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DF2014 Talk:Material science
The projectile physics changed completely in 40.05, so this page needs to be updated. I made a note of this on the page. I will try to do updates after I (or others) finish testing the new projectile physics, unless someone more talented at writing would like to update the wiki. --Pirate Bob (talk) 15:48, 29 July 2014 (UTC)
Yield versus fracture[edit]
So, one thing I'm having trouble with. Shear yield versus shear fracture. Let's say, for example, you alter bone to have the same max edge as metals (10000). Now, it has 115000 shear yield and 130000 shear fracture. Meanwhile, copper has 70000 shear yield and 220000 shear fracture. Assuming their max edges where made equal, which would cut better?
Does the sum of both values matter more, or is one of the two disproportionately important compared to the the other? --Valos (talk) 20:13, 28 March 2016 (UTC)
Mass modifies speed[edit]
The unspoken implication of Vel / (1 + i_Size/(w_density*w_size) ) is that relative mass modifies velocity. This appears to be the same relation that relative mass has to creature gaits. Are you sure that Agility doesn't have some relationship to attack momentum? Uzu Bash (talk) 17:54, 18 September 2017 (UTC)
Testing shows adamantine clothing is not useless[edit]
A bit of simple testing in the object testing arena will demonstrate that adamantine clothing is protective, so either this science is out of date or the assumptions about how material properties apply to non-armor clothing are wrong. Pit two Grand Master swordsdwarves against each other with iron or steel short swords. One equipped with silk chausses, silk shirt, and silk trousers. The other with adamantine chausses, adamantine shirt, and adamantine trousers. If you do this 10+ times, you'll see the adamantine-wearing dwarves have a higher survival rate, and inspecting the combat log shows a lot of deflections off of their shirts. Terribleperson (talk) 08:54, 7 July 2018 (UTC)