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Difference between revisions of "v0.31:Blood"

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Dwarf walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear.  That is why blood areas tends to grow quickly on ''above ground'' when heavy traffic is there. In  {{version|0.31.16}}  an init-setting has been added to stop the spreading of blood.
 
Dwarf walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear.  That is why blood areas tends to grow quickly on ''above ground'' when heavy traffic is there. In  {{version|0.31.16}}  an init-setting has been added to stop the spreading of blood.
  
Brooks and similar sources of water appear to replicate any blood that falls on their tiles, resulting in an endlessly growing blood carpet of blood.  This can be dealt with by covering the offending brook tiles with walls or floors.
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Brooks and similar sources of water appear to replicate any blood that falls on their tiles, resulting in an endlessly growing carpet of blood.  This can be dealt with by covering the offending brook tiles with walls or floors.
  
 
==Assorted Blood Types==
 
==Assorted Blood Types==

Revision as of 19:40, 26 October 2010

This article is about an older version of DF.

Blood is the preferred fluid of Armok, as well as the fluid that most living creatures contain within their bodies. Some creatures will have ichor instead. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.

Blood tends to spread everywhere; you will just have to get used to it. Or go insane, your choice. It is possible to remove blood from a Template:L floor by building a Template:L on it. Allocating bloody Template:L underground areas as a Template:L seems to increase their Template:L priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas and have in fact the opposite effects. It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touches it.

Dwarf walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear. That is why blood areas tends to grow quickly on above ground when heavy traffic is there. In v0.31.16 an init-setting has been added to stop the spreading of blood.

Brooks and similar sources of water appear to replicate any blood that falls on their tiles, resulting in an endlessly growing carpet of blood. This can be dealt with by covering the offending brook tiles with walls or floors.

Assorted Blood Types

Not all creatures have the same dark red blood that most do. Template:Ls, for instance, have a gray goo instead of blood, and Template:Ls bleed a bright cyan.

Bloodless Creatures

Several creatures, such as the Template:L and skeletal Template:L, do not possess blood. Such creatures are markedly harder to kill.

Collecting Blood

Beyond the obvious method of injuring creatures, Template:Ls full of blood can be brought with a Template:L expedition upon Template:L, and bought from dwarven and human civilizations in Template:L. The use for this is uncertain, though the stuff may appease Template:L until you can start producing it on your own.