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Difference between revisions of "40d Talk:Miasma"

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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)
 
::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)

Revision as of 04:03, 18 November 2008

Miasma Trap

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?

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?

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)