Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Raw Meat Nausea for Fun and Misery  (Read 673 times)

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Raw Meat Nausea for Fun and Misery
« on: January 24, 2016, 02:24:56 am »

While experimenting with syndromes, I've discovered that it's possible to add them directly into material templates, and have decided to use this new ability to simulate food poisoning. Here's how it works:

-Many organic materials have [MEAT], which implies [EDIBLE_RAW].
-Cooking (currently) removes all syndromes from food, or so I've heard.
-Any [SYN_INGESTED] syndrome is therefore applied when dwarves eat raw meat or body parts, but not prepared meals.
-Cooking becomes more valuable, and the ever popular raw-meat-slaughter-feast suddenly becomes a much more interesting scenario.

Currently, here's what I'm using:

MUSCLE_TEMPLATE, LUNG_TEMPLATE, HEART_TEMPLATE, LIVER_TEMPLATE, STOMACH_TEMPLATE, GIZZARD_TEMPLATE, PANCREAS_TEMPLATE, SPLEEN_TEMPLATE, KIDNEY_TEMPLATE

[SYNDROME]
      [SYN_NAME:food poisoning]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_INGESTED]
      [CE_NAUSEA:PROB:2:SEV:100:RESISTABLE:SIZE_DILUTES:START:1200:END:17000]

GUT_TEMPLATE (intestines - same as above, but with a 5% chance)
[SYNDROME]
      [SYN_NAME:food poisoning]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_INGESTED]
      [CE_NAUSEA:PROB:5:SEV:100:RESISTABLE:SIZE_DILUTES:START:1200:END:17000]

BRAIN_TEMPLATE

[SYNDROME]
      [SYN_NAME:food poisoning]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_INGESTED]
      [CE_ERRATIC_BEHAVIOR:PROB:5:SEV:100:RESISTABLE:SIZE_DILUTES:START:1200:END:17000]

Each syndrome kicks in a little after eating and lasts for about a month, if I did my math right. I still don't know what ERRATIC_BEHAVIOR does, as the wiki is not informative on that topic. Any information would be appreciated. I hope it's nice and terrible!

If there's an interest, I may adjust and develop this more into a release. Potential goals:
-See if other organs are eligible to join GUT_TEMPLATE for higher nausea chance
-Secondary short-duration, high-intensity proc chance
-Use PHYS_ATT_CHANGE to make certain raw foods increase stats (at the risk of nausea) or decrease/affect MENT_ATT_CHANGE, so that eating lots of raw meat can affect dwarves' temper and intelligence. The inverse could be added to raw fruits and vegetables for desired elf-like forts.
-Similar to above, use CE_FEEL_EMOTION or CE_CHANGE_PERSONALITY to affect meat-eaters and vegetarians differently.

What do y'all think? Is this perhaps a worthwhile venture, or should *cooked meals* reign supreme?
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Urlance Woolsbane

  • Bay Watcher
    • View Profile
Re: Raw Meat Nausea for Fun and Misery
« Reply #1 on: January 24, 2016, 02:53:56 am »

I really like this idea. It fits right in with an idea I've got.

Of course, this would also make Adventure Mode a pain. But then, that could probably be remedied with a custom reaction.
Logged
"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Raw Meat Nausea for Fun and Misery
« Reply #2 on: January 24, 2016, 06:06:38 am »

I'm pretty sure that cooked meals retain syndromes, though.  At least it used to.

You can make a reaction to cook meat by turning it into a new 'cooked meat' material.  Or alternatively just remove EDIBLE_RAW from meat.