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Author Topic: Healing herbs (Just added another suggestion!)  (Read 1340 times)

b1gb0y2013

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Healing herbs (Just added another suggestion!)
« on: November 01, 2010, 08:39:15 pm »

i just thought this up... Why not make it so you can take all of your extra plants and turn them into medicine? So basically wed just have an alchemists workshop (Like the older versions used to have for soap...) And a person with the same alchemist skill can use it to turn herbs and certain extracts into medicine, which could heal sick people quicker, and cure some diseases. (Or even cure poison)? And to make a vial for potions, you just need some glass to store it in. I mean, even elves probably have access to this dwarves most likely have access to healing  8)

OH MY GOD... I JUST thought up what seems to me a great idea... Since whenever you are trying to make the perfect fort, but you accidentally dig into an aquifer when its half done... Why not make it so we can make a core sampler! It can dig down a few levels on one tile, and will leave an open space one tile down a few floors so you can see what you hit. That way, you can also plan ahead. The formula for one would be similar to a screw pump... It uses one corkscrew, a block, and a mechanism. Then just use a miner to operate it...
« Last Edit: November 01, 2010, 08:54:46 pm by b1gb0y2013 »
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Chocolatemilkgod

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Re: Healing herbs (Just added another suggestion!)
« Reply #1 on: November 02, 2010, 02:33:55 am »

I definitely agree with the first one. 'Healing herbs' would be pretty cool, but there woud only be certain plants, and some of them are hard to find (New plant time :D ). Also some can only be found in caverns perhaps, and some of them would have to be extracted at their own workshop.

As for the 'core sampler', my only criticisms that I dunno if dwarves would have this sort of thing. It's much easier just to build an up down stairs and see what's underneath.
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Where_are_the_gnomes?

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Re: Healing herbs (Just added another suggestion!)
« Reply #2 on: November 02, 2010, 05:36:01 am »

The healing herb idea sounds good, however I think it should wait until there is a large plant release. (Which is a while away)

The core sampler sounds good, if only it could be used for something useful... like extracting crude oil (shame!)
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DG

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Re: Healing herbs (Just added another suggestion!)
« Reply #3 on: November 02, 2010, 06:52:33 am »

I suppose it depends on the type of healing you're after. If you're talking magic D&D style close-up-a-wound-good-as-new healing I'm not too keen. I wouldn't mind herbs being used to make brews that can help fight infection or poultices that can help stem bleeding or something along those lines.
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vadia

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Re: Healing herbs (Just added another suggestion!)
« Reply #4 on: November 02, 2010, 08:23:42 am »

willow bark.
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Jake

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Re: Healing herbs (Just added another suggestion!)
« Reply #5 on: November 02, 2010, 09:28:27 am »

Low-value booze as an antiseptic, perhaps?
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
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The Merchant Of Menace

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Re: Healing herbs (Just added another suggestion!)
« Reply #6 on: November 02, 2010, 09:53:22 am »

With the amount of booze that Dwarfs drink, I'd imagine that any bacteria which could infect them would be resistant.
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Footkerchief

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Re: Healing herbs (Just added another suggestion!)
« Reply #7 on: November 02, 2010, 10:40:42 am »

i just thought this up... Why not make it so you can take all of your extra plants and turn them into medicine? So basically wed just have an alchemists workshop (Like the older versions used to have for soap...) And a person with the same alchemist skill can use it to turn herbs and certain extracts into medicine, which could heal sick people quicker, and cure some diseases. (Or even cure poison)? And to make a vial for potions, you just need some glass to store it in. I mean, even elves probably have access to this dwarves most likely have access to healing  8)

Healing herbs and alchemy had their own dev item under the old system:

Quote
# 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.

They've also been discussed several times:
http://www.bay12forums.com/smf/index.php?topic=5276.0
http://www.bay12forums.com/smf/index.php?topic=44938.0
http://www.bay12forums.com/smf/index.php?topic=5551.0
http://www.bay12forums.com/smf/index.php?topic=22009.0
http://www.bay12forums.com/smf/index.php?topic=48753.0

OH MY GOD... I JUST thought up what seems to me a great idea... Since whenever you are trying to make the perfect fort, but you accidentally dig into an aquifer when its half done... Why not make it so we can make a core sampler! It can dig down a few levels on one tile, and will leave an open space one tile down a few floors so you can see what you hit. That way, you can also plan ahead. The formula for one would be similar to a screw pump... It uses one corkscrew, a block, and a mechanism. Then just use a miner to operate it...

Core drills/samplers have been suggested before:
http://www.bay12forums.com/smf/index.php?topic=46321.0
http://www.bay12forums.com/smf/index.php?topic=41752.0
« Last Edit: November 02, 2010, 10:42:55 am by Footkerchief »
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b1gb0y2013

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Re: Healing herbs (Just added another suggestion!)
« Reply #8 on: November 02, 2010, 04:24:05 pm »

I suppose it depends on the type of healing you're after. If you're talking magic D&D style close-up-a-wound-good-as-new healing I'm not too keen. I wouldn't mind herbs being used to make brews that can help fight infection or poultices that can help stem bleeding or something along those lines.

Noooo actually im kind of against adding magic into dwarf fortress... that doesnt sound too... dwarfy... I meant like simple things like herbal drinks, or certain herbs that can sort of help slow down poison, etc. Not like some magic pixie dust like we have today that can heal a whole finger ???

I definitely agree with the first one. 'Healing herbs' would be pretty cool, but there woud only be certain plants, and some of them are hard to find (New plant time :D ). Also some can only be found in caverns perhaps, and some of them would have to be extracted at their own workshop.

As for the 'core sampler', my only criticisms that I dunno if dwarves would have this sort of thing. It's much easier just to build an up down stairs and see what's underneath.

Yeah, but with the staircases you cant go THROUGH an aquifer... This is more of what I want, so you dont keep trying to find a way underneath an aquifer, just to find out you have to go down like 10 levels...
« Last Edit: November 02, 2010, 04:26:28 pm by b1gb0y2013 »
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