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Author Topic: Suturing as a moodable skill  (Read 1038 times)

TheBeardyMan

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Suturing as a moodable skill
« on: July 20, 2010, 02:16:43 pm »

The dwarf taken by the mood would require thread for the sutures, plus body parts from various animals and the result could be a tame forgotten (well, not forgotten until the fortress falls) beast.
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Grendus

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Re: Suturing as a moodable skill
« Reply #1 on: July 20, 2010, 05:20:53 pm »

It's... ALIIIIIIIIVE!!! MWAHAHAHAHAHAHAHAHA!

Umm, no. Clever, and maybe when the magic arc rolls around this might be a good idea. But for now, I don't think it fits with the game.
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NW_Kohaku

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Re: Suturing as a moodable skill
« Reply #2 on: July 20, 2010, 06:16:10 pm »

Aha! I was sure there was a thread like this a little while ago... here we go: http://www.bay12forums.com/smf/index.php?topic=55679.0

Basically, that one focused more on the aspect of "We can rebuild him, we have the technology" than making forgotten beasts, though...
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blue sam3

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Re: Suturing as a moodable skill
« Reply #3 on: July 21, 2010, 03:41:28 am »

Was I the only one who thought this would end up being an excuse to arrange some injuries, just incase the doctor has a mood.



Actually, wouldn't that be a good idea anyway, just for um... training purposes?
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Grendus

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Re: Suturing as a moodable skill
« Reply #4 on: July 21, 2010, 09:58:26 am »

Letting surgeon dwarves train suturing on animal carcasses (or even dwarf carcasses)? Sure, it would make sense.

Stitching together a Frankenstein's monster as a mood? Again, I think this belongs in the magic arc.
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TomiTapio

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Re: Suturing as a moodable skill
« Reply #5 on: July 21, 2010, 10:06:04 am »

The Genesis mod (http://www.bay12forums.com/smf/index.php?topic=52988.0;topicseen)
has Anatomical Theater for surgery and suturing training. And a Library for book-type skills training.

There is no need to stick to pure vanilla DF when Toady has enabled modding.
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Fourdots

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Re: Suturing as a moodable skill
« Reply #6 on: July 21, 2010, 01:20:35 pm »

The Genesis mod (http://www.bay12forums.com/smf/index.php?topic=52988.0;topicseen)
has Anatomical Theater for surgery and suturing training. And a Library for book-type skills training.

There is no need to stick to pure vanilla DF when Toady has enabled modding.

So clearly, all development of the game should stop, and nothing new should be added to it. Because of modding.

Mods generally incorporate things which should be in the game (training workshops, for instance, are needed because of the lack of an apprenticeship/learning system beyond repeatedly doing a task which uses a skill), but are not because Toady has yet to come up with a good, elegant system for them to enter the core game, or has yet to implement it. Pointing out that something should be in the game (using corpses to study medicine is a great idea, IMO, and possibly not doable by modding - can a reaction require a complete corpse as a reagent, as the butcher's shop does? It certainly can't be used for a teacher to explain things to a group of students, who then learn from the explanation) is perfectly valid because we may come up with a good and elegant method to do it, which Toady can then implement if he wishes.
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Kilo24

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Re: Suturing as a moodable skill
« Reply #7 on: July 21, 2010, 03:35:30 pm »

There is no need to stick to pure vanilla DF when Toady has enabled modding.
So clearly, all development of the game should stop, and nothing new should be added to it. Because of modding.
...that's an impressive strawman.  I must tip my hat to such a finely crafted *mountain* menacing with spikes of molehill.

On topic, it could be a way to get friendly dwarf-created zombies in the game, but it does seem a bit out of whack with just suturing.  I'd actually like to have a zombified forgotten beast clambering around as a pet of the suturer; it'd be a different and very interesting artifact.

To those mentioning the magic arc, remember that the artifact arc comes first despite having many magical effects.
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Fourdots

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Re: Suturing as a moodable skill
« Reply #8 on: July 21, 2010, 09:35:28 pm »

There is no need to stick to pure vanilla DF when Toady has enabled modding.
So clearly, all development of the game should stop, and nothing new should be added to it. Because of modding.
...that's an impressive strawman.  I must tip my hat to such a finely crafted *mountain* menacing with spikes of molehill.

I thought that it was extreme enough to be obviously intended as an exaggerated strawman, although it's hard to transmit intent through the internet (I should probably have noted that with a footnote. Ah, well ...).
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Grendus

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Re: Suturing as a moodable skill
« Reply #9 on: July 22, 2010, 10:31:48 am »

Either way, adding this in vanilla should wait until those particular arcs come about. Adding this via modding, of course, is not only encouraged, it's AWESOME!!!
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325