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Author Topic: Dwarven Relativity; The Dwarven Knowledge Centre  (Read 98088 times)

Girlinhat

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #60 on: July 25, 2011, 07:45:22 pm »

This thread is probably a bit above the heads of anyone new.  Let's bump the youtube "let's play" threads for them, hmm?

stabbymcstabstab

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #61 on: July 25, 2011, 08:59:37 pm »

You should add the Gaint Dwarf to the Mega Project it is a Mega Project of awesome proportions
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Lectorog

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #62 on: July 26, 2011, 11:57:24 am »

I think this thread is a bit more scientifically inclined than that fortress was.

We already have a place for cool fortresses.
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stabbymcstabstab

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #63 on: July 26, 2011, 12:00:36 pm »

its still a marvel of dwarven fortress making
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Girlinhat

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #64 on: July 26, 2011, 12:20:07 pm »

We've already had the discussion.  There's a lot of notable events and forts, a lot of notable people and places of legends.  This thread would become a bloated copy of the hall of legends if we included them.  I'm attempting to keep this strictly science, plus small mentions that may change thought.  A giant dwarf construction with dwarves living in it is neat, but not surprising.  An elf who slaughtered thousands of elves wholesale and become king of the dwarves, that may (hopefully) change the stereotype of elves.  Give me a megaproject that uses some science or provokes very deep thought, and I'll add it.

Girlinhat

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #65 on: July 27, 2011, 02:20:05 pm »

Bump: Added the dwarven machine gun under magma-related creations.

darkrider2

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #66 on: July 28, 2011, 08:12:29 pm »

At one time there was an amazing thread about plump helmet men and how to mod genetically modify them to be even more delicious, I think it could be added to the interesting threads department. Attempting to find a link to it....

FOUND IT: Plump Helmet Man Thread
« Last Edit: July 28, 2011, 08:18:03 pm by darkrider2 »
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Graebeard

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #67 on: August 28, 2011, 11:14:53 am »

I just saw the goblin sorter/clock, which reminded me of this older thread on clock making.

Both menace with extreme amounts of science and deserve mad props.
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Girlinhat

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #68 on: August 28, 2011, 12:35:45 pm »

I move against goblin clocks due to their variable nature.  Goblins move roughly 1 tiles per 10 steps, but that "roughly" is what makes the clock inaccurate and unreliable.  Water clocks are where it's at.

Crashmaster

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #69 on: August 28, 2011, 07:54:48 pm »

+1 for goblin sorter/clock for it's dwarfy solution to the variable nature of goblin speed.

o_O[WTFace]

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #70 on: August 29, 2011, 03:35:42 am »

Don't forget the ADAMANTINE DUPLICATOR, unless its been made not to work, or never worked in the first place.   
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Girlinhat

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #71 on: August 30, 2011, 03:42:47 pm »

BUMP: Updated for "The Undump" Quantum Stockpile.

Corneria

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #72 on: August 30, 2011, 07:50:56 pm »

I move against goblin clocks due to their variable nature.  Goblins move roughly 1 tiles per 10 steps, but that "roughly" is what makes the clock inaccurate and unreliable.  Water clocks are where it's at.
The clock in question was used specifically to find a goblin who wasn't "roughly" a 1 tile per 10 steps, but one who was exactly that. Which was a success. Among many other related experiments.

Magma landmines - http://www.bay12forums.com/smf/index.php?topic=91789.0
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monk12

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #73 on: August 30, 2011, 11:13:16 pm »

I move against goblin clocks due to their variable nature.  Goblins move roughly 1 tiles per 10 steps, but that "roughly" is what makes the clock inaccurate and unreliable.  Water clocks are where it's at.

The bulk of that thread is devoted to finding a suitable goblin to base a clock on. Specifically, using the method described there is one quarter of one percent chance of being inaccurate, and this assumes that the game tracks creature speed to one thousandth of a step. He then went on to make a 16-bit computer of it.

That said, there is one (perhaps dealbreaking) caveat- it requires disabling attribute rust for goblins. If you feel that disqualifies it, then so be it- just disqualify it for the right reason. In any event, monitoring this thread with intarest

Girlinhat

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Re: Dwarven Relativity; The Dwarven Knowledge Centre
« Reply #74 on: August 30, 2011, 11:14:44 pm »

Ah, well, that would be a dealbreaker.  Something like that should be workable in pure vanilla.  And in general, pretty much everything needs to be vanilla workable, which is why I'm also against syndrome abuse and modding in flaming rocks.
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