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Author Topic: Toxic contaminations and such  (Read 1167 times)

Slackratchet

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Toxic contaminations and such
« on: June 23, 2009, 12:50:44 pm »

Currently my home is recovering from a near disaster with Asbestos contamination. In short every porous surface in my house, everything that can't be cleaned with a wet wipe, has got to be taken and destroyed as industrial waste. From a DF perspective this got me wondering about environmental contaminates. I know poisons have been talked about but what if lead gets in your water system or you mine other toxic materials and contaminate the area? For a midevil society like a DF fortress running into a vein of toxic minerals might be the end of you and it's always fun to think of new ways to die.
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JohnieRWilkins

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Re: Toxic contaminations and such
« Reply #1 on: June 23, 2009, 11:46:45 pm »

Asbestos isn't really as bad for you as most people make it sound. I believe that poisons are going to get looked at after this version is out.
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Dakk

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Re: Toxic contaminations and such
« Reply #2 on: June 24, 2009, 01:50:06 am »

This release will make getting poisoned possible, making it modable also, but i don't think things such as lead deposits poisoning rivers will be possible in this release, though it'll likely happen in the future.

Then i'll have to stop using lead barrels to store my food and booze :D
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Footkerchief

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Re: Toxic contaminations and such
« Reply #3 on: June 24, 2009, 11:49:26 am »

You can't do lead deposits poisoning a river, but you CAN attach poison effects to a material in pretty fancy ways:

Quote from: dev log
... I'm going to go with contact/injected/inhaled poisons that cause syndromes in affected classes of creatures involving pain, swelling, oozing wounds, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/vomiting blood, nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness and dizziness as a starter set, with some possible extensions as they arise. If it makes sense, you'll be able to move those effects around from the initial site (for say contact or injection) to body parts by category/function (so you could have something cause headaches, for example, or make the gums bleed... one of the wikipedia snakes had that... not my fault).

So you can, for instance, link various inhalation effects to cinnabar dust, so if there's a cinnabar cave-in, dwarves might end up getting poisoned by cinnabar dust.  Stuff like that.  The next version also has much broader support for clouds and spatters of various materials, so eventually we might see stuff like miners creating clouds of stone dust and soapmakers splashing lye on themselves, creating more opportunities for poisons to take effect.

I posted a thread about this a while back:
http://www.bay12games.com/forum/index.php?topic=30291.0

Another similar one:
http://www.bay12games.com/forum/index.php?topic=30320.0
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cerapa

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Re: Toxic contaminations and such
« Reply #4 on: June 25, 2009, 03:09:39 am »

Im fairly certain that dwarves should have immunity to most toxic materials underground. After all, they are a race that live underground their whole lives. And the beards have got to be some pretty good filters.
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Pilsu

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Re: Toxic contaminations and such
« Reply #5 on: June 25, 2009, 05:35:36 am »

If Toady doesn't agree, you can just mod the dwarves to be immune to heavy metal toxicity
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