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Author Topic: !!SCIENCE!! Dizziness Impacts item quality  (Read 4994 times)

fearlesslittletoaster

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!!SCIENCE!! Dizziness Impacts item quality
« on: January 25, 2015, 05:37:45 pm »

Completely vanilla DF for this setup. In my most recent for I had a weaponsmith who ended up wait deep in forgotten beast... product. He lived but was permanently dizzy afterwards. As this fort had access to magma I later had him make hundreds and hundreds of copper bolts to skill him up, but even when he attained legendary status he would not make masterwork quality items. In order to double check this I had him make 90 copper crossbows and never got a result higher than +fine+ quality.

I don't see anything about this in the wiki so I am putting it out to the population at large to see if somebody can confirm. The fort ended poorly in an orgy of blood, flame, and terror right after the completion of the above experiment so I can't replicate it myself.   
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vjmdhzgr

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #1 on: January 25, 2015, 06:11:31 pm »

It's on the wiki somewhere. I know at least on the cave spider page it mentions that their bites cause permanent dizziness applying a permanent debuff to basicaly everything. It'd be nice if Toady would change that because something as uncontrollable as a spider sneaking into your fortress making a dwarf permanently significantly worse seems like to much to me. Anyway, it might also be the attributes that are preventing masterworks. Check  your weaponsmith's creativity, strength, endurance, agility, kinesthetic sense, and spatial sense because if those skills all effect weaponsmithing so if they're low your weaponsmith is going to be worse than average.
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Rum

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #2 on: January 26, 2015, 01:37:45 am »

lol seems permanent dizziness is a lil better than death or a broken back.

or permanent nausea

or having your guts ripped out and the doctor sewing the hole back up leaving your guts dangling only to be ripped clean off by the next passing goblin.

literally could make a list of 1000 things that are 1000 times worse than a lil dizzyness for your grand master soap maker.

Cool info about the dizziness rebuff tho.  never knew that.
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Bearskie

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #3 on: January 26, 2015, 01:47:48 am »

Well, being drownded in Forgotten Beast.... product tends to do that to you I guess (Sounds fair enough).

Cave spider nausea, a bit less so, but that could be Toady's way of encouraging us to stop butchering our cats and set them to work on the vermin population instead :P

vjmdhzgr

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #4 on: January 26, 2015, 01:51:21 am »

lol seems permanent dizziness is a lil better than death or a broken back.

or permanent nausea

or having your guts ripped out and the doctor sewing the hole back up leaving your guts dangling only to be ripped clean off by the next passing goblin.

literally could make a list of 1000 things that are 1000 times worse than a lil dizzyness for your grand master soap maker.

Cool info about the dizziness rebuff tho.  never knew that.
Well as I said it's due to something completely uncontrollable. You can't really monitor vermin entering your fortress, but you can get a military to kill goblins, or forgotten beasts, or whatever it is that's just ripping dwarves' guts out and leaving them otherwise completely fine. Also, I'd say death isn't 1,000 times worse. If it's a dwarf you really want to be skilled like a weaponsmith then their whole career was ruined and they're terrible for any skilled labor which to me is as good as dead.
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taptap

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #5 on: January 29, 2015, 05:28:56 am »

If it's a dwarf you really want to be skilled like a weaponsmith then their whole career was ruined and they're terrible for any skilled labor which to me is as good as dead.

Don't know, wouldn't obsess with quality levels. If you can make 90 crossbows for testing, you can easily train a new weaponsmith.

Far worse is imo that dizziness slows dwarves down significantly, and doing open cavern agriculture I already have several dwarves affected (first the trappers, then the farmer, most of my sheep are dizzy as well). The "calming" effect of the dizziness on domestic animals, however, may even be useful.

§k

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #6 on: January 29, 2015, 06:09:32 am »

To avoid cave spider, one should be away from cavern lake - where cave spider usually spawns.

Cave spider biting often happens when one takes a shower in a well house dug out in rock formation near cavern water.
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Badger Storm

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #7 on: January 29, 2015, 08:30:37 am »

lol seems permanent dizziness is a lil better than death or a broken back.

or permanent nausea

or having your guts ripped out and the doctor sewing the hole back up leaving your guts dangling only to be ripped clean off by the next passing goblin.

literally could make a list of 1000 things that are 1000 times worse than a lil dizzyness for your grand master soap maker.

Cool info about the dizziness rebuff tho.  never knew that.

You might think differently if it was your weaponsmith who was bitten.
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Naryar

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #8 on: January 29, 2015, 08:39:33 am »

Cave spider bite needs to be nerfed... I mean permanent dizziness ? What ? Do they also have neurotoxic bites who makes permanent damage to your dwarves ?

I would be fine with a more powerful effect, causing pain and dizziness and nausea for a while then withering away.

Especially that cave spider bites are uncontrollable, unless you flood your cavern with cats and kill your FPS or completely wall out your caverns, both which are not fun.

fearlesslittletoaster

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Re: !!SCIENCE!! Dizziness Impacts item quality
« Reply #9 on: January 29, 2015, 10:26:36 am »

Cave spider bite needs to be nerfed... I mean permanent dizziness ? What ? Do they also have neurotoxic bites who makes permanent damage to your dwarves ?

I would be fine with a more powerful effect, causing pain and dizziness and nausea for a while then withering away.

Especially that cave spider bites are uncontrollable, unless you flood your cavern with cats and kill your FPS or completely wall out your caverns, both which are not fun.

Well, in my current fort I just trained up more weaponsmiths because magma woop woop. Anyone who gets a cave spider bite is drafted into the "village idiot" military squad and used for... other things.
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