DF Dwarf Mode Discussion / For Science!
« on: March 25, 2010, 05:13:06 pm »Welcome to Lathonstal. Today we will be answering your questions. We have the finest of Dwarven engineers and scientists to answer your every question. If you have a scientific question that needs answering, we will do anything within the realm of the possible -and sometimes even the impossible- to answer your questions. Please enter, while I guide you around the area.
We have chosen this site for it's abundance of resources, both mineral and non-mineral. There's a magma pipe, a chasm, a bottomless pit and a brook. Our surveyors have a very strong suspicion that beneath the rocks there are an underground lake, an underground river and even some adamantine! They have also taken some core samples and found that there's rhyolite, marble and diorite in the mountainous part of the site, and silty clay loam, loam and black sand on top of the previously mentioned layers of stone. There are also some people who have travelled around and said they have seen giant cave spiders lurking about. And a few madmen tell tales of abominable creatures from the depths that lurk deep beneath the soil of the area of our choice. But we are men of science! We do not believe such mad-talk.
So now that we have shown you the area, it's time to meet the crew, don't you think? Firstly, there's me, the expedition leader. I'm actually named Sodel Atīstrīthol, but I like people to call me Kidiri.
Now that you have met the crew, I think it's time for us to have a little chat about the science we'll be conducting here. While they're setting up base camp, you can tell me all about the reason we're here. Give us the experiments and we'll do it, or die trying.
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For those who hadn't figured it out yet, I'm making this fort to do some science. If you have suspicions you want proven, I'll try and run a couple of experiments. I'm using a vanilla 40d19 Dwarf Heaven map, because of the mentioned abundance of resources. I've set the population cap to 40 in order to minimize the chances of any noble arriving. I've also turned off invaders, artefacts and weather. If you want an experiment including one of these on, specifically tell me to do so. I will also not accept experiments on things that are about to change in DF2010, so this almost completely limits it to just physics experiments. But if you can find other interesting experiments, don't hesitate to ask. Also, if you suggest an experiment, state it's name (which will be the custom profession of the dwarf assigned to you), the question you want answered/it's purpose, the approximate size of the experiment (small, large, huge, medium... something that takes a lot of constructing will be larger than something like seeing what the maximum population of creatures is or something) and (optional) the name of who will be the 'leader' of the experiment, if none given it will be your forum name. The handiest for all parties would be to just fill in this form. Please post it at the very top of your post.
EDIT: Added the 'Delayed' category.
Experiments (each experiment name is a link. Click it to gain more knowledge!)
Megabeast Children: Delayed. I'll have to turn on invaders and I'm not quite ready for it yet. I might do other invader-related experiments later on, but not yet for now.
Water Elevator: In progress. I'm currently training the swimmer.
Flaming Dwarves: Delayed. The population is not large enough (yet) in order to sacrifice dwarves.
The Eternal Flame: In progress. I'v made a custom reaction that makes walrus leather, which ignites at 10000° U, or 0° C, and starts taking damage at 25000° U, the same temperature as adamantine.
Walking Distance: Disapproved. As much as I would love to see what the maximum distance is a dwarf must walk in order to do a job, there are too many variables. I would have to take in account the degree of hunger, sleep, thirst, toughness, agility -for certain jobs even strength- and preferences of a dwarf. I don't think I would be able to do reliable tests.
Survival in Cages: In progress. The room's set up, and the dwarves are caged. I'll remove all (or at least, most) external variables by editing the caged dwarves in Companion so they'll have no hunger, thirst, drowsiness etc when the experiment begins.











