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Author Topic: Farming in evil surroundings, dealing with blight.  (Read 1078 times)

PopTart

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Farming in evil surroundings, dealing with blight.
« on: January 20, 2016, 02:04:23 pm »

Farming in evil surroundings should be a lot harder due to blight, an inedible fungus. However, through a masterful dorfy application of herbal pesticide, and/or learning means of collecting and cooking the blight, it can be overcome.

Deboche

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Re: Farming in evil surroundings, dealing with blight.
« Reply #1 on: January 20, 2016, 10:33:05 pm »

I just looked up blight and it does sound like something out of a nightmare. Also, to try to prevent the American chestnut trees from going extinct they want to introduce a genetically modified strain into the wild which is even worse.
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PopTart

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Re: Farming in evil surroundings, dealing with blight.
« Reply #2 on: January 21, 2016, 02:14:44 pm »

That is terrifying and appropriate to DF. I was thinking of the fungus known as corn smut, which destroys crops but is itself a delicacy.

FantasticDorf

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Re: Farming in evil surroundings, dealing with blight.
« Reply #3 on: January 22, 2016, 11:05:01 am »

If it's dirt tile bound, farming above the ground (which in all itself with sealed entrances/exits is safer in evil biomes) gets around that problem nicely, if its omnipresently mud bound too, it'd be a challenge.

Why not have blight be a prerequisite for reanimation & cause negative effects to longterm sentient being exposure? (Nausea, bad moods etc) that can infect grass/and moss and therefore spreads onto uncovered dirt/mud tiles not occupied by buildings (getting around that issue would be clearing the ground with paths and resource intensively grating over the clear dirt/clean state moss/grass for safe non-reanimating animal pastureland.

Thinking magical dorfy blight, slightly exaggerated for the world. The 'blight' and evil biomes/creatures work hand in hand goblins and evil beings carrying [Blight-Immune] tags and/or blight being sourced from the underworld directly or demonic interference.

Or even [Blight_Carrier]
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gchristopher

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Re: Farming in evil surroundings, dealing with blight.
« Reply #4 on: January 22, 2016, 02:01:27 pm »

Why not have blight be a prerequisite for reanimation & cause negative effects to longterm sentient being exposure? (Nausea, bad moods etc) that can infect grass/and moss and therefore spreads onto uncovered dirt/mud tiles not occupied by buildings (getting around that issue would be clearing the ground with paths and resource intensively grating over the clear dirt/clean state moss/grass for safe non-reanimating animal pastureland.
Having a mechanism/source that causes the evil effects, that the player can interact with, is a great idea.
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FantasticDorf

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Re: Farming in evil surroundings, dealing with blight.
« Reply #5 on: January 22, 2016, 04:10:22 pm »

Why not have blight be a prerequisite for reanimation & cause negative effects to longterm sentient being exposure? (Nausea, bad moods etc) that can infect grass/and moss and therefore spreads onto uncovered dirt/mud tiles not occupied by buildings (getting around that issue would be clearing the ground with paths and resource intensively grating over the clear dirt/clean state moss/grass for safe non-reanimating animal pastureland.
Having a mechanism/source that causes the evil effects, that the player can interact with, is a great idea.

[BLIGHT_IMMUNE][BLIGHT_CARRIER] along with [BLIGHT_INNATE][BLIGHT_SYNDROME]

Gobbo sieges just got interesting.
Quote
"The troll is enourmous, its eyes are brown, fungal growths form upon it's (random body part/all)"

As not to make it too OP, the rate of growth is a set time and the catalyst has to stand still to form blight/evil grass patches to form, meaning corpses left too long out in the open might start shuffling, reanimated by the diseased grass from the corpse/being. Leaving a gobbo siege standing risks turning your environment into a cursed blighted mess but this is not guaranteed since only evil areas and beings in contact with them (which gobbos usually are) will carry blight. Blight tiles can only jump so far as to stop one annoying speck of blight infecting a patch on the other side of the map and each blight tile only affects one other tile at a time.

Tavern guests with blight infections will clean themselves as will dwarves as a low priority job (unless severe), the arch nemesis of blight is golden salve (for some reason, throwing it out there to make it slightly more useful than a snake oil trade commodity) and soap, (which a supply of will keep blight contamination low from haulers, considering you haven't blight-proofed your embark already by purging unnecessary grass under pavements/floors)

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vjmdhzgr

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Re: Farming in evil surroundings, dealing with blight.
« Reply #6 on: January 22, 2016, 09:21:56 pm »

This sounds really interesting now. I really like the idea of a disease-like thing that actually gets carried by invaders, and infects the corpses of an evil biome.

Maybe if a creature had blight on them for too long they might just turn into a zombie straight up, skipping the dying part.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
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FantasticDorf

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Re: Farming in evil surroundings, dealing with blight.
« Reply #7 on: January 23, 2016, 06:15:43 am »

This sounds really interesting now. I really like the idea of a disease-like thing that actually gets carried by invaders, and infects the corpses of an evil biome.

Maybe if a creature had blight on them for too long they might just turn into a zombie straight up, skipping the dying part.

With a little bit of mental degradation sure (via the stress of unhappy blight thoughts constantly). They'll probably go mad and berserk/Melancholy/Muttery Wandering first before becoming 'feral' undead or promptly falling dead from a lack of food/water.

[BLIGHT_IMMUNE][BLIGHT_CARRIER] along with [BLIGHT_INNATE][BLIGHT_SYNDROME]
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