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Difference between revisions of "40d:Cave adaptation"
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If all else fails, simply give up on the outside world and have your dwarves spend the rest of your fortress's life lurking in the bottom of a dark cave gnawing on a cold [[plump helmet]]. | If all else fails, simply give up on the outside world and have your dwarves spend the rest of your fortress's life lurking in the bottom of a dark cave gnawing on a cold [[plump helmet]]. | ||
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+ | You can also remove this tag from the dwarves RAW files if you really wish too. Under "creature_standard.txt" remove the [CAVE_ADAPT] line and save. | ||
== See also == | == See also == |
Revision as of 06:00, 16 June 2009
Cave adaptation is a condition that happens to your dwarves after spending too much time underground. It is unclear as to how much time underground causes cave adaptation, and there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats.
When a dwarf with cave adaptation goes outside, the dwarf will gain one of two negative thoughts. If the dwarf has mild cave adaptation, he will gain the thought 'irritated by the sun recently', and suffer no other effects. A dwarf with serious cave adaptation will gain the thought, 'nauseated by the sun recently' and will vomit all over the ground. While vomiting a dwarf is unable to defend himself, which can be a problem during combat. A dwarf with cave adaptation may end up with a stun status when exposed to the sun.
A dwarf with the description, 'likes working outdoors and only grumbles mildly at inclement weather' is no more resistant to cave adaptation than a regular dwarf is. Likewise, dwarves that like working outdoors may even have cave adaptation.
Fortunately, cave adaptation is not a serious issue. The unhappy thought from serious cave adaptation is strong (strong enough to totally negate the "slept in a room like a personal palace" happy thought), and can easily push already unhappy dwarves over the edge, but it is very controllable. Setting up a meeting area outside and above ground with items that cause powerful happy thoughts: very valuable statues are the best bet here. Be sure to wall it in or otherwise protect it so the area is not a liability during a siege. Dwarves will come out, admire the items in the meeting area, get a happy thought, then vomit all over themselves. If you do it right, you break about even. Prolonged, regular exposure to sunlight WILL cure cave adaptation, so this technique could be considered a controlled catharsis. Dwarves who vomit all the time don't seem to get hungry any faster.
If your trade depot is outside, cave adaptation can create the amusing scene of thirty dwarves carrying goods to the depot all emerging and throwing up at once. Fortunately, the merchants seem to take this in stride, and it doesn't seem to negatively affect negotiations.
Preventing and curing cave adaptation
Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to outdoor sunlight. Indoor sunlight will not treat, nor will it trigger, cave adaptation. An outdoor area to fight cave adaptation may be accomplished by having a meeting area or statue garden exposed to sunlight, with no roof.
Occasional or brief exposures to sunlight cannot prevent cave adaption.
Negative thoughts cannot be prevented in those who suffer cave adaptation, but can be treated with a really, really awesome dining room.
If all else fails, simply give up on the outside world and have your dwarves spend the rest of your fortress's life lurking in the bottom of a dark cave gnawing on a cold plump helmet.
You can also remove this tag from the dwarves RAW files if you really wish too. Under "creature_standard.txt" remove the [CAVE_ADAPT] line and save.