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Author Topic: Waste (Not the refuse kind!)  (Read 3272 times)

Starver

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Re: Waste (Not the refuse kind!)
« Reply #15 on: November 28, 2012, 01:25:36 pm »

Hahahaha those wacky Euroguys can you believe they have coins for denominations above .25?! I can't even imagine why anyone would do that.
You do realize there are 50c and Dollar coins in the US, right?

Apropos to nothing... Post-decimalisation (1971-ish) UK coins = 0.5p (<-discontinued maybe 30 years ago), 1p, 2p, 5p, 10p, 20p, (no 'quarter', except for earlier commemorative 'Crown's,) 50p, £1, £2 <- commonly used in circulation / largely commemorative ->  £5 (the latest coin called the 'Crown').  There used to be £1 notes(/bills), but they got replaced, and £5 banknotes are the lowest value paper-money.

The UK£2 coin seems to be about US$3.20 in value at the moment, for those that are interested, so £5 notes => '$8 bills'.


As for the original subject of this thread, it's all been said I think (including that it's all been said before).  Sorry for the derail, I must be avoiding work again.
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GoombaGeek

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Re: Waste (Not the refuse kind!)
« Reply #16 on: November 28, 2012, 09:30:18 pm »

The joke is that I'm Canadian.
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Starver

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Re: Waste (Not the refuse kind!)
« Reply #17 on: November 29, 2012, 12:27:57 pm »

Eh?

So, in that case, GP£2==CA$3.17, or thereaboot.

(Sorry, now I'm wanting to append "Hoots mon", and something about an Alces alces being untethered within a residential building...  Remember kids, don't play around with unattended accents, they might explosively change form when you least expect them to.)
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Wimopy

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Re: Waste (Not the refuse kind!)
« Reply #18 on: November 29, 2012, 01:35:17 pm »

DF is probably somewhere in the Medieval era. By that, the most realistic would be pots and throwing your... waste out into the streets or carrying it all the way to the garbage dump.
Or have someone else carry it there, like a good hauler.

Personally, I'd rather not have my dwarves continuously having to carry their dung outside the fort, polluting the whole environment.
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Itnetlolor

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Re: Waste (Not the refuse kind!)
« Reply #19 on: November 29, 2012, 02:08:26 pm »

DF is probably somewhere in the Medieval era. By that, the most realistic would be pots and throwing your... waste out into the streets or carrying it all the way to the garbage dump.
Or have someone else carry it there, like a good hauler.

Personally, I'd rather not have my dwarves continuously having to carry their dung outside the fort, polluting the whole environment.
You can always go the Roman route, and use aqueducts or rivers to flow water beneath public latrines to clean waste water away. But that would add some additional complication not everyone would be up for setting aside as a necessary side-project for a lively fort.

However, the prospect of having a dedicated giant water tower devoted to flushing the latrines every once in awhile does sound interesting, and could be like one of those roadside attractions (of the "World's largest thermometer" variety) for tourists to visit/migrate to your fort for.

Interestingly enough, this gives me an idea for a future feature I wonder if Toady will implement later. Tourism and Pilgrimages. There will be random chances of visitors of the non-trade variety to check out your fortress in all it's glory (especially of high value; you can try to charge them or not, using your accountant or something, to setup the prices), and if you have plenty of shrines to your gods setup (a masterwork/artifact table can be assigned as a shrine/altar, which can attract pilgrims to your fort (and you can extort them for what they're worth, charging them gold or offerings (from wine to blood; settings could be made by your head priest(ess)/pope), when the economy kicks in). Of course, your own dwarves which celebrate the same god(s) may also donate to the church/shrine as well. They can be put to the most use when bazaars return to the game (shops, shops everywhere/market districts). Your income doesn't have to come from traders alone, especially when economy returns.

EDIT:
Just realized, in case holy wars are included, sometimes setting up a shrine will invite hostiles from other nations that celebrate other gods/religions. So we don't only have race wars (gobbos and elves vs. dwarves; but sometimes other dwarves vs. other dwarves, and similar to other races). Could lead to some interesting history generations (watching numerous obscure religions eventually monopolize the belief systems of the world into a select few later into the generation, and how it got there (like watching a Civ4+ game reach religious victories) and challenges along the lines of "Pilgrims in an unholy land" type, where you have to build and protect a grand shrine fortress in the center of a dangerous cult/religious area. Just building a tiny shrine out in the open is enough to enrage the surrounding settlements to ravage you worse than a gobbo invasion. Of course, trades could pass news across the lands about the shrines and etc., since they do visit the fort, much of the time, first. Pilgrims visiting could also add to the risk factors, especially if their trek crosses rival holy lands and such. Rivals find, maul and etc. the poor sap, learn of your location through them, and well, add another potential invader to the list. This should also add another dimension to the Adventure Mode as well. Especially if you intend to play the pilgrim role, hire escorts to protect you as you visit places and shrines and such, and pass on knowledge/teachings of your god (or draw blood of your victims, or their first-born, if they're that kind of god as well). Books would also have additional dimensions as well, as you can pass on/deliver your religion's bibles from settlement to settlement. Combat monks/priests would also become a possibility as well. A spiritual way to combat necromancers can be added as an expansion to the magic and etc. already going on anyway (certain religions can give certain boosts and sacrifices as well (some are non-booze religions; for example, but despite a lack of booze, truly devote followers get a boost to their endurance and focus, or something; drinking the blood, poison, or even bile of something/someone can also have effects as well, due to the sacrifice/perk effects as well, according to the generated religion(s) of the land). You can always mod it out (being RAWs), and play Full-Atheist world as well (it's more a neutralizing of the religion's effects, rather than completely eliminating them (no, vegetarian religions don't make you burst into flames if you eat meat anymore (lucky chance for that cause/effect 'sacrifice'; only applies to zealots and ☼Followers☼ (complete devotion))). I don't know how complex this feature could get though).

Ah, the mayhem of capturing/defending a dwarven Jerusalem. Hectic enough in history; just imagine something like that in DF. You could start dealing with crusades.

A (un)holy force of Crusaders/Cultists have marched onto your land. DEFEND THE SHRINES/YOUR PILGRIMS!!!

EDIT EDIT:
Sorry if that derails this thread at all. Once an idea like that comes to mind, I just keep at it, until I can't think up anymore to add to it/elaborate.
« Last Edit: November 29, 2012, 02:36:49 pm by Itnetlolor »
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MrWillsauce

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Re: Waste (Not the refuse kind!)
« Reply #20 on: November 29, 2012, 03:28:57 pm »

Just think of all the dwarven shit we could dump on the elves...
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Loud Whispers

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Re: Waste (Not the refuse kind!)
« Reply #21 on: November 30, 2012, 07:14:40 am »

Just think of all the dwarven shit we could dump on the elves...
Yeah I'd much rather have classy Dwarves. Make magma not pisspots.

MrWillsauce

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Re: Waste (Not the refuse kind!)
« Reply #22 on: November 30, 2012, 03:10:40 pm »

Just think of all the dwarven shit we could dump on the elves...
Yeah I'd much rather have classy Dwarves. Make magma not pisspots.
Who says you can't have both?
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Loud Whispers

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Re: Waste (Not the refuse kind!)
« Reply #23 on: November 30, 2012, 03:15:14 pm »

Just think of all the dwarven shit we could dump on the elves...
Yeah I'd much rather have classy Dwarves. Make magma not pisspots.
Who says you can't have both?
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Tenebrais

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Re: Waste (Not the refuse kind!)
« Reply #24 on: December 01, 2012, 10:13:07 am »

Yeah I'd much rather have classy Dwarves. Make magma not pisspots.

This is pretty much the reason we're unlikely to see sewage in Fortress mode. People get downright fetishistic about it.

I like the idea of sewering from a civil engineering standpoint, though. If I had my way I'd tie it into the regular washing that dwarves do, and simply have it so that the grime contaminant transfers to the water rather than disappearing, making it no longer drinkable and requiring some sort of sewer solution.
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Dyret

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Re: Waste (Not the refuse kind!)
« Reply #25 on: December 01, 2012, 02:55:10 pm »

Yeah I'd much rather have classy Dwarves. Make magma not pisspots.

This is pretty much the reason we're unlikely to see sewage in Fortress mode. People get downright fetishistic about it.

Heh, yeah, like how the Genesis mod added dongs and now every genesis player ever is running around with fourteen of them stuck between their teeth at any given time.
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Mr S

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Re: Waste (Not the refuse kind!)
« Reply #26 on: December 01, 2012, 08:52:53 pm »

In early forts you will need -Out House-'s.  Later on, however, you'll be able to have a lovely +<*Lavotory*>+.

This is a masterwork bidet.  All crafstdwarfship is of the highest quality.  It menaces with spikes of black bronze.  On it is an image of miasma in diamond.  It is circled with bands of honey opal.  On it is an image of dwarves in fabric.  The dwarves are laboring.  The image relates to something unmentionable.
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tolkafox

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Re: Waste (Not the refuse kind!)
« Reply #27 on: December 02, 2012, 01:01:32 am »

Yeah I'd much rather have classy Dwarves. Make magma not pisspots.
If I had my way I'd tie it into the regular washing that dwarves do

Dwarves wash? O.O

Also, doesn't this need to go under the suggestions board in the 'already been suggested' thread?
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Alastar

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Re: Waste (Not the refuse kind!)
« Reply #28 on: December 02, 2012, 07:28:18 am »

I'm wary of anything that will have a fiddly implementation.
We already have this with clothing... you'd imagine dwarves would darn their socks when the state of their clothes starts to annoy them.

So while there could be useful things done with animal waste products (fertiliser, construction material, tanning and dyeing industry, military applications, general purpose trolling) it sounds like something that would need plenty of work to enrich the game rather than be mostly an annoyance.
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Seraphim342

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Re: Waste (Not the refuse kind!)
« Reply #29 on: December 02, 2012, 07:45:47 am »

I don't really think the PR would be bad at all.  I mean, the Sims had toilets and they'd wet themselves if they couldn't get to the bathroom, and the first one at least was considered 100% kid-friendly.  I'd be more worried about the Moral Guardians finding out about chaining female mermaids to walls and slaughtering their babies for their valuable body parts.  Still, doesn't really add anything to the game but annoyance... aside from Dwarven Shit Shotguns, which would be hilarious. 
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