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Difference between revisions of "40d Talk:Miasma"

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(Subterranean or Indoors?)
 
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==Getting rid of Miasma==
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I had a kobold corpse in a high traffic area, and it started rotting because no one hauled it away, even though I had 3 people idle, and there's miasma everywhere,what can I do to get rid of it?
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:Dump the body outside
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== Miasma Trap ==
 
== Miasma Trap ==
  
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Seems about as pointless as a mist trap. --N9103 20:41, 20 December 2007 (EST)
 
Seems about as pointless as a mist trap. --N9103 20:41, 20 December 2007 (EST)
 
: Revenge.  --[[User:Chrispy|Chrispy]] 10:35, 25 March 2008 (EDT)
 
: Revenge.  --[[User:Chrispy|Chrispy]] 10:35, 25 March 2008 (EDT)
:: You can give your enemies a bad thought hopefully turning them insane and killing their own kind --[[:CrazyMcfobo|CrazyMcfobo]]
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:: You can give your enemies a bad thought hopefully turning them insane and killing their own kind --[[User:CrazyMcfobo|CrazyMcfobo]]
  
 
:::That only would even come CLOSE to working with a lot more than just one 'mist trap.' Plus, it would have no effect against creatures with the [NOTHOUGHT] tag. ~ [[User:Midna|Midna]] 15:54, 14 May 2008 (EDT)
 
:::That only would even come CLOSE to working with a lot more than just one 'mist trap.' Plus, it would have no effect against creatures with the [NOTHOUGHT] tag. ~ [[User:Midna|Midna]] 15:54, 14 May 2008 (EDT)
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Playing an aboveground Fort, and I noticed that my refuse pile isn't making miasma, even though it is indoors. Anyone know if refuse makes miasma on light/dark squares as opposed to indoors/outdoors/subterranean?
 
Playing an aboveground Fort, and I noticed that my refuse pile isn't making miasma, even though it is indoors. Anyone know if refuse makes miasma on light/dark squares as opposed to indoors/outdoors/subterranean?
 
I'd test it, but I'm not good at testing things.  --[[User:Wolenber|Wolenber]] 03:26, 20 October 2008 (EDT)
 
I'd test it, but I'm not good at testing things.  --[[User:Wolenber|Wolenber]] 03:26, 20 October 2008 (EDT)
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== What do I need to wall off? ==
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Let's say my fortress has no cats and no hostiles.  To have perfect miasma containment, is there anything I need to wall off besides the butcher's shop and the kitchen?  [[User:Gairabad|Gairabad]] 21:41, 17 November 2008 (EST)
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:The refuse pile. Or, better yet, keep it outdoors. And if you have the food to spare, keep it outdoors to and record how long it takes to rot. Armok knows we need to know that. --[[User:GreyMario|GreyMaria]] 21:54, 17 November 2008 (EST)
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:If you've got stuff rotting in the kitchen, you need more dedicated food haulers.  And if you want to be making bone bolts at some point (I highly recommend this), you should keep a bone pile inside, since refuse outside the fort disappears after a season.  Bones don't rot, so miasma's not an issue.--[[User:Maximus|Maximus]] 22:20, 17 November 2008 (EST)
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::Of course I will ideally have no food rotting in the kitchen.  The question is whether it's worth the decreased mobility to wall it off in case something somehow rots (e.g. my dwarves all go to bed right after a big roast is created).  Same question for the butcher's workshop.  [[User:Gairabad|Gairabad]] 22:25, 17 November 2008 (EST)
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:::Butchering produces [[chunk]]s, which always rot.  (Skins rot quickly as well -- it's hard to get tanners to process them in a timely manner.)  So, yes, definitely wall off your butcher's shop -- in fact, create a big walled-off corpse pile if you're doing hunting or have an animal-killing trap setup, and plunk your butcher's shop(s) and tanner's shops in the middle of it.  Put a craftsdwarf's shop nearby as well to make bone bolts.
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:::After the first year or so, your dwarves' sleep schedules will desynchronize.  It's a bit of an art to match the number of food haulers to the amount of food generated, though.  It becomes easier once you max out on seeds (none will be generated if you've already got 200 or more of that type).  Seeds require an army of food haulers, even though hauling them is a total non-priority since they won't rot.--[[User:Maximus|Maximus]] 23:03, 17 November 2008 (EST)
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::::Will it really be necessary to wall off the tanner's shop if I keep my skins stockpile walled off near my butcher's shop?  Still thinking about the kitchens...
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::::Also, I wonder if the fact that the sleep schedules desynchronize has anything to do with [[cave adaptation]].  [[User:Gairabad|Gairabad]] 00:01, 18 November 2008 (EST)
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:::::Don't bother using a skins stockpile.  Either your tanners will get to them in time, straight out of the butcher's shop, or they'll rot along with the chunks.
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:::::Avoiding miasma isn't super-important, anyway: miasma is only -2 to -10 according to the [[thought]]s page (not sure what causes the variation).  Just create a walled-off butchering/tanning/carving area in the middle of a refuse stockpile and use lots of dedicated food haulers (add in item/refuse/furniture/stone hauling once you conquer the food surplus).  The remaining major source of miasma is dead vermin, especially ones that cats kill, since they carry them to their owners as "gifts" (heh, damn that Toady).  Vermin only rots once, though, then it's gone.  Grin and bear it.
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:::::Sleep schedules desynchronize due to different amounts of time needed to reach a bed, different toughness levels, and immigrants who are synchronized within their own group and desynchronized with everyone else.--[[User:Maximus|Maximus]] 01:15, 18 November 2008 (EST)
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::::::Hmmm...  I'm planning to try and minimize cats and use dwarven trappers to deal with vermin.  Trapping doesn't produce strange moods.  [[User:Gairabad|Gairabad]] 19:47, 18 November 2008 (EST)
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== Spread the Filth? ==
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Can a refuse object generate miasma while being carried, or only an object left on an indoor floor? what impact does moving an object around have on its chance/timer for miasma-production?  --[[User:FJH|FJH]] 15:15, 18 February 2009 (EST)
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== Range ==
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How many squares does miasma spread from the origin source? I'm setting up a garbage chute and I'm trying to determine how deep it needs to be to avoid having haulers exposed. [[User:HeWhoIsPale|HeWhoIsPale]] 18:10, 5 May 2009 (UTC)

Latest revision as of 14:54, 27 November 2010

Getting rid of Miasma[edit]

I had a kobold corpse in a high traffic area, and it started rotting because no one hauled it away, even though I had 3 people idle, and there's miasma everywhere,what can I do to get rid of it?

Dump the body outside

Miasma Trap[edit]

What's the point of a trap that doesn't affect enemies? Seems about as pointless as a mist trap. --N9103 20:41, 20 December 2007 (EST)

Revenge. --Chrispy 10:35, 25 March 2008 (EDT)
You can give your enemies a bad thought hopefully turning them insane and killing their own kind --CrazyMcfobo
That only would even come CLOSE to working with a lot more than just one 'mist trap.' Plus, it would have no effect against creatures with the [NOTHOUGHT] tag. ~ Midna 15:54, 14 May 2008 (EDT)

Subterranean or Indoors?[edit]

Playing an aboveground Fort, and I noticed that my refuse pile isn't making miasma, even though it is indoors. Anyone know if refuse makes miasma on light/dark squares as opposed to indoors/outdoors/subterranean? I'd test it, but I'm not good at testing things. --Wolenber 03:26, 20 October 2008 (EDT)

What do I need to wall off?[edit]

Let's say my fortress has no cats and no hostiles. To have perfect miasma containment, is there anything I need to wall off besides the butcher's shop and the kitchen? Gairabad 21:41, 17 November 2008 (EST)

The refuse pile. Or, better yet, keep it outdoors. And if you have the food to spare, keep it outdoors to and record how long it takes to rot. Armok knows we need to know that. --GreyMaria 21:54, 17 November 2008 (EST)
If you've got stuff rotting in the kitchen, you need more dedicated food haulers. And if you want to be making bone bolts at some point (I highly recommend this), you should keep a bone pile inside, since refuse outside the fort disappears after a season. Bones don't rot, so miasma's not an issue.--Maximus 22:20, 17 November 2008 (EST)
Of course I will ideally have no food rotting in the kitchen. The question is whether it's worth the decreased mobility to wall it off in case something somehow rots (e.g. my dwarves all go to bed right after a big roast is created). Same question for the butcher's workshop. Gairabad 22:25, 17 November 2008 (EST)
Butchering produces chunks, which always rot. (Skins rot quickly as well -- it's hard to get tanners to process them in a timely manner.) So, yes, definitely wall off your butcher's shop -- in fact, create a big walled-off corpse pile if you're doing hunting or have an animal-killing trap setup, and plunk your butcher's shop(s) and tanner's shops in the middle of it. Put a craftsdwarf's shop nearby as well to make bone bolts.
After the first year or so, your dwarves' sleep schedules will desynchronize. It's a bit of an art to match the number of food haulers to the amount of food generated, though. It becomes easier once you max out on seeds (none will be generated if you've already got 200 or more of that type). Seeds require an army of food haulers, even though hauling them is a total non-priority since they won't rot.--Maximus 23:03, 17 November 2008 (EST)
Will it really be necessary to wall off the tanner's shop if I keep my skins stockpile walled off near my butcher's shop? Still thinking about the kitchens...
Also, I wonder if the fact that the sleep schedules desynchronize has anything to do with cave adaptation. Gairabad 00:01, 18 November 2008 (EST)
Don't bother using a skins stockpile. Either your tanners will get to them in time, straight out of the butcher's shop, or they'll rot along with the chunks.
Avoiding miasma isn't super-important, anyway: miasma is only -2 to -10 according to the thoughts page (not sure what causes the variation). Just create a walled-off butchering/tanning/carving area in the middle of a refuse stockpile and use lots of dedicated food haulers (add in item/refuse/furniture/stone hauling once you conquer the food surplus). The remaining major source of miasma is dead vermin, especially ones that cats kill, since they carry them to their owners as "gifts" (heh, damn that Toady). Vermin only rots once, though, then it's gone. Grin and bear it.
Sleep schedules desynchronize due to different amounts of time needed to reach a bed, different toughness levels, and immigrants who are synchronized within their own group and desynchronized with everyone else.--Maximus 01:15, 18 November 2008 (EST)
Hmmm... I'm planning to try and minimize cats and use dwarven trappers to deal with vermin. Trapping doesn't produce strange moods. Gairabad 19:47, 18 November 2008 (EST)

Spread the Filth?[edit]

Can a refuse object generate miasma while being carried, or only an object left on an indoor floor? what impact does moving an object around have on its chance/timer for miasma-production? --FJH 15:15, 18 February 2009 (EST)

Range[edit]

How many squares does miasma spread from the origin source? I'm setting up a garbage chute and I'm trying to determine how deep it needs to be to avoid having haulers exposed. HeWhoIsPale 18:10, 5 May 2009 (UTC)