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Editing v0.31:Dwarven physics

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The Dwarven index is strikingly similar to the concept of entropy. Although it involves chaos, the Index is more related with the innate stupidity of dwarves. A rough example of entropy is if a dwarf is given two decisions, and it is completely uncertain which one he will choose. (The concept of entropy relates loosely to the ''Dwarven Equation of Everything''.)
 
The Dwarven index is strikingly similar to the concept of entropy. Although it involves chaos, the Index is more related with the innate stupidity of dwarves. A rough example of entropy is if a dwarf is given two decisions, and it is completely uncertain which one he will choose. (The concept of entropy relates loosely to the ''Dwarven Equation of Everything''.)
  
Even though it is similar to the concept of Entropy, the Dwarven index may produce different results, hence the differentiation between the two. The Dwarven index states, in a nutshell, that when a dwarf is faced with a decision he or she will make the ''wrong'' decision approximately 99.7% of the time. This could range from something minor like taking the long route to the kitchen, or to something like building a wall from the wrong side, getting stuck alone with a siege, ''dying a gory death'', and [[fun|sending the entirety of your fort into a massive tantrum spiral as the invaders split their sides laughing]]. While entropy will produce the wrong decision roughly 50% of the time, the Dwarven index will produce the wrong decision 99.7% of the time.
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Even though it is similar to the concept of Entropy, the Dwarven index may produce different results, hence the differentiation between the two. The Dwarven index states, in a nutshell, that when a dwarf is faced with a decision he or she will make the ''wrong'' decision approximately 99.7% of the time. This could range from something minor like taking the long route to the kitchen, or to something like building a wall from the wrong side, getting stuck alone with a siege, ''dying a gory death'', and {{L|fun|sending the entirety of your fort into a massive tantrum spiral as the invaders split their sides laughing}}. While entropy will produce the wrong decision roughly 50% of the time, the Dwarven index will produce the wrong decision 99.7% of the time.
 
 
Like entropy, the more time that goes by, the more Dwarves there are, the more chaotic it all gets.
 
  
 
=== Summary of the Dwarven status quo ===
 
=== Summary of the Dwarven status quo ===
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== Discrepancies between Dwarven and traditional physics ==
 
== Discrepancies between Dwarven and traditional physics ==
The following items are possible in Dwarf Fortress, but <s>impossible otherwise</s> humans are yet to learn from Dwarves how to build them in our own world.  
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The following items are possible in Dwarf Fortress, but impossible otherwise.
  
 
=== Dwarven perpetual motion device ===
 
=== Dwarven perpetual motion device ===
As the name implies, this is a device that continuously generates power. Specifically, it generates power by building a [[water wheel]] in a [[waterfall]], then using said waterwheel to power a [[screw pump]]. The screw pump is used to pump [[water]] back to its original [[Z-axis|Z-level]] and recycle it through the waterfall. Somehow, the device consistently generates a surplus of rotational energy.
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As the name implies, this is a device that continuously generates power. Specifically, it generates power by building a {{L|water wheel}} in a {{L|waterfall}}, then using said waterfall to power a {{L|screw pump}}. The screw pump is used to pump {{L|water}} back to its original {{L|Z-axis|Z-level}} and recycle it through the waterfall. Somehow, the device consistently generates a surplus of rotational energy.
  
 
=== Quantum garbage dumps ===
 
=== Quantum garbage dumps ===
Perhaps the most common Dwarven anomaly, this is simply a 1x1 garbage [[dump]] zone, with massive amounts of items (usually [[stone]]) all contained in a single tile. The practicality is obvious&mdash;where else are you going to put all that stone?
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Perhaps the most common Dwarven anomaly, this is simply a 1x1 garbage {{L|dump}} zone, with massive amounts of items (usually {{L|stone}}) all contained in a single tile. The practicality is obvious&mdash;where else are you going to put all that stone?
  
 
=== Matter annihilation ===
 
=== Matter annihilation ===
Another common method of garbage disposal. Items and [[creature]]s in DF can be "annihilated" by placing them under a [[drawbridge]], and lowering the bridge. This is an example where the ''Dwarven Equation of Everything'' states that energy is ''not'' equal to mass times the speed of light squared. If the opposite was true, players would witness a massive explosion and a corresponding drop in FPS rate whenever an item was annihilated.
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Another common method of garbage disposal. Items and {{L|creature}}s in DF can be "annihilated" by placing them under a {{L|drawbridge}}, and lowering the bridge. This is an example where the ''Dwarven Equation of Everything'' states that energy is ''not'' equal to mass times the speed of light squared. If the opposite was true, players would witness a massive explosion and a corresponding drop in FPS rate whenever an item was annihilated.
 
*However, many dwarven physicists theorize that matter is not truly destroyed when the bridge is lowered, but rather, an inter-dimensional portal is formed, transmitting the items into a separate parallel universe. While the exact details are not known, dwarven physicists state that in this universe, items are randomly spawned whenever drawbridges are raised, cats pose no threat to fortress frame rate, and water pressure travels only diagonally.
 
*However, many dwarven physicists theorize that matter is not truly destroyed when the bridge is lowered, but rather, an inter-dimensional portal is formed, transmitting the items into a separate parallel universe. While the exact details are not known, dwarven physicists state that in this universe, items are randomly spawned whenever drawbridges are raised, cats pose no threat to fortress frame rate, and water pressure travels only diagonally.
  
Dwarves also currently appear to run on a metabolism that annihilates matter, as they are capable of consuming large quantities of alcohol and food without producing any sort of waste product, aside from an infrequent, but seemingly inexhaustible supply of vomit.  The mass of food and booze, once consumed, simply ceases to exist.
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Dwarves also currently appear to run on a metabolism that annihilates matter, as they are capable of eating large quantities of alcohol and food without producing any sort of waste product, aside from an infrequent, but seemingly inexhaustible supply of vomit.  The mass of food and booze, once consumed, simply ceases to exist.
  
Another interesting case of matter annihilation occurs in the seemingly ordinary craftdwarf's workshop, where a chunk of [[diorite]] which weighs 186 kilograms is somehow compressed into three diorite figurines, each weighing less than one kilogram.
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Another interesting case of matter annihilation occurs in the seemingly ordinary craftdwarf's workshop, where a chunk of {{L|diorite}} which weighs 186 kilograms is somehow compressed into three diorite figurines, each weighing less than one kilogram.
  
 
=== Matter creation ===
 
=== Matter creation ===
 
The reverse of matter annihilation is creating something from nothing.  Examples include:  
 
The reverse of matter annihilation is creating something from nothing.  Examples include:  
  
* Obtaining enough [[sand]] from one tile to build a giant fortress out of [[glass]]
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* Obtaining enough {{L|sand}} from one tile to build a giant fortress out of {{L|glass}}
* Obtaining an infinite amount of [[water]] from a single [[aquifer]] wall, isolated from the rest of the aquifer
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* Obtaining an infinite amount of {{L|water}} from a single {{L|aquifer}} wall, isolated from the rest of the aquifer
 
* Obtaining an infinite amount of food from a farm tile in spite of never having any soil replenished, no sunlight or other energy source, and only having needed to have the soil made wet and muddy only at one point in the entire history of the fortress.  This goes hand-in-hand with the dwarven annihilation metabolism system.
 
* Obtaining an infinite amount of food from a farm tile in spite of never having any soil replenished, no sunlight or other energy source, and only having needed to have the soil made wet and muddy only at one point in the entire history of the fortress.  This goes hand-in-hand with the dwarven annihilation metabolism system.
  
 
=== Special Relativity ===
 
=== Special Relativity ===
It is also important to note that while relativity is indeed a proven phenomenon in Dwarven Physics, the catalyst for time dilation is not the speed an object moves at (as in traditional physics) but instead the population of its region.  For decades, Dwarven Scientists have observed that, as local populations increase (dwarf, animal, or [[Waterfall|otherwise]]), the relative passage of time slows.  To combat this, mayors have been known to enact ordinances ranging from the [[Maximizing framerate|simple and logical]] to the [[Catsplosion#Thermonuclear_catsplosion|ethically dubious]].
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It is also important to note that while relativity is indeed a proven phenomenon in Dwarven Physics, the catalyst for time dilation is not the speed an object moves at (as in traditional physics) but instead the population of its region.  For decades, Dwarven Scientists have observed that, as local populations increase (dwarf, animal, or {{L|Waterfall|otherwise}}), the relative passage of time slows.  To combat this, mayors have been known to enact ordinances ranging from the {{L|Maximizing framerate|simple and logical}} to the {{L|Catsplosion#Thermonuclear_catsplosion|ethically dubious}}.
  
 
In a recent study by the Center for Dwarven Advancement, it was found that 40% of pioneer dwarves left the Mountainhome due to "framerate issues," with a margin of error of ±Booze.
 
In a recent study by the Center for Dwarven Advancement, it was found that 40% of pioneer dwarves left the Mountainhome due to "framerate issues," with a margin of error of ±Booze.
  
 
==== Quantum Entanglement ====
 
==== Quantum Entanglement ====
Dwarven [[mechanic]]s have apparently discovered a means of transmitting signals across arbitrary distances without requiring any physical connection between them - for example, a single [[lever]] can be linked to a door thousands of feet away using only one mechanism on the door and another on the lever, and pulling the lever will ''instantly'' cause the door to open or close. Some have speculated that the Dwarves have discovered a means of utilizing [http://en.wikipedia.org/wiki/Quantum_teleportation quantum teleportation] to transmit both information and energy.
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Dwarven {{L|mechanic}}s have apparently discovered a means of transmitting signals across arbitrary distances without requiring any physical connection between them - for example, a single {{L|lever}} can be linked to a door thousands of feet away using only one mechanism on the door and another on the lever, and pulling the lever will ''instantly'' cause the door to open or close. Some have speculated that the Dwarves have discovered a means of utilizing [http://en.wikipedia.org/wiki/Quantum_teleportation quantum teleportation] to transmit both information and energy.
  
 
==== Urist's First Law of Relativity ====
 
==== Urist's First Law of Relativity ====
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=== Indestructible Constructions ===
 
=== Indestructible Constructions ===
All modern Dwarvish construction is based upon the principles of making materials indestructible. Dwarvish masons and carpenters are trained to make walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventional means. Such technology has allowed incredible feats such as magma reservoirs made of wood or ice, or 1x1 soap pillars that can hold up an entire metropolis without additional support. This phenomenon has also been observed in the other races (but to a much lesser extent.) Humans have a very primitive understanding of it, making little wood huts, but these are dwarfed in comparison to the various megaconstructs built by the dwarves. The Elves have an irrational moral code which prohibits them from altering the quantum state of wood (they say it's inelvane.) Even goblins have utilized this construction method. Ever since the beginning of Dwarven construction, sieging parties have tried to find ways of countering dwarven constructions, with little success. However, through trial and error, it has been found that if the construct does not have a direct physical link to the Earth in its current state, it becomes very unstable and reacts violently with the force of gravity, then it hurtles itself towards the ground with enough force to obliterate anything underneath it.
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All modern Dwarvish construction is based upon the principles of making materials indestructible. Dwarvish masons and carpenters are trained to make walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventional means. Such technology has allowed incredible feats such as magma reservoirs made of wood or ice, or 1x1 stone pillars that can hold up an entire metropolis without additional support. This phenomenon has also been observed in the other races (but to a much lesser extent.) Humans have a very primitive understanding of it, making little wood huts, but these are dwarfed in comparison to the various megaconstructs built by the dwarves. The Elves have an irrational moral code which prohibits them from altering the quantum state of wood (they say it's inelvane.) Even goblins have utilized this construction method. Ever since the beginning of Dwarven construction, sieging parties have tried to find ways of countering dwarven constructions, with little success. However, through trial and error, it has been found that if the construct does not have a direct physical link to the Earth in its current state, it becomes very unstable and reacts violently with the force of gravity, then it hurtles itself towards the ground with enough force to obliterate anything underneath it.
  
 
=== Urist McPauli's Conditional Inclusion Principle ===
 
=== Urist McPauli's Conditional Inclusion Principle ===
  
The pauli exclusion principle of Normal Quantum Physics (roughly) states that two elementary particle cannot occupy the same quantum state simultaneously. This prevents you from placing two object at the exact same place and holds your beer inside the barrel. The McPauli Conditional Inclusion Principle of Dwarven Quantum Physics however states that two particles May occupy the exact same spot without any interaction, depending on the final object they compose. For instance, it is possible to stack an unlimited amount of Wooden Short Swords in a one-cubic-meter space, but it is impossible to place two assembled wooden beds in that same space, even though they are composed of a small fraction of the same wood. As long as the two beds are ''not'' assembled though, then said beds can occupy the same space easily. This is an interesting example of Dwarven recursive logic where consequences lead to causes.
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The pauli exclusion principle of Normal Quantum Physics (roughly) states that two elementary particle cannot occupy the same quantum state simultaneously. This prevents you from placing two object at the exact same place and holds your beer inside the barrel. The McPauli Conditional Inclusion Principle of Dwarven Quantum Physics however states that two particles May occupy the exact same spot without any interaction, depending on the final object they compose. For instance, it is possible to stack an unlimited amount of Wooden Short Swords in a one-cubic-meter space, but it is impossible to place two assembled wooden beds in that same space, even though they are composed of a small fraction of the same wood. This is an interesting example of Dwarven recursive logic where consequences lead to causes.
  
 
What about a workshop that makes beds nobody will haul?
 
What about a workshop that makes beds nobody will haul?
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Physics Mimetism refers to the ability of dwarves to mimic real-world physical phenomena. The most well-known example of physics mimetism is the [[tantrum]] spiraling, which is almost identical in principle to a nuclear chain reaction, with only a slight difference : although the reaction is extremely exothermic, you cannot use this energy to power screw pumps. Yet.
 
Physics Mimetism refers to the ability of dwarves to mimic real-world physical phenomena. The most well-known example of physics mimetism is the [[tantrum]] spiraling, which is almost identical in principle to a nuclear chain reaction, with only a slight difference : although the reaction is extremely exothermic, you cannot use this energy to power screw pumps. Yet.
  
Besides this difference, nuclear chain reactions and tantrum chain reactions behave in a similar way : Dwarves take the role of nuclear fuel nuclei, unhappy thoughts are similar to neutrons (with properties actually close to  neutrinos, even lead doors wont stop them) and various devices like awesome rooms, lavish meals and Booze serving as neutron moderators. When a dwarf nucleus undergoes nuclear fission, it sends high-energy unhappy thoughts through the reaction chamber (the fortress). These unhappy thoughts interact with other dwarf nuclei and may cause more nuclear fissions, leading to a chain reaction where more and more Dwarves are tantruming. Fortunately, it is possible to moderate the effects of unhappy-thought-carrying neutrinos by giving good, happy thoughts. The Most common moderator is booze, but others exist, although less efficient. Taking joy in slaughter was once a popular unhappy-thought moderator but is very dangerous to use as it can ''accelerate'' neutrons instead of slowing them when overheated. This was a prime cause of the catastrophic reaction of Chertnobyl which scattered deadly Elf settlements over a wide area (cleanup operations in progress).
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Besides this difference, nuclear chain reactions and tantrum chain reactions behave in a similar way : Dwarves take the role of nuclear fuel nuclei, unhappy thoughts are similar to neutrons (with properties actually close to  neutrinos, even lead doors wont stop them) and various devices like awesome rooms, lavish meals and Booze serving as neutron moderators. When a dwarf nucleus undergoes nuclear fission, it sends high-energy unhappy thoughts through the reaction chamber (the fortress). These unhappy thoughts interact with other dwarf nuclei and may cause more nuclear fissions, leading to a chain reaction where more and more Dwarves are tantruming. Fortunately, it is possible to moderate the effects of unhappy-thought-carrying neutrinos by giving good, happy thoughts. The Most common moderator is booze, but others exist, although less efficient. Taking joy in slaughter was once a popular unhappy-thought moderator but is very dangerous to use as it can ''accelerate'' neutrons instead of slowing them when overheated. This was a prime cause of the catastrophic reaction of Dwarfnobyl which scattered deadly Elf settlements over a wide area (cleanup operations in progress).

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