1
DF Community Games & Stories / Frostvaults : Exploring Dwarven !!SCIENCE!!
« on: January 27, 2019, 06:46:16 pm »
This is Frostvaults, a bastion of dwarven science and experimentation.
This post will be divided into two parts: a lets-play style update log from the perspective of the dwarves, and a research log containing useful !!SCIENCE!!
Update Log:
Research Log:
Weaponization
since we're all proper beards here I figure I'll put this at the top
Ice
Freezing Mechanics:
Water freezes below 10000 U. what this means in practice is that tiles with the light, outside, and above-ground flags in cold or seasonally cold biomes will freeze. there are no known methods of inducing freezing(?) beyond weather.
temperature transfer using items or other methods is on the list of future research.
specifically of note, nether-caps have the tag [MAT_FIXED_TEMP:10000], meaning they are stuck at freezing temperature, but if I recall, this can never bring the water below 10000, and thus can't induce freezing.
Freezing Methods:
Ice farms in seasonal biomes where the temperature fluctuates above and below freezing are as simple as channeling out a square and flooding it. due to the mechanism of freezing, a column of water will freeze as readily as a single tile deep pool. (tested only on a freezing biome) so a channeled cube should freeze as readily as a channeled square, making this method as salable as necessary
Freezing biomes that never rise above 10000 U can be farmed as well - exploiting the subterranean tiles' constant 10015 U temperature, a grid can be made of underground tiles to allow water to flow freely, and above-ground tiles that freeze water that spills onto them.
https://imgur.com/a/6V9a53W
blue pixels represent below-ground water tiles, white pixels represent above-ground freezing tiles.
the first pattern has an efficiency of two ice tiles per flooding tile, while the second has a much better 4 ice tiles per flood tile.
using a floodgate or bridge, water will spread freely through the farm while simultaneously creating 4/5ths of the total farm area of ice. by restricting water flow and draining excess, the farm can then be mined out, the ice hauled, and the farm reset.
due to the difficulty of finding liquid water in a freezing biome, the most efficient sources of water are going to be a partial-map aquifers or adjacent oceans.
Ice farm in freezing biome using an aquifer (https://imgur.com/a/VzHhUov) for safety, the freezing level is designated restricted,and the level above is high traffic.
Alternative methods of creating ice include creating a pond zone and allowing dwarves to manually fill it; two bucket trips are needed for a full ice wall.
liquid transport using minecarts is possible, however, seems much less efficient than buckets in terms of setup
Using Ice:
Water freezing instantly kills units trapped within it:
That sounds alluring, but given how difficult controlling temperature is, becomes impractical. The easiest-to-create freezing trap is likely a two tile wide channel with subterranean fortifications on its sides. the fortifications would prevent creature movement out of the freeze tiles while allowing water to move in. managing water flow such that the entrance and exit of the freezing corridor freeze first, insuring anything caught can't escape would be the most efficient. remember that a tile needs only to be exposed to the sky once to be considered above-ground, and floors or walls can be rebuilt above it to preserve security.
Notably, if ice is created on top of a cage containing creatures and the cage is released with a lever the creatures don't die. furthermore, if the ice has any free adjacent tiles the creatures will move to them as if the ice were not there at all. this is likely a facet of caged creatures being semi-invulnerable (to drowning and to magma, among others)
Ice walls frozen from water can be treated as stone, including being smoothed, carved into fortifications, and engraved, with the caveat that if the temperature rises above freezing natural ice will melt. This applies to ice boulders mined from ice wall as well. they can be used for nearly anything a rock can with some exceptions (ice cannot be made into mechanisms, statues, or anything that requires a non-economic hard rock, for example)
Constructed structures like walls, floors, and fortifications built with ice will not melt (and can contain magma)
Theoretically, the delineation is items from the b-C menu won't melt, but everything else including bridges and workshops will. If anyone is seriously interested in exactly what will and won't melt, experimentation could be done for all uses or specific uses of ice by request.
planned research:
capturing webimmune, trapvoid creatures
[spoiler]long corridor of bridges, raise all, lower all but the two that hold the beast
-how to make corridor reusable, without being inefficient
observe whether attributes, traits, or personality types are heritable
- require methods to catalyze dwarf marriages (pair of miners, pair of haulers)
Weaponizing bees (likely to be unsuccessful)
optimal path width per population size
rehabilitating stressed dwarves - rest tends to exacerbate stress, removal of negative stimuli has been said more effective than addition of positive stimuli,
methods to try: locked room with expedition leader,
engraving/crafting
personality specific methods, or general methods with emphasis on personality specific effects
exact number of unique foods and drinks
alcohol withdrawal in vampires
nethercap bridges and artifact mechanisms as dragon turret materials
World Details:
This post will be divided into two parts: a lets-play style update log from the perspective of the dwarves, and a research log containing useful !!SCIENCE!!
Update Log:
Spoiler (click to show/hide)
In granite of year 2, 7 brave dwarves have embarked to the center of the world, a frozen land bridge between the two great oceans that bisect it. Calling their band The Grim Burden, their task is to capture and preserve all manner of diverse, hideous, majestic, and exotic creatures this world has to offer, and to perform !!SCIENCE!! in the name of unrestrained inquiry.
This is their story.
Embark:
https://imgur.com/a/yesgj5b
The dwarves arrive from their journey in a freezing tundra an the edge of a pine forest; ravens circle above, and snow-coverd clay-loam crunches under foot. here, they decide, will the great tower frost-vaults be constructed.
Meet the dwarves:
https://imgur.com/a/zFrKAse
Five of our members seem fit to bear the burden, while two appear as though they will crack under pressure; these incapable dwarves will be relegated to menial labor or military work, while our more fit of mind beards build the heart of our operation. in total, our expedition greatly favors aesthetic and artistic pursuits which will come in useful for documenting history in engravings. perhaps our miners will begin a family together given their shared dreams. dwarveneugenicsinheritance patterns are of top !!SCIENTIFIC!! interest. if stress resistance is found to be heritable, the need for filthy, weak-minded migrants could be annulled in whole.
The dwarves of the grim burden use an efficient class system:

https://imgur.com/a/K8KiqHb
Updates to come as the first earth is broken
This is their story.
Embark:
The dwarves arrive from their journey in a freezing tundra an the edge of a pine forest; ravens circle above, and snow-coverd clay-loam crunches under foot. here, they decide, will the great tower frost-vaults be constructed.
Meet the dwarves:
Five of our members seem fit to bear the burden, while two appear as though they will crack under pressure; these incapable dwarves will be relegated to menial labor or military work, while our more fit of mind beards build the heart of our operation. in total, our expedition greatly favors aesthetic and artistic pursuits which will come in useful for documenting history in engravings. perhaps our miners will begin a family together given their shared dreams. dwarven
The dwarves of the grim burden use an efficient class system:
https://imgur.com/a/K8KiqHb
Updates to come as the first earth is broken
Research Log:
Weaponization
since we're all proper beards here I figure I'll put this at the top
Spoiler (click to show/hide)
empty as of now, to include;
freezing traps
drowing traps
trap traps https://imgur.com/a/EOnWUoq
falling traps
animal turrets
falling items
magma
freezing traps
drowing traps
trap traps https://imgur.com/a/EOnWUoq
falling traps
animal turrets
falling items
magma
Ice
Spoiler (click to show/hide)
Freezing Mechanics:
Water freezes below 10000 U. what this means in practice is that tiles with the light, outside, and above-ground flags in cold or seasonally cold biomes will freeze. there are no known methods of inducing freezing(?) beyond weather.
temperature transfer using items or other methods is on the list of future research.
specifically of note, nether-caps have the tag [MAT_FIXED_TEMP:10000], meaning they are stuck at freezing temperature, but if I recall, this can never bring the water below 10000, and thus can't induce freezing.
Freezing Methods:
Ice farms in seasonal biomes where the temperature fluctuates above and below freezing are as simple as channeling out a square and flooding it. due to the mechanism of freezing, a column of water will freeze as readily as a single tile deep pool. (tested only on a freezing biome) so a channeled cube should freeze as readily as a channeled square, making this method as salable as necessary
Freezing biomes that never rise above 10000 U can be farmed as well - exploiting the subterranean tiles' constant 10015 U temperature, a grid can be made of underground tiles to allow water to flow freely, and above-ground tiles that freeze water that spills onto them.
https://imgur.com/a/6V9a53W
blue pixels represent below-ground water tiles, white pixels represent above-ground freezing tiles.
the first pattern has an efficiency of two ice tiles per flooding tile, while the second has a much better 4 ice tiles per flood tile.
using a floodgate or bridge, water will spread freely through the farm while simultaneously creating 4/5ths of the total farm area of ice. by restricting water flow and draining excess, the farm can then be mined out, the ice hauled, and the farm reset.
due to the difficulty of finding liquid water in a freezing biome, the most efficient sources of water are going to be a partial-map aquifers or adjacent oceans.
Ice farm in freezing biome using an aquifer (https://imgur.com/a/VzHhUov) for safety, the freezing level is designated restricted,and the level above is high traffic.
Alternative methods of creating ice include creating a pond zone and allowing dwarves to manually fill it; two bucket trips are needed for a full ice wall.
liquid transport using minecarts is possible, however, seems much less efficient than buckets in terms of setup
Using Ice:
Water freezing instantly kills units trapped within it:
That sounds alluring, but given how difficult controlling temperature is, becomes impractical. The easiest-to-create freezing trap is likely a two tile wide channel with subterranean fortifications on its sides. the fortifications would prevent creature movement out of the freeze tiles while allowing water to move in. managing water flow such that the entrance and exit of the freezing corridor freeze first, insuring anything caught can't escape would be the most efficient. remember that a tile needs only to be exposed to the sky once to be considered above-ground, and floors or walls can be rebuilt above it to preserve security.
Notably, if ice is created on top of a cage containing creatures and the cage is released with a lever the creatures don't die. furthermore, if the ice has any free adjacent tiles the creatures will move to them as if the ice were not there at all. this is likely a facet of caged creatures being semi-invulnerable (to drowning and to magma, among others)
Ice walls frozen from water can be treated as stone, including being smoothed, carved into fortifications, and engraved, with the caveat that if the temperature rises above freezing natural ice will melt. This applies to ice boulders mined from ice wall as well. they can be used for nearly anything a rock can with some exceptions (ice cannot be made into mechanisms, statues, or anything that requires a non-economic hard rock, for example)
Constructed structures like walls, floors, and fortifications built with ice will not melt (and can contain magma)
Theoretically, the delineation is items from the b-C menu won't melt, but everything else including bridges and workshops will. If anyone is seriously interested in exactly what will and won't melt, experimentation could be done for all uses or specific uses of ice by request.
planned research:
Spoiler (click to show/hide)
capturing webimmune, trapvoid creatures
[spoiler]long corridor of bridges, raise all, lower all but the two that hold the beast
-how to make corridor reusable, without being inefficient
observe whether attributes, traits, or personality types are heritable
- require methods to catalyze dwarf marriages (pair of miners, pair of haulers)
Weaponizing bees (likely to be unsuccessful)
optimal path width per population size
rehabilitating stressed dwarves - rest tends to exacerbate stress, removal of negative stimuli has been said more effective than addition of positive stimuli,
methods to try: locked room with expedition leader,
engraving/crafting
personality specific methods, or general methods with emphasis on personality specific effects
exact number of unique foods and drinks
alcohol withdrawal in vampires
nethercap bridges and artifact mechanisms as dragon turret materials
World Details:
Spoiler (click to show/hide)
Frostvaults is a 1x1 tile fortress in a freezing tundra.
https://imgur.com/a/NQB2NGR
world gen settings worth mentioning:
there are 200 civs in this world, the highest number possible without rejection during world gen
there are 4000 megabeasts, 600 titans, 1500 semi-megabeasts, and a thousand varieties of every manner of evil being I had access to the frequency of.
the game is somewhat heavily modded, but only with mods that add content, rather than updating exisitng vanilla content.
the mod list includes: Diablo mod, Dragons Dogma - dwarf arisen, what lurks below, z's creation, zombies ate my dwarves, aramore expansion mod, spelcrafts v4, dwarfest dungeon, and dwarfcraft - reign of armok.
world gen settings worth mentioning:
there are 200 civs in this world, the highest number possible without rejection during world gen
there are 4000 megabeasts, 600 titans, 1500 semi-megabeasts, and a thousand varieties of every manner of evil being I had access to the frequency of.
the game is somewhat heavily modded, but only with mods that add content, rather than updating exisitng vanilla content.
the mod list includes: Diablo mod, Dragons Dogma - dwarf arisen, what lurks below, z's creation, zombies ate my dwarves, aramore expansion mod, spelcrafts v4, dwarfest dungeon, and dwarfcraft - reign of armok.