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Author Topic: Fun With Syndromes: Poison Trees  (Read 708 times)

HailFire

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Fun With Syndromes: Poison Trees
« on: April 23, 2010, 04:58:41 pm »

In the noble pursuit of SCIENCE!, I've attempted mad botany; making an evil tree that emits clouds of poison gas that, while not being immediately lethal, drive dwarves insane over the course of months and years.

Unfortunately, my initial test was... disappointing. Namely, the tree doesn't seem to be poisoning people, or, if it is, I haven't been able to detect it's effects.

The raw file, for your pursual:
Spoiler (click to show/hide)

I theorize that it's not working either because plants are incompatible with breath weapons, or the symptoms were either too weak to be noticed, or were being universally resisted by my dwarves.

However, a second opinion would be much appreciated.
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Knight Otu

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Re: Fun With Syndromes: Poison Trees
« Reply #1 on: April 23, 2010, 05:05:52 pm »

Yeah, I'm certain that material breathes do not work for plants. Check your error log, there'll likely be an error about an unrecognized plant token. You could turn the wood into the material with the syndrome, so that it generates a cloud when cut down, but then you'd run the risk that wagons might be made out of that wood and disintegrate immediately (not that wagons arrive currently anyway).
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HailFire

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Re: Fun With Syndromes: Poison Trees
« Reply #2 on: April 23, 2010, 05:12:36 pm »

Yeah, I'm certain that material breathes do not work for plants. Check your error log, there'll likely be an error about an unrecognized plant token. You could turn the wood into the material with the syndrome, so that it generates a cloud when cut down, but then you'd run the risk that wagons might be made out of that wood and disintegrate immediately (not that wagons arrive currently anyway).

Well, feg.

Alas, it was not meant to be. Maybe next version.

In the meantime, perhaps poisonous moths...

SCIENCE!
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[22:59] <apotheoseGrifter> COMMIT SUDOKU ALL NIGHT LONG FUCK YEAH
Quote
[18:14] <The_Gamemaster> I am here.
[18:14] <The_Gamemaster> I am always here.
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Nihilist

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Re: Fun With Syndromes: Poison Trees
« Reply #3 on: April 23, 2010, 06:58:23 pm »

If my understanding of the syndrome system is right, You should be able to link a contact based syndrome to the tree's wood. That should make it affect any dwarves hauling the wood.
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Shaostoul

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Re: Fun With Syndromes: Poison Trees
« Reply #4 on: April 23, 2010, 07:19:48 pm »

Is it possible to give the tree a secretion? If you do that, you might be able to do what (i think it was) the mushroom man. He secreted something and when it hit air it boiled or whatever.
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Tiler

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Re: Fun With Syndromes: Poison Trees
« Reply #5 on: April 23, 2010, 09:00:06 pm »

If my understanding of the syndrome system is right, You should be able to link a contact based syndrome to the tree's wood. That should make it affect any dwarves hauling the wood.

Nope. Contact currently only works with contaminants (splatter). Object-to-object contact does diddly squat.
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FreakyCheeseMan

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Re: Fun With Syndromes: Poison Trees
« Reply #6 on: April 23, 2010, 09:40:06 pm »

We need to get a decent Syndrome Wishlist together... there's so much cool stuff we can *almost* do, yet, but could with a little more code...
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Rumrusher

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Re: Fun With Syndromes: Poison Trees
« Reply #7 on: April 24, 2010, 12:07:11 am »

try getting the tree to ooze.
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