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Topics - Zucchini

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So, a couple of years ago I started a project to do some serious research in engineering, scientific and medical sources on the properties of a whole lot of materials, from metals and wood to skin, bones, hooves and hair, with the goal of coming up with more detailed and accurate numbers to plug into all these things, and perhaps hopefully to submit to Toady for use in the raws.

I came up with a rather lengthy document of carefully-sourced discussions on each type of organic tissue/material, as well as most inorganics, coming up with final suggested numbers.

---

In tandem with that, I was also working on coming up with an elegant, if more complex, solution to the skin/leather tanning problem.  I had mixed feelings about mods that flat-out genericized all leather, since I like some forms of leather/fur to be special, but I didn't want to see one-humped camel leather and blue jay leather and so on.

So I also came up with a tentative rework of the skins and tanning system, organizing and rationalizing skins and leathers such that most mundane leathers are genericized as "leather," but more interesting creatures not only retain their specificity in names, but have better stats where appropriate.  The system significantly reduces clutter and the length of the leathers list, eliminates inappropriate leathers like worm and blue jay leather, and shortens arguably-unnecessarily-long name lengths for many mundane leathers.

Anyway, RL stuff happened and it dropped off.  I'm thinking of picking up the project again, so I was hoping you guys could clue me in on what changes in those areas we've seen since 34.xx.  (I do know that Toady has mentioned that he intends to do something about skin quantity, since a cat currently drops as much skin as an elephant.)

And I'd like to hear some honest opinions on how useful and worthwhile this stuff is.  If it is considered so, I'd very much welcome further input and even collaboration on it -- the spreadsheet and research notes are currently open to commenting.

LINK: Materials Spreadsheet (Google spreadsheet -- open to commenting)
LINK: Notes and References on Material Physical Characteristics (Google doc -- open to commenting)

(They're the same links as those in the paragraphs above. Note that the "mountain leather" and "savanna leather" thing is just a brainstorming idea as a possibility for a greater level of genericization, but I am not at all sure I like it any better than other options.)

I do entertain the likely-vain hope that this could be noticed by the Toad on high and incorporated.  I think it's a good and necessary thing.  What you guys think?

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DF General Discussion / Bio/material mechanics questions
« on: December 31, 2012, 05:51:38 pm »
Hi all.

I'm working on a set of real-world physics numbers for my own use and for anyone else who would see fit to use them, possibly even for submission to Toady.

But I'm not in the science department.  I'm in the history department.  Yes, Martha, I'm not the history department, I'm in the history department.  And I need someone in the math biology department.

(10 points to anyone who gets that reference...  ;) )

But actually, sort of the crossroads of material science/physics and biology departments.

So, being something of a SIMP, I'm going to need help.  Can you people literate in the appropriate areas give me a bit of advice?

First problem:

I want to come up with real-world Yield, Fracture and Strain at Yield values for bone, skin, and other keratinous, collagenous and bone-based biomaterials.  Unfortunately, the viscoelastics are nowhere near as straightforward to read as inorganics.  And if I use the "yield" value most papers give, it'll distort the results such that organics are brittle.

So, the question is, how do you read an appropriate, relevant Yield value from the stress/strain diagram of a viscoelastic material?


Note that, since in DF we're talking about axe surgery and not plastic surgery, we're really not concerned about the lower yield-to-viscoelastic deformation "yield" that most of the literature talks about, but rather to the yield-to-beginning-of-failure that is more like inorganic yield (i.e., where the material is strained past the point of its ability to elastically deform, therefore straining plastically and damaging it).

But the stress/strain diagrams and the literature really don't give clear guidance on this.  At all.  So, as a matter of the question applied to concrete example, what Yield values should be estimated from visually reading the stress/strain diagram below?

Eyeballing it, here's what I got, but I'm really not very confident at all with my understanding of what we should treat as the Yield point for collagenous/viscoelastic stuff:

Tendon: 16.5 MPa or so (from where I see the 'crook' in the curve before it goes linear up until failure)
Rhinoceros Skin: about 25 MPa?  (from about where the direction of the curve changes from concave to convex)
Cat Skin: about 8 MPa

Am I totally off on these?






This is a sort of repost of the question from the modding forum.  And as I said there, I will be obscenely grateful for your help.  And as I clarified there, I mean grateful to an obscene degree, not in an obscene way.  (!)

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DF Modding / Material science and biomechanical questions
« on: December 14, 2012, 11:53:05 pm »
Hi all.

I'm working on a fairly extensive slate of physics numbers to fill in placeholder data (partially for my skins/bones/teeth expansion mod, and partially just for general purposes in line with what Arkhometha was doing).  I have little scientific background, and math was kinda not my thing as much as I wanted it to be.  I am basically Layman Reaching Way Over His Head.  So, while I am researching and getting a handle on quite a bit, I still come up on terms and questions I kinda need help with.

So, I was hoping some of you more-scientifically-literate folks, engineers, biologists, what have you, could help me with some terms as I try to render this all layman-comprehensible, or at minimum come up with decent numbers. (Yes, I know the game doesn't handle proper physics numbers all that correctly yet.)

And I thought I'd do it in an ongoing thread so I don't have to pollute other threads or spam the forums with a new, narrow thread every time I have some obtuse question.

So, to start with:

Question: What is "work of fracture," and is it useful for finding shear values?  Is it useful for finding any other DF-relevant physics values -- yields, ultimate strengths, moduli, strain at yield, etc.?

Blah blah background: I'm feeling like I'm starting to be a boss with the tensile stuff, and even compressive to some degree, but I'm coming across this term/material property in a paper on rhinoceros skin that seems really promising, but I can't figure out how to use it.

Wikipedia mentions it in passing as a related concept on its fracture toughness page, but nothing else.  Other references are pretty arcane as far as it goes for me.

I don't necessarily need a full explanation -- my main concern is a very practical "what can this data be used for."  Not to sound like a philistine or anything -- I'm just not wanting to put anyone out by asking for an advanced material science lesson.

Thanks in advance for any and all help.


EDIT: Adjusted subject to be a bit more accurate.

4
DF Modding / [WIP] Unified Skin, Leather and Bone Mod
« on: December 04, 2012, 04:55:30 am »

Current Status


    Update June 17, 2015

    So, due to some RL unpleasantness, this got put aside for a couple of years, with enough research completed to come up with some preliminary numbers.  I'm sort of eyeing it again.  At bare minimum, I'm going to link the research notes and spreadsheet in a Google spreadsheet here in the OP for others to use.  More ideally, I'd like to realize this and get it usable, but I need to get up to speed and see how things have changed since 40.xx.

    Overall, the project is still in mid-WIP stage.  I have done quite a bit of research, and came up with workable material templates for almost all relevant materials back in the days of 34.11.




    Project Goals


    LINK: Materials Spreadsheet (Google spreadsheet -- open to commenting)
    LINK: Notes and References on Material Physical Characteristics (Google doc -- open to commenting)

    The purpose of this project is to create a mod that achieves the following:
    • Introduces meaningful difference between the skins and hides of different animals, such that rhino hide or dragonskin are substantially more protective than, say, deer leather or elfskin.
      • Does the same for bones, teeth, claws, nails, and horns.
      • Where appropriate, makes it possible to choose to make either leather or fur.

    • Sets up a unified and elegant system of tiered gradations of creature skins* and hard body parts** that:
      • eliminates many redundant, less interesting, or inappropriate leathers;
      • makes special leathers stand out more, whether because they are more protective or because they are unique or creepy;
      • presents itself tightly in-game, with no immersion-breaking workaroundiness;
      • and is content-neutral and vanilla-flavored, with as few subjective design decisions as possible, so as to be broadly useful and easily-integrated (relatively, anyway) into other more comprehensive mods.
    • Introduces reworked biomechanical physics stats (density, torsion, impact, shear, etc. values) based on researched real-world data for all affected materials, adjusting as necessary for playability and for the game's own quirks (e.g., accurate specific heat values won't work right in DF).

    What this first part means, essentially, is we should not see "cow leather" or "one-humped camel leather," and certainly not "blue jay leather" or "worm leather," because those just aren't that interesting (and in the latter cases don't make sense).

    But we will still see specific names for almost everything that is more interesting for one reason or another: "elf skin," "cat skin," "tiger leather," "elephant hide," "beaver fur," "sharkskin," "dragonskin" and so on.  Likewise, carapace will be renderable into chitin, properly renamed in its body-part form, and only the more fantastical insects/athropods/crustaceans (think larger than man-sized) should have carapaces that can be turned into armorable chitin.


    * Skins, hides, scales, and chitins, and their associated tanning products, including the possibility to make either fur and leather from any specific furred skin.

    ** Bones, teeth, claws, nails, horns and hooves.


    My work here has drawn on Deon's Genesis, Meph's Masterwork DF, Veok's Standardized Leather Mod, Lofn's tanning mods, and a few other mods, but also relies to a great deal on some rather tedious research of my own into engineering, scientific and medical sources available online.




    Concerns and Wrinkles to Consider

    The proposed system departs from vanilla in a few important ways:

    1) Physics values for organic materials are pretty radically changed, albeit in the same spirit as vanilla DF -- using real-world physics data as much as possible. I've done quite a bit of research (mostly medical and engineering sources you can find on the internets), and, along with the grateful use of Arkhometha's research, I've been able to find some respectable values for skin, bone, leather, chitin etc. to use as a basis for the corresponding game materials.

    It's hard to find good data on how these numbers are reflected in actual gameplay, so they may be considered experimental.  Nonetheless, I think it's about time to put some more accurate real-world numbers into those fields, and if it works well, it should be that much more awesome.  I'll definitely need the help of !!SCIENTISTS!! with testing this part, and there should be some pretty entertaining results as they're fine-tuned.

    This means that the tougher beasties may be a bit more Fun than they were before.  But it also means that the leather from those special beasties can make some considerably decent armor.

    2) Body part and creature raws have to be changed to conform to the system (mainly because of the reason in (3) below).  Quite a bit of tedious work.  And, to be compatible, any creatures added will have to be adjusted accordingly.

    3) There are quite a few categories ("body parts") of skin, bone, etc.  now, making for a extra complexity at the level of designing creatures , but it should be easily manageable with reference to the spreadsheet.



    Development Plan and Progress

    not updated since 2013 -- will updated once I've refamiliarized

    • Research physical data on skin and leather; come up with plausible physics values and scheme for quality gradation to try out: Done. But refiguring some things now that we have a more sensible understanding of the physics values (particularly strain at yield).  Going a bit slow because redoing documentation extensively.
    • Material templates for all grades of skin, tanned leather, scale and carapace materials: Done.
    • Material templates for all grades of bone, tooth, nail/claw, and horn materials: 70% done, in progress.  (Refiguring some things since I got a better handle on what the different physics values mean, both real-world and in-game.)
    • Tanning/cleaning reactions: Done.
    • Body detail plans: Done.
    • Tissue templates: Halted until material templates finished; then I'll get back to trying to determine differentiating features between selected body space and hole in ground.
    • Misc. supporting stuff -- false creature entry, civ permissions list:  Not started yet.
    • Updating all vanilla creatures to use appropriate skin, bone and tooth types: Not started yet.
    • Documentation and instructions for making animals compliant: Not started yet.
    • Test and refine physics values: Not started yet. Maybe you can help!

    A preview of the overall scheme can be seen in the first 'reply' post below.




    Whatever I produce is intended to be freely available for any use whatsoever without permission or credit.  Comments, criticism and advice toward meeting that goal are all very welcome.[/list]

    5
    DF Modding / CREATURE_MAT vs. GMFR leather
    « on: November 25, 2012, 06:05:21 pm »
    I've noticed some of the major mods (Masterwork, Genesis) trending toward making leather (and tanned items in general) generic, and I'm wondering if this is the general way most people are wanting to go.

    Despite the fact that both of us are noobs at modding, my friend and I are currently working on our own somewhat extensive mod, and I'm trying to figure out how I want to implement the tanning part of it.  I'd appreciate advice/opinions to help tip us one way or the other.

    Explaining a bit further, we're kinda torn over whether to go with the genericized route exemplified by Deon's [PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:LEATHER] from Genesis (which produces generic "leather"), or stick with the vanilla form of [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT] (which produces the familiar cow leather, etc.).

    We're torn for the what I imagine are the standard reasons most people might be: "giant elk bird leather gloves" is an annoyingly long name and makes the leather lists long and unwieldy (particularly as we add more creatures), but is flavorful and has character.

    Convenience and streamlining versus quirky and interesting and very DF.  We could kinda go either way.

    So.  What are your thoughts on the best way to go?  Technical advantages/disadvantages/problems?



    (Edit: Added a little poll.)

    6
    DF Suggestions / Sanity/Insanity/Mental Health framework
    « on: November 16, 2012, 06:38:14 pm »
    Alright.  Searched the suggestions forum for all instances of the word "sanity" and haven't found any on-point, so I have one that might be a nice, procedural solution for dwarven mental health that is flexible and simpler than, say, a whole range of specific insanities/dysfunctions.

    In the Unknown Armies pen-and-paper RPG rulebook, there is a gem of a sanity/insanity system that, supposedly, is similar to, but more powerful and flexible to Call of Cthulhu's (from what I've read of people's comments; I haven't read the CoC rulebook, myself).

    This is how it runs down. I'm going to explain it in terms of Unknown Armies's game mechanics for simplicity, but obviously Toady could translate it any way he sees fit.

    The system is based on five categories of mental stress: Violence, Unnatural (could also be called sense of reality), Helplessness, Isolation and Self.  In order to keep this post from becoming a multi-tile Wall of Text, I'm not going to go into definitions for these, but I'd be happy to explain if anyone's curious.

    In each one of these you, have two meters: Hardened and Failed.

    Hardened ranges from 0 to 10 "notches", while Failed ranges from 0 to 5.

    Any given stressful experience affects one or more Stresses, and (in the Unknown Armies system) has a difficulty category of 1 to 10.  The idea is that the character, if he is not sufficiently hardened, has to make a sanity check against his Mind stat to see how he deals with it.  If he succeeds, he gains a rank of being Hardened toward that Stress.  If he fails, he puts a notch in the Failed meter toward that Stress.

    Hardened means he coped, though at some cost to his humanity (dwarfity), and Failed means he did not cope, and is now psychologically damaged as a result.

    Example: So, say, Urist McInnocent, who has only two ranks of Hardened in Violence, sees someone killed for the first time in his life.  Seeing someone killed is, say, a difficulty-3 Violence Stress check.  He has to make a check against his Mind stat.

    If he succeeds, yay, he now has another rank in Hardened, for a total of 3, and now he'll shrug off difficulty-3 Stress checks without having to make a Mind check. If he fails, he puts a notch in the Failed meter, with consequences we'll examine shortly.

    Now, though he now laughs at Violence stresses of difficulty 3 or below, a difficulty-4 or higher stress will still require a Mind check. We're upping the sanity ante. Once a character has reached 10 ranks of Hardened in a given Stress, he is now "so jaded and blase" about it that he is impervious to that Stress.

    So, a dwarf becoming Hardened, just like a human becoming so, has very important and positive effects on his ability to survive in his environment. Of course, we are all probably aware of the negative effects of someone being Hardened to something: they become callous.

    And, as a matter of fact, the UA system accounts for this. To quote the author:

    This is not a good thing.  Mental stress makes us vulnerable.  But it also makes us human.  If you fill in too many hardened marks, you become so completely callous that you are unable to feel fear at all. That's because you are now cut off from a broad range of emotional experiences that everyone else shares. You're 'hardened' all right: hardened into an emotional fortress[], completely isolated, unable to make a fundamental connection with other human beings.  You're a sociopath.

    If you get ten ranks of Hardened in two or more Stresses, or if your total of Hardened ranks exceeds 35, you become a sociopath. In UA game terms, you become disconnected from your passions (specific Noble, Rage and Fear passions), which within that system allow you to do extroardinary feats if the situation triggers them, and certain types of mages lose their empathic connection to the source of their magic.

    Now, Failed marks are much worse. If a Stress check is failed, the unfortunate sot gets to choose one of three responses: panic (gibbering and freaking out), paralysis (freezing up like a well-lit deer, not literal paralysis), or frenzy (going batshit crazy and attacking the source of the stress).  The response lasts until the fear source is gone, but the character immune to other Stresses until it's gone as well, since he's too whacked to process them.

    If a character acquires 5 notches in the Failed meter, he becomes insane with regard to that Stress, and a little bit in general.  He picks up a tic, some sort of mental aberration.  And any time he faces that Stress again, he gets no Mind check.  He just goes straight to panic, paralysis or frenzy.  Do not pass Go, do not collect your medication.

    The tic/mental aberration can take the form of a phobia, a trauma bond (i.e., associating some incidental thing connected to the event with it, as in the classic case of a PTSD war veteran triggering at the sound of a wine cork popping), flashbacks, blackouts/fugue states, addictive behaviors, philia/obsession, delusions, and probably other things.  This stuff could be a lot of Fun.

    The game also does allow for psychological first-aid and long-term mental health, so that counseling can eliminate notches from either meters.

    The UA rulebook goes on in considerable (and enjoyable, well-written) detail about the different Stresses, with examples of different difficulty levels of checks and what they mean in real-world terms. It also gives descriptions of different levels in the Hardened and Failed meters in each Stress, likewise with real-world meanings.

    Anyway, that's the basic rundown, drawn from pages 64-71 of the UA rulebook.

    As you can see, it's a sanity system not dependent on a laundry list of pathologies, but rather on the source material -- the different areas of trauma handled by the brain.  This sort of system would allow for a procedural, more nuanced treatment of mental issues in DF (with lots of comical potential, I'm sure; Urist McInnocent sees his buddy raised as a zombie next to his pet cat, and trauma-bonds the Unnatural failed stress check he makes to the cat; now his pet cat is a trigger and he occasionally flees, eventually one day going berzerk and killing it).

    It's really fascinating reading, actually.  Greg Stolze and John Tynes, the authors, either know their shit off-hand or did some serious research.  The chapter is great reading on its own, but I'm not here to pimp it.  I think, though, you definitely might find it a great source to check out, Toady.

    [Note: This is serious fucking subject matter. As much as I've been humorous or casual with this, apologies and respect to people who are facing PTSD from war experiences or other serious life traumas. None of this is intended to make light of that or the people who genuinely suffer from them.]

    7
    DF Modding / Alloy proportions -> Tool workaround?
    « on: November 10, 2012, 01:12:57 pm »
    Hello DF forum people,

    I have an idea and I want to ask you all about it.

    I've been checking out a lot of mods that deal with metallurgy, and looking at how the issue of proportions in alloys has been dealt with in the past.  I know it's always sort of a pull between realism (like bronze in real life being at maximum only 20% tin), on the one hand, and the problems inherent in implementing those ratios in-game (do you make big 8-bar reactions that are way more efficient than we want to be, but get the right ratios?  do we use partial bars, which is very difficult to track because it's not displayed in the furnace?  and so on).

    So, I wanted to throw out another workaround to see if it gets shot to pieces.

    What about reactions that take, say, take a tin bar, and render it into 10 tin rod bundles (represented in the raws as TOOLs), each representing 5% of a bar.

    If we decide to create two bronze variants, we could have one use 4 rods, and another use 2, whatever the case may be.

    Some crazy superalloy could also be so-represented...  Either with specific alloy rod bundles -- say, a bundle type that is made with 6 nickel, 2 chromium, 1 iron, 1 molybdenum, 1 niobium, and perhaps cobalt, Manganese, aluminium, etc., and is called "alloy rod bundle (inconel 625)".  (Obviously, inconel 625 is a horrible name and would hopefully be represented with a more appealing name, perhaps made by some horridly complex or partly-magical process. But whatever.)

    Or with more generalized bundle types...  tin rod bundles, nickel rod bundles, etc.

    Basically, using the TOOL functionality to either divide bars into smaller pieces so we can have the best of both worlds...  manageable bar portions without huge, over-efficient reactions or unrealistic proportions.

    So, good idea?  Any side effects this would have, other than bloating the tool list?  Fire away!  Shoot that sweet puppy down.

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