernatural has to be involved, that is something that is in violation of the laws of nature; if something about caverns causing them to generate energy then that is a law of nature not magic.
Plants of one kind or another are the beginning of any food chain. By organizing inorganic materials and capturing the energy of sunlight, plants create food that all kinds of animals depend on. Since plants in the Underdark do not have access to sunlight, they must make foods by other means. Thus, most take very different forms than the green plants of the surface world.-Excerpt from Dungeons&Dragons Forgotten Realms Campaign Accessory: Underdark, pg 108
Most of the Underdark's plant life consists of a tremendous variety of fungi. Fungus normally requires some amount of detritus or decaying material to thrive. So where does the fungus find its food? The answer is simple: magic. The natural magical radiation of the Underdark and its various planar connections support many weird fungal growths, as well as lichens, mosses, and other simple plants, whose existence would otherwise be impossible. In effect, faerzress is the sunlight of the Underdark, forming the basis of the subterranean food chain. Underdark regions particularly rich in faerzress or planar energies have been known to support fantastic forests of pale, gnarled trees or crystalline plants. These growths are completely adapted to their lightless, hostile environment.
Surprisingly, however, green plants are not entirely absent from the Underdark. Some caverns illuminated by particularly bright radiant crystals can actually support green plants. Caves with this sort of dazzling illumination might be filled with grass; moss, ferns, creepers, or even small trees. Any such place is a treasure beyond price in the Underdark, and it is certain to be guarded by deadly spells, monstrous guardians, or both.
What about thinking of the caverns as old fossil deposits (ala oil deposits in earth's crust). In DF, they've become so old that the fossil carbon has been eaten up by fungi etc. leaving behind cavities filled with a living, carbon-based ecosystem of fungi, cave spiders, crocs, etc.You still need energy to break down the hydrocarbons, and after playing several volcano embarks I can assure you that fossil fuels and magma are never found anywhere near each other in DF (and I very much suspect that this holds true in reality as well). You'd need to have a magic source of energy to justify a fossil fuel based ecosystem, so you might as well have the entire thing be magic.