v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.34:Physics

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{Quality|Exceptional}}
 
{{Quality|Exceptional}}
 
{{av}}
 
{{av}}
:''For in-game physics, see [[gravity]], [[temperature]] or [[minecart#Physics]].''
 
 
{{D for dwarf}}
 
{{D for dwarf}}
  
Line 25: Line 24:
  
 
=== Sample size ===
 
=== Sample size ===
Again, those familiar with traditional science may recognize the phrase, where it normally means, "The more the better." However, in Dwarven experiments, it means, "The '''''bigger''''' the better. For instance, a 500-meter magma fall is preferable to a 50-meter one. Now, if you had ''two'' 500-meter magma falls..."
+
Again, those familiar with traditional science may recognize the phrase, where it normally means, "The more the better." However, in Dwarven experiments, it means, "The '''''bigger''''' the better. For instance, a 500-meter magma fall is preferable to a 50-meter one. Now, if you had ''two'' 500-meter magma falls...
  
 
=== Repeatability ===
 
=== Repeatability ===
Line 42: Line 41:
 
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 tends to more closely resemble [http://www.catb.org/jargon/html/M/Murphys-Law.html Murphy's Law]. 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.
+
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.
  
 
Like entropy, the more time that goes by, the more Dwarves there are, the more chaotic it all gets.
 
Like entropy, the more time that goes by, the more Dwarves there are, the more chaotic it all gets.
Line 62: Line 61:
 
*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.  Thin dwarves will gradually gain weight as they consume food and booze; once they are sufficiently fat, though, the mass of food and booze, once consumed, simply ceases to exist.
+
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.  
 
*This may rather than matter annihilation simply be a symptom of extreme efficiency in the dwarven system an ability to digest and use for energy ALL of whatever is consumed, a system perhaps developed to provide enough energy to feed the countless symbiotic beard hair organisms dwarves possess.
 
*This may rather than matter annihilation simply be a symptom of extreme efficiency in the dwarven system an ability to digest and use for energy ALL of whatever is consumed, a system perhaps developed to provide enough energy to feed the countless symbiotic beard hair organisms dwarves possess.
  
Line 73: Line 72:
 
* Obtaining an infinite amount of [[water]] from a single [[aquifer]] wall, isolated from the rest of the aquifer
 
* Obtaining an infinite amount of [[water]] from a single [[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 and no sunlight or other energy source.  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 and no sunlight or other energy source.  This goes hand-in-hand with the dwarven annihilation metabolism system.
* Making a 314 Γ ballista arrow out of a 104 Γ silver ballista arrowhead and a 32 Γ [[birch]] [[log]].
 
  
 
=== Special Relativity ===
 
=== Special Relativity ===
Line 89: Line 87:
  
 
The higher the Z-level, the larger the Z-level.  
 
The higher the Z-level, the larger the Z-level.  
e.g. At Z-level 0 (Yes 140 from where your wagon drops) 7/7 is slightly above a human's head. At Z-level 100, 7/7 water is about at the shoulders of an adolescent Bronze Colossus.
+
eg. At Z-level 0 (Yes 140 from where your wagon drops) 7/7 is slightly above a human's head. At Z-level 100, 7/7 water is about at the shoulders of a adolescent Bronze Colossus.
  
 
If you follow the formula put forth by Dwarves, a child is 1/4 of a normal creature. So an adolescent would be around 1/2, or 1/3 for a small one, of the size of a normal creature. A normal BC is 20,000,000 size. That puts an adolescent between 6,666,667 size and 10,000,000 size. A full grown human is 70,000. Plenty of padding in that law to make a  2000 Z-level tower go to Pluto and back.
 
If you follow the formula put forth by Dwarves, a child is 1/4 of a normal creature. So an adolescent would be around 1/2, or 1/3 for a small one, of the size of a normal creature. A normal BC is 20,000,000 size. That puts an adolescent between 6,666,667 size and 10,000,000 size. A full grown human is 70,000. Plenty of padding in that law to make a  2000 Z-level tower go to Pluto and back.
Line 98: Line 96:
 
=== Urist McPauli's Conditional Inclusion Principle ===
 
=== Urist McPauli's Conditional Inclusion Principle ===
  
The pauli exclusion principle of Normal Quantum Physics (roughly) states that two fermions (particles) cannot occupy the same quantum state simultaneously. This prevents you from placing two objects at exactly the 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 exactly the same spot without any interaction, depending on the final object they compose (thus making them bosons). For instance, it is possible to stack an unlimited amount of [[short sword|Wooden Short Swords]] in a one-cubic-meter space, but it is impossible to place two assembled wooden [[bed]]s 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.
+
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.
  
 
What about a workshop that makes beds nobody will haul?
 
What about a workshop that makes beds nobody will haul?
  
On a more theoretical (and less practical) side, it has been theorized that the workshops, where the wood is transformed into either short swords or bed, are actually quantum transformers where the basic properties of matter are altered : beds are made of standard, Pauli-compliant particles, while short swords are composed of <s>non-fermionic thingies</s> bosons, although their true composition remain uncertain.
+
On a more theoretical (and less practical) side, it has been theorized that the workshops, where the wood is transformed into either short swords or bed, are actually quantum transformers where the basic properties of matter are altered : beds are made of standard, Pauli-compliant particles, while short swords are composed of <s>non-fermionic thingies</s>bosons, although their true composition remain uncertain.
 
 
Creatures follow a similar version of this principle, though with one notable restriction - it is possible for an unlimited number of creatures to occupy a one-cubic-meter space, but only if all but one of them are lying down.
 
 
 
Dwarves have also been observed traveling through a piece of rock that has not been mined yet, but is in a mining designation. It is possible that creating a mining designation places the stone in a quantum state where dwarves can freely pass through them on their way to mine the tile across the room instead of the one next to them.
 
  
 
== Dwarven Physics Mimetism ==
 
== Dwarven Physics Mimetism ==
 
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 won't 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, like contained mist accelerator cycler systems, literally spewing fission-dampening happy thoughts all over the vicinity. 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).
+
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).

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: