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Zereth posted:As I remember hearing it, yes. The actual method involved repeatedly splitting water between two containers until you had an extremely small amount of water, which meant it got very hot when heat was applied since the heat was trying to heat up a few molecules of water. There’s a lot of stuff like this in SS13. The way to do a hellburn involves a similar thing where you have an extremely small volume of gas in the heat exchanger pipes at a ridiculously high pressure that will continue climbing even after all the pipes burst open, because in SS13 logic a “burst” pipe is not a “disconnected” pipe and it will keep flowing through the system. It just means superheated gas leaks into the surrounding environment but the pressure is rising so fast that it more than counters the pressure lost from the leaks.
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# ? Dec 24, 2019 05:35 |
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# ? May 14, 2024 16:55 |
The Cheshire Cat posted:an extremely small volume of gas in the heat exchanger pipes at a ridiculously high pressure now i'm not an expert here but i was under the impression that when dealing with gases having an extremely small amount of gas meant you had a low pressure
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# ? Dec 24, 2019 06:09 |
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I might try to dip my toe in Space Station 13 tonight. I'm not expecting incredible antics I've read about to happen tbut I just gotta see it firsthand.
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# ? Dec 24, 2019 06:19 |
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Zereth posted:
Your “science” and “logic” has no place in SS13
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# ? Dec 24, 2019 06:19 |
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Zereth posted:
Under SS13 physics, the very low mass of gas means that it can be easily heated to an insane temperature, and each time temperature doubles so does pressure.
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# ? Dec 24, 2019 06:23 |
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pV=nSS13T
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# ? Dec 24, 2019 06:27 |
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Crashwich reminds me of that time someone was playing Dwarf Fortress and one of their dudes crafted a mind-meltingly elaborate statue that depicted the entire history of the universe and also contained dozens instances of itself https://dwarffortresswiki.org/index.php/Planepacked
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# ? Dec 24, 2019 09:08 |
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Captain Hygiene posted:pV=nSS13T
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# ? Dec 24, 2019 12:00 |
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You could create an entire thread just based on SS13 and Dwarf Fortress silliness. Like the rain in Dwarf Fortress being so hot that it melted people or how cats would breed so much that it'd lag your game to death and because they became pets so quickly you couldn't kill them because it'd cause a tantrum spiral.
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# ? Dec 24, 2019 12:03 |
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my favorite Dwarf Fortress related bug sprang from the concern that, despite the very detailed and measurable body dynamics and damage model, and despite the fact that all the math seemed to check out when measuring damage to certain body parts, dwarves were taking on some pretty grievous injuries relatively easy. Entire limbs were being demolished,, they were bleeding out super fast, and oddities like single arrows taking out both of a dwarve's eyes as well as their liver and a few toes at the same time popped up. After months of research into the bugs and tweaking the system someone discovered that Toady had accidentally made dwarves really tiny.
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# ? Dec 24, 2019 13:15 |
Babe Magnet posted:my favorite Dwarf Fortress related bug sprang from the concern that, despite the very detailed and measurable body dynamics and damage model, and despite the fact that all the math seemed to check out when measuring damage to certain body parts, dwarves were taking on some pretty grievous injuries relatively easy. Entire limbs were being demolished,, they were bleeding out super fast, and oddities like single arrows taking out both of a dwarve's eyes as well as their liver and a few toes at the same time popped up.
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# ? Dec 24, 2019 13:27 |
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Zereth posted:
yes, this is generally true hotter gas is more pressurised, however, and
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# ? Dec 24, 2019 13:53 |
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Zereth posted:IIRC they figured this out by memory diving and noticing that dwarves had an extremely small amount of blood in them Yeah, that's the one. Dabir posted:yes, this is generally true A middling hellburn reaches the temperature of the surface of the sun, and a proper hellburn reaches a temperature many, MANY times hotter than the core of a star, so it's more like the gas has transitioned into some new post-plasma disociated matter state where each individual quark is exhibiting measurable pressure in the system. And is also somehow not spraying out of the completely ruptured pipes throughout engineering. Testekill posted:You could create an entire thread just based on SS13 and Dwarf Fortress silliness. Like the rain in Dwarf Fortress being so hot that it melted people or how cats would breed so much that it'd lag your game to death and because they became pets so quickly you couldn't kill them because it'd cause a tantrum spiral. This is also very true. Dwarves still to this day climb trees and die in them because they will consider climbing routes when panicked or enraged by an enemy, but not when starving or dehydrated. I'm pretty sure snorting enough life-preserving drugs still allows you to jump into the deep fat fryer in SS13 and live, becoming a container object that people can eat only to burst out of them later under the right circumstances, and with the mutation that lets you eat anything I'm pretty sure you can still end up eating your own UI elements. If ever these two games meet, the world is in trouble.
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# ? Dec 24, 2019 15:18 |
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Dwarf Station Forteen
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# ? Dec 24, 2019 15:27 |
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It's an oft repeated classic, but I'll always have a soft spot for cats dying from alcohol poisoning after walking through beer puddles in Dwarf Fortress.
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# ? Dec 24, 2019 17:03 |
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In case anyone wonders: it's because lick themselves clean.
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# ? Dec 24, 2019 17:10 |
And the game wasn't modeling that they have a small amount of booze on their paws, so it was like they were chugging an entire full drink each time they licked some off
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# ? Dec 24, 2019 17:24 |
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quote:The Mad Hammerer, one of the creator's favorite bugs. A Hammerer carries out death sentences by striking the prisoner with a hammer. If unable to wield a hammer (due to both arms being broken, for example), he would instead bite the subject to death and walk around with the person's bitten-off limbs in his mouth forever, until they started to rot. This and other completely perfect stories here: https://tvtropes.org/pmwiki/pmwiki.php/GoodBadBugs/DwarfFortress
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# ? Dec 24, 2019 20:21 |
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My favorite fortress / sorta glitch was in one of the first releases that allowed an adventurer to claim a site for building a new fort nearby later. My adventurer had a real good run but by reading Forbidden Slabs was now a necromancer and enemy of all. After an escalating series of misunderstandings and burnt bridges with the human king I did quests for, I had tons of good loot but no where to sell it. So I set off into the wilderness, found a good site, and retired there. The fortress I settled nearby did well as fortresses often do at first until the first migration wave when MY OLD ADVENTURER snuck in disguised as a peasant. I was delighted, for he was very powerful and loaded for bear. Necromancers, of course, randomly reanimated dead flesh, so the butcher shop got a hell of a lot more lively. I ended up making him his own separate living area, away from anything organic, with a drawbridge to the outside world so he could attack hordes as necessary. This also turned out to be a terrible decision. Again, pretty sure it was intended behavior, but I was really not expecting my undead dwarf to show up like he owned the place, although technically he did (I sent him out to scout a site so he would later show up on statues and engravings)
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# ? Dec 24, 2019 20:23 |
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Literally Kermit posted:Necromancers, of course, randomly reanimated dead flesh, so the butcher shop got a hell of a lot more lively.
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# ? Dec 24, 2019 20:32 |
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Zereth posted:IIRC they figured this out by memory diving and noticing that dwarves had an extremely small amount of blood in them This was because dwarves onscreen only had growth spurts on the exact moment of their birthday, and the accelerated timeframe in fortress mode meant that it skipped almost every birthdate. As the game's model would always hit the exact beginning of every year, dwarves born at the beginning of time aged normally, and dwarves who grew up offscreen would be normal size as well
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# ? Dec 24, 2019 21:00 |
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Cardiovorax posted:If I were more art-inclined, I would draw a dwarf being attacked by a llama sausage. It menaces with spikes of obsidian. All craftsdwarfship is of the highest quality. On the statue is a picture of a dwarf and a sausage. The dwarf is being attacked by the sausage.
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# ? Dec 24, 2019 21:28 |
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Pretty good posted:This and other completely perfect stories here: https://tvtropes.org/pmwiki/pmwiki.php/GoodBadBugs/DwarfFortress No.
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# ? Dec 24, 2019 23:42 |
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speaking of SS13, this got leaked, again, and gives you an in depth look at the complexity of this dumb 2d spaceman game https://pastebin.com/ZCAvvWP9
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# ? Dec 26, 2019 01:42 |
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frodnonnag posted:speaking of SS13, this got leaked, again, and gives you an in depth look at the complexity of this dumb 2d spaceman game. "Leaked" insofar as it was posted bitterly by a player in the SS13 thread who dislikes the secrecy culture surrounding the game. Also you might want to edit out the link and instead link to the post, as it was posted in a forum inaccessible to non-goons and this forum isn't that.
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# ? Dec 26, 2019 06:40 |
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Plastik posted:"Leaked" insofar as it was posted bitterly by a player in the SS13 thread who dislikes the secrecy culture surrounding the game. Yeah nah. The cult of superiority thru secrecy is insanely stupid when it comes to ss13. 99% of players will never be able to touch this stuff but it's still funny to read about. Sitting there and circlejerkin' it about goon secrets does more harm than good for playing the game.
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# ? Dec 26, 2019 07:23 |
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Testekill posted:Like the rain in Dwarf Fortress being so hot that it melted people. Unless I'm thinking of a different glitch, it wasn't that the rain was particularly hot, instead it was that being wet caused all your body fat to melt at normally safe temperatures, to the point that you could die from being caught in a rainstorm in warmer biomes and people were building fort defenses that were just a shallow pool of water at the entrance and then a walk down a well-heated hallway.
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# ? Dec 26, 2019 07:49 |
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But if you survived getting all your fat melted off you were an unstoppable juggernaut!
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# ? Dec 26, 2019 11:31 |
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Plastik posted:"Leaked" insofar as it was posted bitterly by a player in the SS13 thread who dislikes the secrecy culture surrounding the game. That chemistry list makes Graveyard Keepers alchemy system look kind and user friendly.
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# ? Dec 26, 2019 14:16 |
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It also has a habit of changing regularly and unpredictably, mostly in response to someone figuring out too many of them.
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# ? Dec 26, 2019 14:27 |
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zedprime posted:*Clutches pearls* by God, non-goons with the SS13 spoilers? It'll be chaos when anybody can create *looks at spoilers* Energy Drink. Graveyard Keeper is a game I wish I liked better.
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# ? Dec 26, 2019 14:56 |
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frodnonnag posted:Yeah nah. The cult of superiority thru secrecy is insanely stupid when it comes to ss13. 99% of players will never be able to touch this stuff but it's still funny to read about. Sitting there and circlejerkin' it about goon secrets does more harm than good for playing the game. I agree, but people have been punished for posting goon-only secrets outside the private subforums is all.
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# ? Dec 26, 2019 15:06 |
zedprime posted:*Clutches pearls* by God, non-goons with the SS13 spoilers? It'll be chaos when anybody can create *looks at spoilers* Energy Drink.
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# ? Dec 26, 2019 16:07 |
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I don't play the game, so forgive any nouns I get wrong, but my favorite Dwarf Fortress bug was that a breed of fish basically became demigods in terms of strength. The in-game logic was that if the fish were working out, they'd get stronger, and swimming in water was considered 'working out'. So for however long the game was running, they'd be having a workout session montage. Cut to a dwarf wanting to fish, or something, and they'd be obliterated by the buffest fish possible.
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# ? Dec 26, 2019 20:01 |
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It was extra fun if you were in an evil biome and the fish were undead. Undead fish don't need to be in water to survive.
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# ? Dec 26, 2019 20:23 |
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On the plus side, undead also cannot train their attributes.
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# ? Dec 26, 2019 20:25 |
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MisterBibs posted:I don't play the game, so forgive any nouns I get wrong, but my favorite Dwarf Fortress bug was that a breed of fish basically became demigods in terms of strength. The in-game logic was that if the fish were working out, they'd get stronger, and swimming in water was considered 'working out'. So for however long the game was running, they'd be having a workout session montage. Cut to a dwarf wanting to fish, or something, and they'd be obliterated by the buffest fish possible. it was carp, and the other issue was that carp had the same generic 'bite' attack that you might see on, say, a bear, or a dog. so a dwarf would venture down to the river and a tiny swimming rottweiler would leap out and try to chew its feet off, at which point the dwarf would try to dodge and have a 50/50 shot of just throwing itself into the river by accident
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# ? Dec 26, 2019 22:26 |
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All fish benefitted from the skills=stats swimming oversight at one time, but carp remained a nuisance even outside of that because of their teeth, yes. A similar fun one was the fact that undead sponges or corals, I forget which, were terrifying monstrosities for a time because they lacked a brain or any other vital parts and thus could not be killed; this was compounded by the fact that even a limbless, brainless, otherwise completely immobile organism gained access to a rudimentary charge/tackle attack if hostile, and undead are generally always hostile. Since they were MASSIVE by dwarf standards, they would occasionally lurch into anyone foolish enough to attack, obliterating them. I believe that they have since lost access to the charge attack, and that undead can now be killed by sufficient damage regardless of whether or not they have any vital parts to attack. Fun glitch I discovered while trying to bash together several horrible, incomplete DF mods years ago: it was possible to give a critter a sufficiently powerful attack that it could silently obliterate you on sight, killing you so dead that the game would refuse to acknowledge you had died at all. You are simply unmade, and the camera stares blankly at an empty tile until you quit.
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# ? Dec 26, 2019 23:34 |
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DF also models most animals, and then anthropomorphic <animal>men versions of those animals. So like, koalamen, cavvymen, thripsmen, keamen, etc., etc.. Well, the game also modeled spongemen, which were immobile, defenseless, and typically very benign. Until someone playing in adventure mode happened upon two spongemen, sitting next to each other on a river bank, in an evil biome. Having spawned in the evil biome made them hostile to all life, including each other. However, spongemen have no way to attack and no way to move, so the adventurer got to sit there listening to two spongemen shout obscenities and vitriol at each other endlessly, forever.
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# ? Dec 27, 2019 01:07 |
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# ? May 14, 2024 16:55 |
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Sounds like the perfect place to build a cabin.
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# ? Dec 27, 2019 01:10 |