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Author Topic: Food and syndromes  (Read 967 times)

Kipi

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Food and syndromes
« on: August 26, 2011, 06:32:23 am »

I just got this strange idea and didn't find any threads discussing about it, so here it goes.

If I put a syndrome in plant products, for example plump helmets or alcohol definitions, is it possible to make the syndrome affect creatures that eat/drink those products? And how about meat?

Also, if what I described above is possible then does anyone knows how cooking affects to this? Does prepared meals have the properties of the materials used?
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You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

nogoodnames

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Re: Food and syndromes
« Reply #1 on: August 26, 2011, 06:35:06 am »

It's not currently possible, but it will be in the next version.
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narhiril

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Re: Food and syndromes
« Reply #2 on: August 27, 2011, 02:30:52 am »

It's not currently possible, but it will be in the next version.

I have big plans for this.  Energy drinks, withdrawal effects, semi-poisonous delicacies...

Kipi

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Re: Food and syndromes
« Reply #3 on: August 27, 2011, 10:01:39 am »

Same here.

Poisonous meat and plants, herbal cigarettes and so on.

So, it is already confirmed that those things are possible in next version?
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

UltraValican

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Re: Food and syndromes
« Reply #4 on: August 27, 2011, 10:04:21 am »

Drat, I was planning on making a mod where that my tinkerer goblin's(modded race Im working on) booze would induce pain and vomiting in dwarves with low disease resitance( a weak stomach).
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trees

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Re: Food and syndromes
« Reply #5 on: August 27, 2011, 10:58:07 am »

So, it is already confirmed that those things are possible in next version?

IIRC, he mentioned that he already has ingested syndromes working but they're just not implemented yet in DF talk 15 or 14. So I'd count on them being in the next version, yeah. Probably included in some form with vampires drinking blood to get more powerful or something, too.
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GreatWyrmGold

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Re: Food and syndromes
« Reply #6 on: August 27, 2011, 05:08:16 pm »

It's not currently possible, but it will be in the next version.

I have big plans for this.  Energy drinks, withdrawal effects, semi-poisonous delicacies...
...highly potent booze that causes slow liver necrosis but gives dwarves happy thoughts from decadent drinks...
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A Spoony Bard

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Re: Food and syndromes
« Reply #7 on: August 27, 2011, 06:33:20 pm »

What about gnomeblight?
How does it work, or is it hardcoded?
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trees

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Re: Food and syndromes
« Reply #8 on: August 27, 2011, 06:39:58 pm »

Gnomeblight works by contact (which is why it's nearly worthless.) It would be cool if it was a sort of fake booze that only the gnomes could drink, though.
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