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Author Topic: Healing plant  (Read 3020 times)

Mulch Diggums

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Healing plant
« on: July 31, 2008, 02:04:42 am »

There should be a plant you could buy from elves that can only be eaten by wounded dwarves. When they eat this plant it speeds up the healing of flesh wounds and breaks but not spine wounds and brain wounds and ect. This plant could be brewed at an alchemists workshop and works the same way as the plant, cant be eaten by those who are not hurt. The thing about the plant is it can only be planted on fertilized ground or it wont grow. So what do you think?
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Capntastic

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Re: Healing plant
« Reply #1 on: July 31, 2008, 02:10:31 am »

This is a pretty 'specific' suggestion, and a much better one would be 'there should be plants with properties and effects'- which seems more ripe for discussion.

All sorts of poisons and potions and hallucinogens will no doubt spring from this, when it is implemented.   Probably sometime during the skills arc, maybe?
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Idiom

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Re: Healing plant
« Reply #2 on: July 31, 2008, 02:34:09 am »

To be melded in with the add more alchemy stuff suggestion?
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Kagus

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Re: Healing plant
« Reply #3 on: July 31, 2008, 02:41:40 am »

Req138, ALCHEMY AND HEALING, (Future): Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.

I know there's another goal of some sort that includes adventurer healing through the use of medicinal plants and whatnot...


Besides, I thought you stopped playing.

Mulch Diggums

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Re: Healing plant
« Reply #4 on: July 31, 2008, 03:23:13 am »

Eh? Who said I stoped playing
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codezero

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Re: Healing plant
« Reply #5 on: July 31, 2008, 04:17:00 am »

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Impaler[WrG]

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Re: Healing plant
« Reply #6 on: July 31, 2008, 05:09:44 am »

Ok lets examine some of the classes of things that could be made at the Alchemists lab.

Essence - a plant oil/part used for its flavor, essentially acts as a 'decoration' on food that the cook can apply to increase value, examples:  Mint, Vanilla

Poison - can be applied to bolts and arrows to produce a damage over time effect, the alchemist must apply the poison as a 'decoration', if sieging an opponents settlement their water supply can be poisoned and possibly their nobles assassinated if you can get a spy inside.

Antidote - Counter acts a poison, likely a one to one pairing of antidote and poison rather then generic antidotes. 

Medicine - Cures or helps to cure a disease (requires disease modeling) again one to one correlation with a set of diseases
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Kagus

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Re: Healing plant
« Reply #7 on: July 31, 2008, 04:56:28 pm »

Eh? Who said I stoped playing

You did.  When you said you weren't really doing a whole lot with Dwarf Fortress since you were playing TF2 most of the time.


And should flavor essences be created by the alchemist or by a food processor?  I'd imagine the alchemist would be more interested in other matters.  However, it does give him something to do...

Langdon

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Re: Healing plant
« Reply #8 on: August 01, 2008, 05:02:31 am »

Req138, ALCHEMY AND HEALING, (Future): Extracts are not used for anything right now, except cooking. Antivenom used to be in but was removed for a bit. All of this can go back in and be extended, making the alchemist's workshop worthwhile rather than a soap factory.

Wasn't Golden Salve meant to be the "healing potion" used to heal wounded dwarves? Probably meant to be used with the addition of a Healthcare skill that affects healing skill (i.e. low skill only shortens healing time or increases chance of healing on season change, high skill can set broken bones and virtually guarantees that the wounds will heal on next season change).
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Mulch Diggums

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Re: Healing plant
« Reply #9 on: August 01, 2008, 05:04:25 am »

Not doing a whole lot =/= stoping intirely :P

But as for the flavor essances..I think the dwarf creating it should have some skill in both cooling and alchemy. Knowing what the best flavors to put in are...and knowing how to properly condense them into an easy to use potion. A dwarf unskilled in either of the two skills should have a chance of making a bad tasting food essance.
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LumenPlacidum

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Re: Healing plant
« Reply #10 on: August 01, 2008, 09:05:42 am »

I think it would be neat if you could control the stat gains of a dwarf by giving them extracts in some form.  Three plants, one for strength, one for agility and one for toughness.  It would not actually give them the stat, but would determine where the stat went the next time they earned one.
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R1ck

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Re: Healing plant
« Reply #11 on: August 01, 2008, 08:29:15 pm »

Or, of course, you could always put that poison in the food of that annoying noble. Luckily there isn't any food tasters yet. ;)
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Mel_Vixen

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Re: Healing plant
« Reply #12 on: August 01, 2008, 10:58:46 pm »

What about drugs? I mean for example an dwarf who get addicted to an healing herbs if he uses them over longer time.
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Re: Healing plant
« Reply #13 on: August 01, 2008, 11:09:09 pm »

What about drugs? I mean for example an dwarf who get addicted to an healing herbs if he uses them over longer time.

You obviously haven't been playing long, otherwise you would've noted that 99% of dwarves are already stoned 100% of the time ;)
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Mulch Diggums

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Re: Healing plant
« Reply #14 on: August 01, 2008, 11:09:25 pm »

Eh..I dont know about a healing herb being adictive. Maby some sort of dwarf version of tobacco? only of course not as harmfull or adictive as todays tobacoo..but yeah
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