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Author Topic: Diseases - Everything related here.  (Read 8145 times)

lukstra

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Re: Diseases - Everything related here.
« Reply #30 on: November 22, 2013, 05:57:45 pm »

So far I think diseases are great: they add more realism and variability to dwarfs. So far I have not had any major trouble with diseases - my forts are fairly spacious with a veriety of pathing options - and I've already identified and quarantined migrants who arrived with contagious diseases. So far the only casualty has been a migrant who walked a few tiles onto the map, then fell permanently unconscious (due to high blood pressure). My only problem with the diseases has been the spamming of "The oven operator regains consciousness x 29" etc... in the reports screen. It prevents me from seeing what truly matters - combat or other dwarf shenanigans.
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m-logik

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Re: Diseases - Everything related here.
« Reply #31 on: November 22, 2013, 09:39:40 pm »

you could edit the raws to make the syndrome inert as to take the sting away
just search for the phrase the disease uses and search the 'interaction_epidemic.txt' file.

Could anyone explain this in a bit more detail? I've seen a couple of reports that rabies is not being disabled by turning diseases off in settings.exe. I'm currently playing an animal-heavy game and i'd like to prevent a fortress destroying calamity before it happens. Looking at interaction_rabies.txt, I have no idea which line(s) to delete. My RAW-fu is not strong.
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Meph

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Re: Diseases - Everything related here.
« Reply #32 on: November 23, 2013, 03:18:13 am »

All diseases are in the first lines of the creature_standart.txt and are toggled. The only exception is the rabies, which is in several files, in the creatures for dogs, mastiffs and shaggy badgerdogs. This is not toggled atm.
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Rask

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Re: Diseases - Everything related here.
« Reply #33 on: November 24, 2013, 04:37:54 am »

I shudder to think about the micromanagement needed in a high-population fortress to isolate sick dwarfs from the healthy ones, get them to consume medicine, and then get them away from the other sick dwarfs without getting reinfected.

Here are some thoughts on how the process could be streamlined:
  • Sick dwarfs should go to the hospital on their own. (I don't know if they already do. If they don't, it may be necessary for the diseases to create wounds that need treatment)
  • Maybe medicine should be some kind of soap ("medical salve") so doctors can treat patients while cleaning them? That would be easier than getting the patients to eat/drink the medicine.
  • Reinfection should be impossible for a month or two so a dwarf has enough time to get away from the other contagious dwarfs on the way out of the hospital.

Unrelated: would it be possible to turn miasma into a disease vector?
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Meph

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Re: Diseases - Everything related here.
« Reply #34 on: November 24, 2013, 04:49:59 am »

1. Impossible.
2. Impossible.
3. Is already doing that.

Unrelated: Kinda, if enough rotting flesh exists, dwarves create miasma.
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oldark

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Re: Diseases - Everything related here.
« Reply #35 on: November 26, 2013, 01:20:11 pm »

Just as a note, a schizophrenic child has no qualms starting a loyalty cascade. A single punch is all it takes to doom your fort :)
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Halfling

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Re: Diseases - Everything related here.
« Reply #36 on: November 26, 2013, 04:23:58 pm »

Meph, saw this topic finally. I've been away a lot.

Did you execute this with the newest version of the disease mod stuff? Because it sounds an awful lot like that diseasesplosion issue where everybody gets everything (due to issues with syn classes rather than probabilities) that I thought I fixed.

The issue is described here: http://www.bay12forums.com/smf/index.php?topic=127265.msg4411863#msg4411863

 Also I'm sure I fixed loyalty cascades, that's caused by using crazed rather than opposed to life - checking, in the newest version it reads opposed to life while it was initially crazed.

thistleknot

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Re: Diseases - Everything related here.
« Reply #37 on: November 29, 2013, 12:57:54 pm »

continuing from this post http://www.bay12forums.com/smf/index.php?topic=127265.msg4801236#msg4801236 that started at this post (http://www.bay12forums.com/smf/index.php?topic=127265.msg4785295#msg4785295)

what if you made alcohol medicine. the length of the medicine could be 33600 for one month which is how long the diseases last. dwarves go for 4 drinks per season tho. so 33600 will practically ensure a dwarf id immune all season long as each drink covers 1/12 of a year vs his 1/16 of drinks a year. this may not be desirable.

I just think the micromanaging of sick dwarves is a bit much, it would just be nice to tie it in with alcohol.  Maybe make longer immunity durations based on better alcohol (better might need more plants to accomplish?)

Or another option, just allow for medicine alcohol to be made.  One unit of alcohol + one more plant = medicine alcohol?  Or maybe a specific plant needs to be grown to make disease curing alcohol?
« Last Edit: December 01, 2013, 04:43:12 pm by thistleknot »
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thistleknot

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Re: Diseases - Everything related here.
« Reply #38 on: November 30, 2013, 01:47:36 am »

turns out medicine is alcohol.

Here's an updated version of diseases

diseases are still just as likely, but now the most common ones, such as influenza, meningitis, and pnuemonia have 1 year "vaccinations" from either recovering from it, or drinking medicine.

Medicine now only needs to be drank 3 times per year vs 5.22 times per year.

All negative reactions from diseases that made sense to be resistable, are.

What this does is effectively make everyone sick when an epidemic runs through, but it burns itself out fairly quickly so you can get back to work.

https://www.mediafire.com/?kmodsuk8mlhmawi

thistleknot

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Re: Diseases - Everything related here.
« Reply #39 on: November 30, 2013, 04:12:13 pm »

Update v3:
Apparently I had goofed (due to a misassumption based around modding saved game raws vs regen'ing a new world) and removed some resistable tags from my 1st version to my 2nd version, so I put them back in, and expanded on them.

Now your dwarf's have a chance of resisting embarking with a disease.

Hopefully, I have it set so they can resist catching the disease (or it may be the diseased dwarf that resists giving out the disease)

And I reduced the prob's of actually spreading the disease.  Flu is 60%, so is pneumonia, meningitis has a 20% catch rate.

I would love to figure out how to apply permanent immunities based on resistance.

http://www.mediafire.com/download/hh6vvg6b7l3vphy/objectsv3.7z
« Last Edit: November 30, 2013, 04:16:22 pm by thistleknot »
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thistleknot

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Re: Diseases - Everything related here.
« Reply #40 on: November 30, 2013, 05:07:54 pm »

v4

https://www.mediafire.com/?bci6g7bo5kiwipv

v3 had an error and the epidemic file wasn't updated right.

I copied the concept of prob_inner to be an inbetween syndrome so the spread has a resistable that applies to the dwarf getting the disease.

Originally, dwarf's would get the disease no matter what from an infected dwarf.  Now there are considerably nerfed chances (especially for the permanent diseases), and even if they are exposed to the disease, they have a chance at resisting it with their disease_resistance

Now diseases will move through your fort slower than before, especially serious diseases that last forever.  So hopefully one will have a better chance at mitigating it before it get's too out of hand.
« Last Edit: November 30, 2013, 05:14:17 pm by thistleknot »
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thistleknot

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Re: Diseases - Everything related here.
« Reply #41 on: December 01, 2013, 02:07:47 pm »

  • Reduced the % chance of certain diseases considerably...
    • Dwarf's can now use their disease_resistance against catching the disease (i.e. via spreading), also the spreading is nerfed by reducing it's chance from 100% spreading to nearby dwarf's to a reduced % (60% for influenza, 25% for [visible] plagues).
      Also, resistance is used against specific applications of the diseases (i.e. sub syndromes of a disease, ex... necrosis of the liver is resistable).
  • If a dwarf suffered from an epidemic (i.e. influenza, meningitis, or pnuemonia) they are immune from catching the disease for up to one year, does away with the need for mutations.
  • Medicine now acts as a vaccine for epidemic's for one year.
  • Plague Immunity (v5): Now dwarf's have a resistance chance * 2% of being immune to all plagues/rabies
  • Medicine now has slightly extended durations against non communicable diseases, (i.e. blood pressure)  (needed only 3 times a year vs 5.22 times a year for full coverage).

ToDo
  • What I would like to do is do a dfhack r4 syndromeTrigger based on a dwarf's disease_recuperation to instantly apply an immune syndrome to recover from the disease (i.e. early healing vs static healing times).

Note
  • Medicine doesn't prevent diseases (still).

v5

https://www.mediafire.com/?z0lu25athg7hco1
« Last Edit: December 01, 2013, 05:10:16 pm by thistleknot »
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Urist McTeellox

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Re: Diseases - Everything related here.
« Reply #42 on: December 01, 2013, 03:58:45 pm »

These are sounding really good!

Are the based upon the original 4e files?

~ T
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Urist McTeellox

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Re: Diseases - Everything related here.
« Reply #43 on: December 01, 2013, 04:06:39 pm »

On that note, which tileset are you using? The plant_standard.txt file doesn't seem to be based upon the default masterwork set.

~ T
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thistleknot

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Re: Diseases - Everything related here.
« Reply #44 on: December 01, 2013, 04:40:20 pm »

I was basing it on 4d.   I didn't know there was a mod difference between 4e and 4d for plants (is there?), I thought the only thing meph did was disable 3 diseases.  I would have based it on 4e, but I wasn't sure how the gui would have edited my (disease) files after I made changes to them

well I modded plant_standard... (the duration of medicine), I'm using phoebus.

I see no one's downloaded my changes to diseases (at least v5) so what are you referencing when your speaking of plant_standard?  You have an old download?
« Last Edit: December 01, 2013, 05:19:23 pm by thistleknot »
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