- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
v0.31 Talk:Syndrome
Dangers of Forgotten Beast Extract
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)
Breath Attack Usage
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
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)
Treating syndromes
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!
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?
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)