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Author Topic: Diseases - Everything related here.  (Read 8143 times)

thistleknot

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Re: Diseases - Everything related here.
« Reply #60 on: December 09, 2013, 06:30:23 am »

cage: build it and unassign dwarf

plagues have been nerfed in studded w patches 4e. try that. meds dont work on plagues btw.

kizucha

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Re: Diseases - Everything related here.
« Reply #61 on: January 06, 2014, 05:47:20 am »

Is there an option to prevent dwarfs that are not sick to drink the medicine? Watched my cook drinking medicine and my shizo-dwarf dont drink it.

So my question in all, do sick dwarfs prefer drinking medicine or i have to manage it somehow maybe with burrow's to throw the shizo-dwarf in the burrow over the medicine stockpile?

And with some other things workflow not working good on the medicine because it shares the normal drinks from the destillery. :'(
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Meph

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Re: Diseases - Everything related here.
« Reply #62 on: January 06, 2014, 06:05:19 am »

Medicine counts as drinks, all dwarves drink it. I know its not nice to micromanage, and I have a few alternatives on my todo list, for example a AoE effect that only targets sick dwarves.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

kizucha

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Re: Diseases - Everything related here.
« Reply #63 on: January 06, 2014, 12:28:43 pm »

Thank you for the answer meph. ^^ So i'm looking forward to your alternatives and somehow i test things to prevent my dwarfs to nip on the medicine... a room with a locked door should be enough i think.
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kamikazi1231

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Re: Diseases - Everything related here.
« Reply #64 on: January 07, 2014, 05:49:47 am »

I've stopped using diseases. I love the concept. However I spend too much micromanagement between diseases and religion. With illness the combat logs are just flooded in large forts. I have to sort through it all looking for priests finding secret ! Fun! Far too much spam of sound sense when 150 dwarves are all puking and falling down too. I look forward to future refinement.  It's certainly better than before.
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thistleknot

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Re: Diseases - Everything related here.
« Reply #65 on: January 07, 2014, 10:50:32 am »

the only way you can fix diseases in its current form is to ensure you have about 1:4 medicine to regular drinks. should give u enough coverage to not get sick. alternatively one could edit all alcohol to be medicine.

you could also "cheat" and just make medicine require 1 plant vs two, and only make medicine.  Or maybe give 3 medicine drinks for every 2 plants.  Or 5 for every 3 plants to help alleviate.  edit: I have this backwards, 3 plants produce 2 medicine, or 5 plants for 4 medicine.

I think I really like that idea, I always struggle with the # of drinks (as sick dwarves tend to prevent me from ever reaching full capacity), so something like 3 drinks for every 2 plants 2 to 3 would help as it would increase the # of medicine by 50%.  Even then, I still think I would struggle with enough medicine.

I find that I need to build about 2 to 4 times more farms than normal (in it's current state) to produce enough drinks after 4 years, but the most I've built is only about 2 times larger and I never really had a good medicine industry up.

However, I think what Meph has in mind, like an area of effect building that bestows a syndrome of medicine for those nearby it, would help a lot more.  Like a vaccination center

update: I'll just add a new product line that has a 50% to produce a 2nd drink

further update:
I see 5 drinks are made with 2 plants... so I guess there's no need for chance changes.  However, if plants are stacked higher than 2 (not sure how stacks work, but I know it was a problem with bones)... so I'm thinking plants might be getting shorted due to stacks being pulled to make medicine drinks?  So I just doubled it from 5 to 10

I tried this in plant_fake...  So now medicine costs 60% of drink production, but is only needed at a fraction of the amount of drinks.  I don't remember, I think it's 16 drinks a year, but medicine is only needed 3 times a year.

Spoiler (click to show/hide)
« Last Edit: January 07, 2014, 10:29:12 pm by thistleknot »
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There Is No Vic

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Re: Diseases - Everything related here.
« Reply #66 on: January 07, 2014, 12:30:34 pm »

*cough* "I'm feeling a bit under ther weather. Urist, be a good chap and pop down to the apothecary and drink some medicine for me."
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Parhelion

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Re: Diseases - Everything related here.
« Reply #67 on: January 07, 2014, 04:17:49 pm »

I think I could actually live well enough if it weren't for the sickness messages that show up in combat logs.  They occur far too often even in started fortresses -- I'd sooner just notice the trails of vomit and the blinking X's on top of everyone, lol. 
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Meph

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Re: Diseases - Everything related here.
« Reply #68 on: January 08, 2014, 02:31:04 am »

Now with r4 I could try for something like linking syndrometrigger with announcement.lua, but it would be not a small piece of work... but it would make the sicknesses actual announcements, not combat logs.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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thistleknot

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Re: Diseases - Everything related here.
« Reply #69 on: January 12, 2014, 01:11:59 pm »

So I'm keeping a running tab on how to improve diseases in masterwork mod, and I added 2 new things to the to do list.

2 workshops.

1 (pharmacy)

a 3x3.  Takes an medicine potion (update: or takes a [new] non drink item, such as a vaccine produced by the apothecary), produces a boulder that instantly evaporates and provides a syndrome (specifically a medicine potion).  This type of specific application of medicine would result in being able to target dwarfs.

Possible problem with this:
  Targetting a new migration wave to run through such a workshop is a pain when one has to unassign those who have already gone through.

Only caveat... is if a player wanted to manually manage his dwarf's medicine intake (vs just having his new migrants run through this workshop via profiles), there would be no easy way to prevent dwarfs from drinking already existing medicine.  UNLESS, a new item were to be made, such as a vaccine that was just a generic item made at the apothecary that is not a drinkable item.

I've thought of a few ideas that could make something a bit easier, but they all involve stuff way too hard (such as an if check to see if a dwarf already has taken a vaccine...  but I don't think such logic exists in df.  Even if it were, it would waste the time of the unit to go back to the workshop.

The other idea is to somehow remove the dwarf from the workshop profile once innoculated... but that would be the job of a plugin, and an amazing one at that.


1 (ward)

similar, but what's different about this item, is the boulder than evaporates that provides a syndrome needs to be able to cover an area of say 9x9.

Part of the syndrome is to de-activate a dwarf if he already has a specific syndrome (such as any of the plagues), and prevents him from spreading, and puts him in bed rest until he withers away and dies (kind of like an assisted suicide).

Only catch...  how to get a diseased dwarf to sit in bed and have it apply to him?  I had the idea that the cmd would be doing these workshop jobs, but... that doesn't necessarily gaurantee that a plagued dwarf will be affected unless the plagued dwarf is the one who does the reaction.  Of which it could be.  A plagued dwarf could most certainly do such a reaction.  Of course if he were to instantly start "resting", then he would need to be carried to a bed, (of which part of the reaction syndrome is to disable the contagiousness of his diseases).

Pending work:
Currently when meningitis, pneumonia, and/or influenza runs through a dwarf, I merely extended the disease length (vs a new syndrome) that produces no symptoms (for the one year of not having symptoms, i.e. having had it for that year).  Which can lead to some confusion when filtering via dt, but I figure a player should be able to figure it out reading combat logs (had the flu this year!) and seeing his dwarf doesn't have any symptoms via health gridview
« Last Edit: January 13, 2014, 09:04:47 pm by thistleknot »
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bragos

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Re: Diseases - Everything related here.
« Reply #70 on: January 16, 2014, 03:56:37 pm »

So is there a way to turn off the diseases?
Because of the micro required i'm not fond of having it at all and like to disable it. (or possibly temporarily cure it with dfhack?)
Is this possible or am i forced to manage this in the current version?

Cheers,
Bragos
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BigD145

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Re: Diseases - Everything related here.
« Reply #71 on: January 16, 2014, 03:58:55 pm »

The masterwork.exe has a tickbox for diseases.
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bragos

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Re: Diseases - Everything related here.
« Reply #72 on: January 16, 2014, 04:02:02 pm »

The masterwork.exe has a tickbox for diseases.

Thanks completely missed it
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bragos

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Re: Diseases - Everything related here.
« Reply #73 on: January 16, 2014, 04:10:18 pm »

i guess i need to gen a new world as well to get rib of em?
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