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Difference between revisions of "v0.31 Talk:Syndrome"
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:How long has it been? The poison should run out eventually right?--[[User:Mrdudeguy|Mrdudeguy]] 16:15, 26 October 2010 (UTC) | :How long has it been? The poison should run out eventually right?--[[User:Mrdudeguy|Mrdudeguy]] 16:15, 26 October 2010 (UTC) | ||
+ | ::Nope, if the dwarves are treading it all over the fortress, that actually multiplies the quantity. You gotta get all your dwarves on cleaning duty. Also, when a dwarf walks through water, the syndrome gets washed off, no matter how contaminated the water is. Just make sure the dwarves are fully clothed when they come into contact with the water, or they'll get infected. Although either way it'll stop them tracking the stuff all over the place. The Reclamation of Battlefailed has a lot about how to keep your dwarves from getting infected by contact syndromes: http://www.bay12forums.com/smf/index.php?topic=76193.0--[[Special:Contributions/46.166.148.165|46.166.148.165]] 14:32, 18 August 2011 (UTC) | ||
+ | |||
+ | :I have to agree that "Beast sickness" is the most annoying health issue I've seen. I don't mind the ones that kill dwarfs quickly (dust attack) or that cause dwarfs to rot instantly. I hate the ones that get them sick and carry on for years and years! I'm off to see if bathing really helps. --[[User:Kwieland|Kwieland]] 02:55, 31 January 2012 (UTC) | ||
==Breath Attack Usage== | ==Breath Attack Usage== | ||
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If you assign a syndrome to a metal, make a bolt out of it and shoot it at something, will that count as ""injection"? | If you assign a syndrome to a metal, make a bolt out of it and shoot it at something, will that count as ""injection"? | ||
:Nope. This has been discussed in a couple threads on the forum. Solid-state materials are completely inert (testing is required for cave-in dust, but for weapons and such they won't apply the toxin at all). You need to have a liquid or a vapor in order to get things working. --[[User:Kagus|Kagus]] 07:42, 18 April 2010 (UTC) | :Nope. This has been discussed in a couple threads on the forum. Solid-state materials are completely inert (testing is required for cave-in dust, but for weapons and such they won't apply the toxin at all). You need to have a liquid or a vapor in order to get things working. --[[User:Kagus|Kagus]] 07:42, 18 April 2010 (UTC) | ||
+ | |||
+ | Can you manage to use a metal to get the syndrome into the body, if you make it so the metal will melt on impact? thus turning it into a liquid? | ||
+ | :Dude... if you can do that, then forget the syndromes! you could make explosive bolts! boiling point is made to be in between room temp and normal target's body temps, and thus boils on contact for a boiling metal vapor explosion? [[Special:Contributions/173.29.135.143|173.29.135.143]] 03:45, 26 March 2012 (UTC) | ||
==Treating syndromes== | ==Treating syndromes== | ||
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A weirdly long (multi-year) period of no kittens or puppies being born, followed by a resurgence, in a fortress that has had a typical share of trouble with FB dust and blood, has led me to suspect that at some point, infertility became one of the available effects for syndromes. I can prove nothing. —[[User:Chaos|Chaos]] 02:22, 6 January 2011 (UTC) | A weirdly long (multi-year) period of no kittens or puppies being born, followed by a resurgence, in a fortress that has had a typical share of trouble with FB dust and blood, has led me to suspect that at some point, infertility became one of the available effects for syndromes. I can prove nothing. —[[User:Chaos|Chaos]] 02:22, 6 January 2011 (UTC) | ||
+ | |||
+ | :Are you sure you didn't hit the breeding cap? If you're over (I think) 50 animals of any one species, no more of that species will be born until the number drops below the cap again. The [[Meat_industry#Breeding|Meat Industry]] page talks a bit about this. [[Special:Contributions/202.156.10.234|202.156.10.234]] 03:03, 10 January 2011 (UTC) | ||
+ | |||
+ | ::Ah, yeah. That was probably it. False alarm. —[[User:Chaos|Chaos]] 03:26, 10 January 2011 (UTC) | ||
+ | |||
+ | ==Numbness== | ||
+ | |||
+ | "Extreme numbness may lead to sensory nerve damage" is misleading. It does trigger the nerve damage message on the health screen, but curiously this nerve damage message vanishes when the syndrome wears off. It seems that if a part is not working then it shows up as impaired even if this is from a temporary effect. The way it is worded makes it sound like the effect is permanent. | ||
+ | |||
+ | I discovered this while trying to create a giant cone snail. Even with a sting at 20000% severity it was unable to permanently damage nerves in lab animals or dwarves. Of interest is the fact that high syndrome strength causes a "vision somewhat impaired" message, presumably from the nerves in the eye being impaired. [[User:NonconsensualSurgery|NonconsensualSurgery]] 00:00, 13 January 2012 (UTC) |
Latest revision as of 03:45, 26 March 2012
Dangers of Forgotten Beast Extract[edit]
A while back, I killed a Forgotten Beast, one of the ones that secretes venom. Killed it no bother, no damage to any of my dwarfs, it was then dragged up into the fort to be butchered. Unfortunately, it had covered itself in Forgotten Beast Extract. This got onto the Hauler or onto the ground, somehow. Either way, it's a contact poison, it's all over my fort (due to magic spreading extract), and it's causing my dwarfs to randomly collapse into unconsciousness.
Any suggestions? It's getting quite annoying, I get tons of cancelled job spam as dorfs faint and go to rest their non-existent injuries.--Nimblewright 11:41, 16 August 2010 (UTC)
- How long has it been? The poison should run out eventually right?--Mrdudeguy 16:15, 26 October 2010 (UTC)
- Nope, if the dwarves are treading it all over the fortress, that actually multiplies the quantity. You gotta get all your dwarves on cleaning duty. Also, when a dwarf walks through water, the syndrome gets washed off, no matter how contaminated the water is. Just make sure the dwarves are fully clothed when they come into contact with the water, or they'll get infected. Although either way it'll stop them tracking the stuff all over the place. The Reclamation of Battlefailed has a lot about how to keep your dwarves from getting infected by contact syndromes: http://www.bay12forums.com/smf/index.php?topic=76193.0--46.166.148.165 14:32, 18 August 2011 (UTC)
- I have to agree that "Beast sickness" is the most annoying health issue I've seen. I don't mind the ones that kill dwarfs quickly (dust attack) or that cause dwarfs to rot instantly. I hate the ones that get them sick and carry on for years and years! I'm off to see if bathing really helps. --Kwieland 02:55, 31 January 2012 (UTC)
Breath Attack Usage[edit]
I tested out the claim about multiple breath attacks being used simultaneously, but I didn't get the results displayed on the page. My test subjects (some magma crabs) were given a TRAILING_VAPOR_FLOW breath attack using the same material as their standard LIQUID_GLOB attack.
Normally, magma crabs will remain in place and simply fire glob after glob of buggy basalt due to the way that GLOB breath attacks work. However, when I gave them the new breath attack they would charge after their target and engage in melee combat (showing the same behavior as creatures with only a FLOW type breath attack).
Also, I noticed that they would not fire both attacks simultaneously. It appears as though they would randomly choose one or the other breath attack while attacking, but would never use both at the same time.
As an aside, the basalt TRAILING_VAPOR_FLOW breath attack works quite well with the weird way breath attacks are currently handled, and produces some lovely magma vapor to scorch your skin off. All in all, a far better choice for magma crabs than their current glob attack.
"Hi", by the way. I just created an account last night, and this is my first time ever editing a wiki. I'd love to know all the stuff I'm doing wrong. --Kagus 22:36, 11 April 2010 (UTC)
I feel like UNDIRECTED_DUST attacks would be great for suicide bomber creatures. Idea: a volatile immobile pod that explodes (uses the undirected dust attack) whenever an enemy approaches. --Anonymous
Speaking of breath attacks, can we move it to somewhere more fitting? Breath attacks really need to go into the creature tokens page or a page of their own, as it doesnt make that much sense why they would be in the syndromes page. -Commondragon
Toxic Materials[edit]
If you assign a syndrome to a metal, make a bolt out of it and shoot it at something, will that count as ""injection"?
- Nope. This has been discussed in a couple threads on the forum. Solid-state materials are completely inert (testing is required for cave-in dust, but for weapons and such they won't apply the toxin at all). You need to have a liquid or a vapor in order to get things working. --Kagus 07:42, 18 April 2010 (UTC)
Can you manage to use a metal to get the syndrome into the body, if you make it so the metal will melt on impact? thus turning it into a liquid?
- Dude... if you can do that, then forget the syndromes! you could make explosive bolts! boiling point is made to be in between room temp and normal target's body temps, and thus boils on contact for a boiling metal vapor explosion? 173.29.135.143 03:45, 26 March 2012 (UTC)
Treating syndromes[edit]
Is there any evidence for any of the claims in this section? The word "antivenin" doesn't appear in the raws or string dump (nor "antivenom"). I'm pretty sure that whole section is equal parts obsolete info and fabrication. --Footkerchief 06:34, 17 April 2010 (UTC)
- As far as I am aware, Toady intended to add antivenin as a means of treating syndromes, but cut it before the release due to time constraints. Currently you can -extract- it from creatures, but it doesn't serve any purpose in healing. - Lofn
Question![edit]
My dwarves are bleeding to death for no apparent reason on every map I embark on. Is this a syndrome or a bug? -bmmodder
- Sounds like a bug. What version of DF are you playing? Have you modded the raws at all? Are you using the default worldgen parameters? --DeMatt 00:18, 29 June 2010 (UTC)
What is this page for?[edit]
At present this page is mostly about how to mod the game. Shouldn't it be more about syndromes as they currently appear in the game? (e.g. which syndromes go away by themselves, and which require care/doctors?). I'm aware that this is an area that's unfinished and under development, but still I'd rather see info about the game as it is, and most of the modding info removed to a separate page (e.g. "Syndrome token"?). This page probably has the most detailed modding information of any page that (from the title) purports to be about the game, rather than specifically about modding or game internals 202.156.10.234 02:46, 26 October 2010 (UTC)
Syndrome timing[edit]
Are the phases for syndromes the same as the "steps" used in Fortress mode, or are they a different measure of time? --196.215.25.181 14:29, 28 November 2010 (UTC)
Side Effects[edit]
In testing the various creature effects in Arena mode, I've discovered that several of them have side effects - extreme swelling causes Necrosis, and extreme Numbness causes sensory nerve damage. The claim of nausea leading to dehydration is difficult to verify right now, since hunger and thirst are disabled in Adventurer mode (and thus Arena mode as well). --Quietust 20:48, 20 December 2010 (UTC)
Infertility[edit]
A weirdly long (multi-year) period of no kittens or puppies being born, followed by a resurgence, in a fortress that has had a typical share of trouble with FB dust and blood, has led me to suspect that at some point, infertility became one of the available effects for syndromes. I can prove nothing. —Chaos 02:22, 6 January 2011 (UTC)
- Are you sure you didn't hit the breeding cap? If you're over (I think) 50 animals of any one species, no more of that species will be born until the number drops below the cap again. The Meat Industry page talks a bit about this. 202.156.10.234 03:03, 10 January 2011 (UTC)
- Ah, yeah. That was probably it. False alarm. —Chaos 03:26, 10 January 2011 (UTC)
Numbness[edit]
"Extreme numbness may lead to sensory nerve damage" is misleading. It does trigger the nerve damage message on the health screen, but curiously this nerve damage message vanishes when the syndrome wears off. It seems that if a part is not working then it shows up as impaired even if this is from a temporary effect. The way it is worded makes it sound like the effect is permanent.
I discovered this while trying to create a giant cone snail. Even with a sting at 20000% severity it was unable to permanently damage nerves in lab animals or dwarves. Of interest is the fact that high syndrome strength causes a "vision somewhat impaired" message, presumably from the nerves in the eye being impaired. NonconsensualSurgery 00:00, 13 January 2012 (UTC)