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Difference between revisions of "v0.31 Talk:Blood"

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(Comments diverging from the initial subject have been moved to a separate section.)
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What stockpile option are barrels of blood under? --[[User:Telarin|Telarin]]
 
What stockpile option are barrels of blood under? --[[User:Telarin|Telarin]]
 
:Wondering this as well. Also, is it possible to dump the blood in some way? Doesn't seem to do anything when I try. [[Special:Contributions/83.227.5.34|83.227.5.34]] 12:10, 27 September 2010 (UTC)
 
:Wondering this as well. Also, is it possible to dump the blood in some way? Doesn't seem to do anything when I try. [[Special:Contributions/83.227.5.34|83.227.5.34]] 12:10, 27 September 2010 (UTC)
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== Blood Spatter Spreading ==
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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)
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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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* 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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* 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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**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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== D_init.txt Options & Bug Reports ==
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I'm not sure that the part about blood getting everywhere is quite true anymore.  It's now an easily editable option in init.txt {WALKING_SPREADS_SPATTER_DWF:YES/NO} that defaults to NO.  [[User:Stupergenius|Stupergenius]] 06:13, 17 February 2011 (UTC)
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Actually, this option is found in D_init.txt, not in init.txt. And it is mentioned here:
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[[Maximizing_framerate]]
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<blockquote>
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* 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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** 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>
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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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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:
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<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>
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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.
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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)

Latest revision as of 17:52, 8 December 2011

Why do the caravans bring barrels of blood? What do they expect us to do with it? --Droid 00:44, 6 April 2010 (UTC)

I'm sure Queen Urist of Blockedlance could enlighten you. Though in practical game terms, I have no idea. --Njero 00:49, 6 April 2010 (UTC)

Transfusions and Brewing! And by that I mean for curing dwarves with the Pale status 86.147.129.117 17:21, 9 June 2010 (UTC)

I'm not so sure it would be a good idea to pump your dwarves full of giant cave spider blood. Or are we talking axe cop rules here? Just thought of an amusing image of dwarves using screw pumps for transfusions.--99.67.238.66 04:19, 15 June 2010 (UTC)

What stockpile option are barrels of blood under? --Telarin

Wondering this as well. Also, is it possible to dump the blood in some way? Doesn't seem to do anything when I try. 83.227.5.34 12:10, 27 September 2010 (UTC)

Blood Spatter Spreading[edit]

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! Interloper 23:05, 19 Dec 2010 (UTC)

Aside from the tips on the blood page and other known solutions for 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.
  • 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. 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. --Thundercraft 11:26, 19 February 2011 (UTC)
    • One can assign the area to restricted - it's not perfect but it generally works--Root Infinity 19:21, 19 February 2011 (UTC)

D_init.txt Options & Bug Reports[edit]

I'm not sure that the part about blood getting everywhere is quite true anymore. It's now an easily editable option in init.txt {WALKING_SPREADS_SPATTER_DWF:YES/NO} that defaults to NO. Stupergenius 06:13, 17 February 2011 (UTC)

Actually, this option is found in D_init.txt, not in init.txt. And it is mentioned here: Maximizing_framerate

  • 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.
    • Fortunately, there is a setting in D_init.txt (as of v0.31.18) that prevents them spreading from dwarf (or animal) to ground.

To be more accurate, this option was first introduced in v0.31.16, as it is mentioned here: Release_information/0.31.16 The bug report mentioned above (Bug:296) was originally reported for v0.31.01 and it is directly related to Bug:3267 (reported for v0.31.13). On the latter bug report, one of the comments claimed that:

...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.

That comment was posted on 2010-11-09, which was shortly before v0.31.18 was released. It needs testing, but for all we know the WALKING_SPREADS_SPATTER_DWF option might still be failing in v0.31.18 and/or v0.31.19. 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. --Thundercraft 07:50, 19 February 2011 (UTC)