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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3665369 times)

smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #12300 on: February 10, 2010, 01:38:21 pm »

Ought to be able to fake it in, with a custom workshop/reaction, though.

Yea, what's stopping us from making a "medical practice workshop". In it there would be labours such as "Practice Diagnosis" or "Practice Sutricing" that use the respective skill, and consume an unrotted corpse, but produce nothing.
Produce nothing? What a waste of good parts! It should produce the same things as a butcher's shop, except it skills up medical skills instead of Butchering. :D

I guess you could, but that makes the game much less interesting. I guess there could be a diagnosis training task, such as "examine internal anatomy", which leaves the items from butchery.

I guess it would make more sense to have the practicing on corpses leave lots and lots of chunks, since it wouldn't really make sense to have the items still usable. Such as bones, I would imagine a dwarf breaking and setting them over and over to practice, leaving a patchwork bone not suitable for bolt making.

It also has RP value if you wanted to do that.

Just a thought, anybody know whether you have to do a regen after making or editing a custom workshop? Might not have to since it shouldn't affect worldgen in any way.
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Thor

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Re: Future of the Fortress: List of Remaining Items
« Reply #12301 on: February 10, 2010, 01:45:14 pm »

Hate to burst the creative bubble here guys.

But a large part of being a doctor is looking after alive patients. Broken bones tend not to heal if not connected to a live being. Maybe Surgery would get xp from corpses, maybe even diagnosis, but certainly not bonesetting.
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RedKing

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Re: Future of the Fortress: List of Remaining Items
« Reply #12302 on: February 10, 2010, 01:51:56 pm »

Don't know if this has ever been discussed (couldn't find it anywhere):

Will medical items be created by doctors or other craftworkers (clothiers for bandages, carpenters for crutches, etc)? Will they have quality levels? And if so, would these have any increased effect (faster healing, reduced infection risk, etc)?


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madjoe5

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Re: Future of the Fortress: List of Remaining Items
« Reply #12303 on: February 10, 2010, 02:01:21 pm »

Hate to burst the creative bubble here guys.

But a large part of being a doctor is looking after alive patients. Broken bones tend not to heal if not connected to a live being. Maybe Surgery would get xp from corpses, maybe even diagnosis, but certainly not bonesetting.

I am indeed aware of this. But I was more imagining a dwarf familiarizing himself with a bone, examining its hardness and studying the method in which they naturally fit in place. However, i do feel that getting legendary off of that would be ridiculous, since with a dead corpse, things such as vitals, blood flow, and pain (among many others) would not be a factor.

Also take into account that goblin cadavers will have nearly every limb broken or severed before death.

Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #12304 on: February 10, 2010, 02:10:15 pm »

Ought to be able to fake it in, with a custom workshop/reaction, though.

Yea, what's stopping us from making a "medical practice workshop". In it there would be labours such as "Practice Diagnosis" or "Practice Sutricing" that use the respective skill, and consume an unrotted corpse, but produce nothing.
Produce nothing? What a waste of good parts! It should produce the same things as a butcher's shop, except it skills up medical skills instead of Butchering. :D
We won't actually be able to mod that. Maybe produce generic bone or meat but not all the body parts.

Would a doctor going into a fey mood forcefully drag an injured dwarf into his surgery workshop for a surprise medical visit?

This is an artifact lobotomy, all work is of the highest quality.

I don't think its been said, but the doctor skills probably aren't moodable. However, one does wonder what they will produce when they get hit with a generic craftskill mood.
Bionic dwarves would be neat to have and having the doctor throw a fit when they died has just about the right flavor.

-

Unless there's a huge benefit to master doctoring our concern is really only the phases around dabbling.

Sounds like it will be messy and somewhat troublesome to the injured dwarves but if they're close enough to death that a little more bleeding is going to kill them your fort isn't off to a good start anyway and you realistically wouldn't have got much use out of them anyway.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #12305 on: February 10, 2010, 02:12:03 pm »

Will medical items be created by doctors or other craftworkers (clothiers for bandages, carpenters for crutches, etc)? Will they have quality levels? And if so, would these have any increased effect (faster healing, reduced infection risk, etc)?

Today's dev log mentioned that "the patient was waiting for a splint to be constructed in the workshops."  So yeah, probably the carpenter's shop for splints and crutches, and the clothier's shop for bandages and sutures.  Plaster casts probably get constructed (from a bag of plaster powder) by the doctor at the operating table.
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Lord_Shadow

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Re: Future of the Fortress: List of Remaining Items
« Reply #12306 on: February 10, 2010, 02:36:49 pm »

why can't it be modified at least once a month
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RedKing

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Re: Future of the Fortress: List of Remaining Items
« Reply #12307 on: February 10, 2010, 02:49:45 pm »

"Bandade, the Healer of Ouchies"

This is a giant cave spider silk bandage. All craftsdwarfship is of the highest quality. It menaces with spikes of iron. On the bandage is an image of a dwarf in giant cave spider silk. The dwarf is smiling.



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G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #12308 on: February 10, 2010, 03:09:33 pm »

why can't it be modified at least once a month

Why can't what be modified at least once per month?

Also, your avatar isn't working. I'm getting some sort of anti-hotlinking image instead.
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Misterstone

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Re: Future of the Fortress: List of Remaining Items
« Reply #12309 on: February 10, 2010, 03:17:52 pm »

Can dwarves go insane from pain?  If a dwarf sees another dwarf cause severe pain to a third injured dwarf, do serious unhappy thoughts occur?  In the future, will dwarfs scream when serious pain is inflicted upon them, causing unhappy thoughts to all who hear it?  (image: The surgery is full of injured dwarves, and the resident surgeon is the worst doctor on the planet.  As the sawbones bumbles his way through various surgeries and the like, screams fill the fortress, driving everyone further towards insanity!)
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Dr. Hieronymous Alloy

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Re: Future of the Fortress: List of Remaining Items
« Reply #12310 on: February 10, 2010, 03:21:24 pm »



Today's dev log mentioned that "the patient was waiting for a splint to be constructed in the workshops."  So yeah, probably the carpenter's shop for splints and crutches, and the clothier's shop for bandages and sutures.  Plaster casts probably get constructed (from a bag of plaster powder) by the doctor at the operating table.

Looks like you process Gypsum into Plaster at a kiln. Crazy. Eventually all those random rocks will have a use.
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PTTG??

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Re: Future of the Fortress: List of Remaining Items
« Reply #12311 on: February 10, 2010, 03:24:25 pm »

How about this practice shop consumes chunks, bones, and bits, without producing anything? The doctor is dissecting them, which turns them into thin slivers that are negligable and may indeed end up preserved in jars... or even better, they take chunks and stuff, alchohol (any will do), a glass vial, and make a specimen jar!
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madjoe5

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Re: Future of the Fortress: List of Remaining Items
« Reply #12312 on: February 10, 2010, 03:40:26 pm »

How about this practice shop consumes chunks, bones, and bits, without producing anything? The doctor is dissecting them, which turns them into thin slivers that are negligable and may indeed end up preserved in jars... or even better, they take chunks and stuff, alchohol (any will do), a glass vial, and make a specimen jar!

I like this idea. They can be a valuable trade commodity. Imagine trading elven spleens and hearts to the humans in exchange for more weapons that we use to make more elven spleens and hearts that we trade to humans in exchange for more weapons that we use to make more elven spleens and hearts....

Lancensis

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Re: Future of the Fortress: List of Remaining Items
« Reply #12313 on: February 10, 2010, 03:46:12 pm »

I figured you'd probably just have to accept the loss of the bones and stuff at the anatomist's. It's a bit game-y but seemed like the best solution. You could also allow dwarves to gain different amounts of experience from "examining" different things.
A fresh dwarvern corpse would be good for a reaction on its own, but you could use a couple of sets of bones/skulls, or a couple of human bodies, or half a dozen sets of dog corpses. The idea being that it takes longer to get results, but a dwarf that knows how dogs are put together is slightly better than nothing.
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CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #12314 on: February 10, 2010, 03:49:18 pm »

I lol'd so hard at the newest devlog. Poor, poor dwarf.

It would be sweet if you could perform medical experiments on captive enemies to train up your dwarves. (Although, the dwarf-dropper sounds like it will be a lot of fun too)

Urist McDabblingDoctor has amputated two goblin arms from the captive goblin's body.
Urist McDabblingDoctor has detached two ears from the captive elf's head.
Urist McDabblingDoctor has reattached two severed goblin arms to the captive elf's head.

Urist McDabblingDoctor has created a freak of nature!


Urist McDabblingDoctor is more experienced.
Urist McDabblingDoctor has become a Mad Scientist.
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