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Editing v0.31 Talk:Blood

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Oh Armok! I killed a forgotten beast with toxic blood without suffering any losses, but now the blood has spread everywhere! Over 70 dwarves have died from touching the contamination, including the last *entire* migrant wave! It starts as a fever and nausea, and quickly turns to paralysis and suffocation! [[User:Interloper|Interloper]] 23:05, 19 Dec 2010 (UTC)
 
Oh Armok! I killed a forgotten beast with toxic blood without suffering any losses, but now the blood has spread everywhere! Over 70 dwarves have died from touching the contamination, including the last *entire* migrant wave! It starts as a fever and nausea, and quickly turns to paralysis and suffocation! [[User:Interloper|Interloper]] 23:05, 19 Dec 2010 (UTC)
  
Aside from the tips on the [[blood]] page and other known solutions for [[Maximizing_framerate#Increasing_your_Framerate|dealing with contaminants]], anyone have additional suggestions?
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Aside from the tips on the {{l|blood}} page and other known solutions for [[DF2010:Maximizing_framerate#Increasing_your_Framerate|dealing with contaminants]], anyone have additional suggestions?
* On the [[blood]] page it says, "It is possible to remove blood from a soil floor by building a dirt road on it." Does this trick only work on soil floors, or will it also work on other outdoor tiles? I also noticed on the [[mud]] page where it says, "Mud can be removed by constructing something over the mud, then deconstructing it." Technically, mud is a contaminant, as is blood spatter. So, I'm wondering if we could build ''anything'' on ''any type'' of outdoor tile with blood to remove it.
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* On the {{l|blood}} page it says, "It is possible to remove blood from a soil floor by building a dirt road on it." Does this trick only work on soil floors, or will it also work on other outdoor tiles? I also noticed on the {{l|mud}} page where it says, "Mud can be removed by constructing something over the mud, then deconstructing it." Technically, mud is a contaminant, as is blood spatter. So, I'm wondering if we could build ''anything'' on ''any type'' of outdoor tile with blood to remove it.
* Also, on the [[blood]] page it says, "It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touches it." That sounds good in theory. But ''how'' exactly does one "forbid" a specific area from dwarves, other than building a wall or something around it or on top of it? One can define a [[Burrow]] area and force civilians to go there, but that is not the same thing as designating a certain area as off limits. One can also define an [[Activity zone|Activity Zone]]. But unless all the dwarves you want to keep out of the blood spatter are fishing, dumping garbage or some similar activity, I think that method has it's limits. --[[User:Thundercraft|Thundercraft]] 11:26, 19 February 2011 (UTC)
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* Also, on the {{l|blood}} page it says, "It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touches it." That sounds good in theory. But ''how'' exactly does one "forbid" a specific area from dwarves, other than building a wall or something around it or on top of it? One can define a {{l|Burrow}} area and force civilians to go there, but that is not the same thing as designating a certain area as off limits. One can also define an [[DF2010:Activity_zone|Activity Zone]]. But unless all the dwarves you want to keep out of the blood spatter are fishing, dumping garbage or some similar activity, I think that method has it's limits. --[[User:Thundercraft|Thundercraft]] 11:26, 19 February 2011 (UTC)
**One can assign the area to [[Traffic|restricted]] - it's not perfect but it generally works--[[User:Root Infinity|Root Infinity]] 19:21, 19 February 2011 (UTC)
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**One can assign the area to [[DF2010:Traffic|restricted]] - it's not perfect but it generally works--[[User:Root Infinity|Root Infinity]] 19:21, 19 February 2011 (UTC)
  
 
== D_init.txt Options & Bug Reports ==
 
== D_init.txt Options & Bug Reports ==
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Actually, this option is found in D_init.txt, not in init.txt. And it is mentioned here:
 
Actually, this option is found in D_init.txt, not in init.txt. And it is mentioned here:
[[Maximizing_framerate]]
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[[DF2010:Maximizing_framerate]]
 
<blockquote>
 
<blockquote>
* Contaminants, e.g. [[blood]] spatters, accumulate on the ground and on dwarves who walk through the puddles.  There is a bug ({{bug|296}}) which makes them spread way too far.
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* Contaminants, e.g. {{l|blood}} spatters, accumulate on the ground and on dwarves who walk through the puddles.  There is a bug ({{bug|296}}) which makes them spread way too far.
 
** Fortunately, there is a setting in D_init.txt (as of&nbsp;{{version|0.31.18}}) that prevents them spreading from dwarf (or animal) to ground.</blockquote>
 
** Fortunately, there is a setting in D_init.txt (as of&nbsp;{{version|0.31.18}}) that prevents them spreading from dwarf (or animal) to ground.</blockquote>
To be more accurate, this option was first introduced in {{version|0.31.16}}, as it is mentioned here: [[Release_information/0.31.16]]
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To be more accurate, this option was first introduced in {{version|0.31.16}}, as it is mentioned here: [[DF2010:Release_information/0.31.16]]
 
The bug report mentioned above ({{bug|296}}) was originally reported for {{version|0.31.01}} and it is directly related to {{bug|3267}} (reported for {{version|0.31.13}}). On the latter bug report, [http://bay12games.com/dwarves/mantisbt/view.php?id=3267#c13680 one of the comments claimed] that:
 
The bug report mentioned above ({{bug|296}}) was originally reported for {{version|0.31.01}} and it is directly related to {{bug|3267}} (reported for {{version|0.31.13}}). On the latter bug report, [http://bay12games.com/dwarves/mantisbt/view.php?id=3267#c13680 one of the comments claimed] that:
 
<blockquote>...the switch in the config file ("do not move splatters around") seems to be completely failing, it was enabled all the time, but did not prevent up to 100 different blood splatters on the single beings.</blockquote>
 
<blockquote>...the switch in the config file ("do not move splatters around") seems to be completely failing, it was enabled all the time, but did not prevent up to 100 different blood splatters on the single beings.</blockquote>
 
That comment was posted on 2010-11-09, which was shortly before {{version|0.31.18}} was released. It needs testing, but for all we know the WALKING_SPREADS_SPATTER_DWF option might still be failing in {{version|0.31.18}} and/or {{version|0.31.19}}. Let's not make a hasty assumption, either way.
 
That comment was posted on 2010-11-09, which was shortly before {{version|0.31.18}} was released. It needs testing, but for all we know the WALKING_SPREADS_SPATTER_DWF option might still be failing in {{version|0.31.18}} and/or {{version|0.31.19}}. Let's not make a hasty assumption, either way.
 
Also, both of those bugs seem to relate directly to {{bug|3270}} (titled '''"Blood has [ROTS] tag, but does not rot"''') and I suspect this bug reveals one of the main culprits behind these contaminant problems. --[[User:Thundercraft|Thundercraft]] 07:50, 19 February 2011 (UTC)
 
Also, both of those bugs seem to relate directly to {{bug|3270}} (titled '''"Blood has [ROTS] tag, but does not rot"''') and I suspect this bug reveals one of the main culprits behind these contaminant problems. --[[User:Thundercraft|Thundercraft]] 07:50, 19 February 2011 (UTC)

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