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Author Topic: Argh, rabies?  (Read 1220 times)

GhostDwemer

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Argh, rabies?
« on: February 09, 2014, 11:33:53 pm »

I turned off diseases because of the fort-killing horror that is rabies. The sort of micromanagement a rabies outbreak takes is simply not enjoyable to me. The other diseases are not too bad and make the game more interesting, but rabies is a deal breaker. So I turned off diseases and genned a new world.

And here it is, killing off another fort. I had spent hours of micromanagement individually training up the very dwarves that got hit, and I am pissed. Now a dozen more dwarves and animals are marked as having the rabies syndrome, just from being near the rabid victims??! What is going on here?
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Meph

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Re: Argh, rabies?
« Reply #1 on: February 10, 2014, 12:05:22 am »

disease button does only turn of diseases on dwarves. Not the dogs. It might be added in future.
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kamikazi1231

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Re: Argh, rabies?
« Reply #2 on: February 10, 2014, 01:27:53 am »

Could rabies on a dwarf be removed from a transformation reaction? Seeing as how it regrow limbs and all.
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Tenderroast

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Re: Argh, rabies?
« Reply #3 on: February 10, 2014, 01:44:22 am »

is there a way to manually remove rabies, if we dont want to play with it?
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kamikazi1231

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Re: Argh, rabies?
« Reply #4 on: February 10, 2014, 02:07:31 am »

is there a way to manually remove rabies, if we dont want to play with it?

The best way us purge all of your pets and sacrifice their souls haha.

To deal with it you could stick all your animals in a cage so they are pretty much in stasis. Maybe pasture them out 5 at a time in separate rooms. Then if it breaks out in one seal it off.

I don't even know how to tell if something has rabies before they go crazy and get murdered. Is there an in game tag to look for?
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GhostDwemer

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Re: Argh, rabies?
« Reply #5 on: February 10, 2014, 02:36:46 am »

I have had no immigration in several years, do wild animals or invader mounts transmit rabies? Or do animals just have a chance of developing it, at random?
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GhostDwemer

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Re: Argh, rabies?
« Reply #6 on: February 10, 2014, 03:15:46 am »

I deliberately turned off diseases because this is a long term megaproject fort, and rabies, as implemented, is an insane, unstoppable risk that I could not find a way around. You are telling me I gave up the actual fun, good parts of the disease system without turning off the one thing that is a complete dealbreaker? If I'd known, I would have simply done without badgerdogs or mastiffs. Would that even do it? What, specifically, do I have to do to not have rabies? I mean, come on, the damn rabid animal doesn't even have to successfully attack a dwarf to spread it to them. And then they die. And if you are not watching your announcements like a hawk, at all times, your whole fort goes down. This is already a game with too much micro management.

I feel like someone played a bad prank on me here, seriously. I am very angry right now.
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mahrgell

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Re: Argh, rabies?
« Reply #7 on: February 10, 2014, 03:22:22 am »

it is a bug... written down in the forum about a million times... Stuff like this happens, and I guess it isn't the first bug in either MW or DF... Get over it.

Oh and calling rabies the worst disease is... yeah... hard to comment

Meph

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Re: Argh, rabies?
« Reply #8 on: February 10, 2014, 03:37:11 am »

Quote
is an insane, unstoppable risk that I could not find a way around.
No dogs = no rabies.
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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 :::

GhostDwemer

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Re: Argh, rabies?
« Reply #9 on: February 10, 2014, 03:41:00 am »

The initial vector was a badgerdog pup, born in the fortress, with rabies. I had a not too recent seasonal save, right after the pup was born, and replayed from there several times to see what happened if I had paid more attention. Trying to get him isolated before he turned was a lost cause.

The most hilarious outcome was when the little guy turned rabid right in the middle of the trade depot while my firemage was bringing items to trade...
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Tenderroast

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Re: Argh, rabies?
« Reply #10 on: February 10, 2014, 02:01:00 pm »

i had a migrat wave bring an ironclad badgerdog that had rabies.... That i did not discover until it attacked my militia. (who promptly cut off his head). The damage was done though. The only 2 military dwarves i had, both with over 100 kills, barely a year in, and they both turned rabid at the same time. 2 dwarves completely DESTROYED my fort.

Note too self. Any dogs come in the migration wave.... pit them. Pit them all.
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LMeire

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Re: Argh, rabies?
« Reply #11 on: February 10, 2014, 05:26:25 pm »

Does it have to cause a loyalty cascade? It'd be a tolerable risk if it just made the infected go berzerk, but having it continue haunting a fort for months after all the animals are dead just because I mobilized a squad against the threat seems a little much. At least the schizophrenics aren't contagious and obey burrows.
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Tenderroast

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Re: Argh, rabies?
« Reply #12 on: February 10, 2014, 07:30:43 pm »

rabies doesnt not cause loyalty cascade, it makes them "opposed to life"
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Trojanhamster

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Re: Argh, rabies?
« Reply #13 on: February 14, 2014, 06:50:34 pm »

Might it make more sense for the [APPLY_CREATURE_VARIATION:HAS_RABIES] to be attached only to wild species rather than dogs? It wouldn't be a perfect solution, but if you stuck to domestic animal types you'd never have a creature born with rabies, and then you'd have to worry about raccoons, wolves, bats and the like (all common RL rabies vectors). I'm thinking of doing this myself and regening my world, but I figured I'd share since it sounded like others were not satisfied with the current implementation. Really like the idea of diseases overall though, definitely need to make medicine a priority in my next fort. High blood pressure almost seems to be an epidemic in its own right with my luck  :D
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