Macabre moode making a automaton? No. Makes no sense even for dwarf fortress.
I was thinking something like Frankenstein's monster, actually.
Who minds if I pester one of my pet peeves?
In the original book, Frankenstein made the monster by more alchemal means, perhaps adding some bits obtained from slaughterhouses. That people refer to it as being made out of dead people just bugs me for some reason.
There's a difference between abandoned fragments of code left in an AAA game and the information in the raws from dwarf fortress. First off all the fact that most information in the raws is actually used, and that we're not talking about story but about the physics in the game.
How so? Just as Bethesda (the makers of Skyrim) didn't want Elisif to die but still left that in the game's coding, Toady probably wouldn't have set adamantine's melting point so outrageously high if he knew you'd have to use nuclear fusion to melt it.
The difference is that the raws are actually, as mentioned, used in-game. For everything. Also, if Toady wanted adamantine to be
unmeltable, there's a setting for that: MELTING_POINT:NONE.
As said before. Adamantine is not a traditional metal. It's some sort of thread/wafer. The dwarves just unwire these from the rocks. (Explaining why they can get them out of the stone). Then they would bring them to the smelter, where they are further unwired and then rewired into whatever you want to make them. An individual wire would be tensible, while an item or rock made of it would be quite strong yet remarkably light. (Think carbon nanotubes/ graphene for a similair real world example) At no point they are actually melted or broken. Just the same wires, reordened again and again.
You can't just sew or "wire" together something so completely immoveable. It's like trying to weave a piece of cloth out of a few hundred iron crowbars. And on top of that, if the dwarves somehow did just reshape it why would the metalsmith's workshop require fuel to work the adamantine?
The most logical explanation I have heard is that dwarves first chisel away the rock and non-adamantine parts of the ore, extracting the adamantine veins, or "strands". The adamantine is then "melted" at a smelter by simply dumping it into acid. The dwarves would then use that piece of fuel to boil the acid away, letting the dissolved adamantine crystallize. However, there are still issues with that, such as how one would make the adamantine crystallize in the shape you want it to, if dwarves could do that with the level of technology used in the 1350s, how they could get a strong enough acid, and why they would have a furnace operator guy do that at the smelter rather than some scientist in a laboratory. Besides, acid is for elves. They're always stoned upon being captured in my cage traps.
Stoned as in pelted to death with rocks...
Just accept it, the raws can't be true. It would be impossible to work something like adamantine. This is precisely why I don't think the raws are to trusted for canon information or lore.
Aside from acid being elfy and the idea that the raws are somehow untrustworthy, I agree with you. As to the second point (the first depends on one's definitions of "dwarfy" and "elfy" (FYI, I use "awesome" and "cheap, respectively)), the raws are as good and reliable a source of info for DF as a physics text is for RL. They don't say everything, but what they say is more or less true, except where bugs or underimplemented features come into play.
"Hidden Stories?" What do you think I'm saying? And "not part of the actual game?" The raws DEFINE the game. Without the raws, dwarves wouldn't be short, plump helmets wouldn't be brewable into wine, elves wouldn't care about wood, dragons wouldn't breathe fire, adamantine wouldn't be sharp, silver wouldn't be dense, platinum wouldn't be valuable, goblins wouldn't be evil, kobolds wouldn't be small, cats wouldn't hunt vermin...and so on. The raws ARE the game, the rules of physics, the things that make DF what it is. In short, the raws are as good a source of information about what makes a bronze colossus tick as the code of Skyrim is for figuring out the HP of, I dunno, iron golems or whatever golemmy critters Skyrim has.
Read the last part of the above for why the raws still aren't to be trusted, in my opinion.
Why, because a magical, unearthly metal has some unearthly characteristics that can only be explained by magic? Um...BCs are kinda magical in their description.
So, wait...by explaining your physics issue, and the issue you came up with for why that wouldn't work...let's keep this from devolving further. We both made good points. Let's focus on BCs. (See my post explaining such things as how raw and processed adamantine are different for what I was considering bringing back up.)
Yes, this has gone too much off topic. I'm not talking about adamantine again on this thread.
If no one else brings it up, or if they do so in a way that does not require a response from me for some stupid reason, I will do the same. (I prepare for future weaseling now!

)
I haven't had adamantine armor or goblin sieges (plenty of ambushes though, lucky me), but I have heard of such reports from reliable sources. And, as for the other point, if having nigh-invincibility can be at the cost of some adamantine and some well-trained dwarves or at the cost of some adamantine, dozens of other metal bars, a dwarf, labor of some other dwarves with legendary skills that are hard to train, and so forth, I'm definitely going with the first option. Thus, there is still an obvious choice; thus, there isn't any need to think "Is this situation one where I should make a bronze colossus or not?" Thus, the original issue is still present.
I've said the entire time that this would be underpowered. But anyways, when everybody was still saying that this would be too powerful, somebody suggested that bronze collossi require regular maintenance after being created. I actually think that's a really good idea. Sure, a squad of soldiers with adamantine gear would be able to kill faster, but one lucky headshot from a goblins and they're down. But if you had a bronze colossus, the worst case scenario would be that it would need some repairs. The ability to fix a defeated colossus and use it again in just a season would probably make it worth the time and effort. But now it would be overpowered. Somebody else suggested that no matter what, every few years you'd have to put another soul inside of it before the previous one goes crazy and makes the colossus start attacking you. That could work to balance it.
Indeed. Simple measures will never balance. Only actual costs, in dwarven lives (the HP of DF) and player time, will make the choice important.
Considering the fact that Dwarf Fortress is supposed to have the technology that was available in the 1350s, and we don't even have huge killer-robots today, there would obviously have to be some sort of magic involved. I don't dispute that. Rather than an AI it could have the soul of some dwarf or creature controlling it, and magic, rather than circuitry would control all the mechanisms inside.
Or even better, one dwarven soul tormented by the spirits of those whose blood fuels the colossus! That could be what transforms the dwarven mind into that of a murderous monster. The only ways to keep a bronze colossus under control are to sate its bloodlust and keep your dwarves away, or to drive off the invading spirits with more blood sacrifices. But the more spirits paid to the beast, the swifter the dwarven mind within deteriorates once the spirits tire of their new companion in eternity, so ever more sacrifices must be made to keep the original mind sane...
Wow, this stuff almost writes itself! Or maybe I read too much fantasy.
It is still very unlikely that we'll ever see bronze colossus factories in the vanilla game and I'm glad of this.
Oh and you can already sacrifice a dwarf and spawn a friendly bronze colossus with a little modding.
Maybe not a factory, but a secret, leading to potential BCs which require ever-increasing numbers of blood sacrifices to keep their dwarven spirits vaguely sane (and Armok knows what happens if you use elves or goblins or
kobolds or something to satiate them) are, sadly, not possible to mod. Multiple blood sacrifices might be possible, though...