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Author Topic: Preventing Infection  (Read 2836 times)

GhostDwemer

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Re: Preventing Infection
« Reply #15 on: June 09, 2011, 10:07:43 pm »

I thought stagnant water came from swamp-type biomes, like you get salt water near the ocean.
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gislegron

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Re: Preventing Infection
« Reply #16 on: June 10, 2011, 12:29:10 am »

The truth is that certain body parts, including nails, will never heal, and eventually get infected, if a hand or foot is "smashed open" it will often mean that a nail have become damaged.

This have been tested extensively in adventure mode, and even with max stats and highest disease resistance you will in the end die because of that smashed nail...

I resent this feature deeply. So deeply that if i get nail damage i just save-scum.
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Psieye

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Re: Preventing Infection
« Reply #17 on: June 10, 2011, 02:29:54 am »

Sounds like removing nails (and the scratching attack) from the raws is the way to go then.
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Agent_86

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Re: Preventing Infection
« Reply #18 on: June 10, 2011, 02:38:47 am »

Sounds like removing nails (and the scratching attack) from the raws is the way to go then.
That's a great idea...  Scratching is so useless...
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Maklak

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Re: Preventing Infection
« Reply #19 on: June 10, 2011, 03:10:14 am »

My woodcutter met an Ettin. Military saved him, but he was in bad shape. Doctors did their jobs, diagnosis, cleaning with soap, multiple sutures, wound dressing and setting bones. They then left him in a traction bench. After a while of this his wounds screen turned white, but in helth status he still had something smashed open with no tretment scheduled, and infection. I deconstructed traction bench and he went for a drink. He hasn't died to infection yet, so perhabs he'll live. I aslo have another one, with no ability to stand, and no crutches. He looks pitifull crawling slowly hauling something, and reguralily cleans himself at hospital wells.
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shlorf

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Re: Preventing Infection
« Reply #20 on: June 10, 2011, 06:38:20 am »

The bigger the infected body part, the higher the chance for it to produce dwarf pus prompting the owner to get himself cleaned up (maybe getting sick and barfing a bit in the process).
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Friendstrange

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Re: Preventing Infection
« Reply #21 on: June 10, 2011, 10:28:48 am »

dwarf pus
Ive been wondering about this for a bit.
I had a massive cavern woodcutting operation going on that my dwarves had to go through a 2/7 filled lake. At one area of the lake the walls became covered in dwarf pus. Does it do anything? Im worried about my woodcutters.
Also, how does one get rid of stagnant water in a bucket?

I also made a bit of a dwarven bathtub with a tiny waterfal on the way leading to the caverns. It is currently filled with goblin blood and a constant 2/7 water and has a floor grate drain. Will the blood and other contaminants get on my dwarfs?
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Khym Chanur

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Re: Preventing Infection
« Reply #22 on: June 10, 2011, 07:57:09 pm »

Oops, looks like z-levels don't matter.  Water from murky pools is stagnant, as is water from brooks in swamps or marshes, but that's it.

My bad.
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RadGH

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Re: Preventing Infection
« Reply #23 on: June 10, 2011, 09:05:08 pm »

It sounds like the game just needs some improvement in the infection area of medicine. Maybe the Noble's screen should have a Settings menu for the doctor, where you can make the doctor schedule check-ups for your dwarves every X-amount of months. That way your doctors can continue to improve their skills in medicine, and your dwarves with minor wounds will eventually get them looked at.

At one area of the lake the walls became covered in dwarf pus. Does it do anything?

I wonder if by doing that, he actually cleaned out the wound? Probably not, but I wouldn't be surprised. I also wouldn't be surprised if other's would acquire an infection by walking through the pus. This is actually pretty disturbing, I think I am going to stop talking about dwarf pus.
« Last Edit: June 10, 2011, 10:16:30 pm by RadGH »
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Friendstrange

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Re: Preventing Infection
« Reply #24 on: June 10, 2011, 10:01:11 pm »

It sounds like the game just needs some improvement in the infection area of medicine. Maybe the Noble's screen should have a ettings menu for the doctor, where you can make the doctor schedule check-ups for your dwarves every X-amount of months. That way your doctors can continue to improve their skills in medicine, and your dwarves with minor wounds will eventually get them looked at.

At one area of the lake the walls became covered in dwarf pus. Does it do anything?

I wonder if by doing that, he actually cleaned out the wound? Probably not, but I wouldn't be surprised. I also wouldn't be surprised if other's would acquire an infection by walking through the pus. This is actually pretty disturbing, I think I am going to stop talking about dwarf pus.
Im not sure the pus is still in the water. Theres no way to check really. And contaminants never ever leave the walls unless a dwarf cleans the floor beside them. Not sure if contaminated walls can pass on contaminants into the water though.

And for my own piece of mind I want to think the water cleaned the wound, or at least gave the guy a bath.
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Rinkanu

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Re: Preventing Infection
« Reply #25 on: June 14, 2011, 05:49:43 am »

I think that dwarven traits ARE a big factor in healing wounds/fighting infections.

My most recent fort saw my mason get his foot bitten off by a badger not even 1 season in.
This mason (since then dubbed "stumpy") never went to the hospital and happily continued to crawl all over the fort doing masony things.

This fort is now 5 years old and stumpy is still alive and crawling despite his right upper leg being "smashed open" , no infection.


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Fredd

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Re: Preventing Infection
« Reply #26 on: June 14, 2011, 02:01:00 pm »

Be really careful about shallow wells. I have read in the forums that if the water is not flowing, and the water level in the well drops too low, the water at the bottom of the well can become stagnant.
 A good tip, is to turn off recover wounded on all the medical staff, and place a empty bed outside the hospital. The empty bed seem to make dwarves recover wounded faster. I think with a empty bed, the old behavior of taking the wounded kicks in, then the hospital bed overides it. Dorms are not involved in this process
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Fridgetroll

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Re: Preventing Infection
« Reply #27 on: June 19, 2011, 12:14:04 pm »

Wells? Baths? Water channels? In the hospital? What are you, some kind of elf?

In my previous fort, due to a design flaw I had problems with siegers deciding to stand outside the cage trap passage leading into my fort to taunt me instead of charging into the cages. I suspect it was a pathing issue.  I built battlements overlooking the entrance so I could have my xbow dorfs use them for target practice. Due to yet another design flaw, I had neglected the cliff face on the battlements' right flank into which I had cut the fort entrance. At the next siege, my archers lined up on the wall and were having fun with the first wave and a squad of gobbos from the far side of the map came down the cliff face. One of them was a crossbowman who started to use the rightmost dorf's back as a pincushion, that happened to be the squad's captain. Before I realized what was happening the captain was unconscious. After reloading, the rest of the squad finished off the gobbo on the cliff. The captain came to, went into a martial trance, emptied his quiver and passed out again. The rest of the squad broke the siege and once I lifted the alert someone dragged the captain off to the hospital where he spent over a month unconscious while waiting for his initial diagnosis. I kept checking up on him as he had six bolts stuck in him and was infected even before he went into his martial trance. After another month or so, I noted he still hadn't gotten his diagnosis (even though the CMD had no other labors assigned) and I was surprised to find him not in the hospital. I tracked him down hauling furniture or something, still infected, still with six bolts in him! So I turned off all his labors and hoped that things would get sorted out sooner or later. The next time I checked on him, he was in the hospital getting sutured. Later I found him wandering the halls, still infected, but now with six nice colorful sutures in him. Eventually, the infection cleared and I put him back onto full duty even though his wounds were still listed as yellow and I promoted him to militia commander.

I could be mistaken, but I don't think my fortress had any soap. I certainly didn't have a water source in the hospital.

Sadly, somehow the save file got corrupted and I had never made a back up.

The way I see it, any dorf who dies from an infected hangnail isn't even worth his weight in yak vomit.
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Saiko Kila

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Re: Preventing Infection
« Reply #28 on: June 19, 2011, 03:59:04 pm »

Oops, looks like z-levels don't matter.  Water from murky pools is stagnant, as is water from brooks in swamps or marshes, but that's it.

It depends on how big is the pile of mud on the bottom, at least in one z-level wells (and two z-levels too, if the top is less than 7/7 of water, haven't tested other):

a dusting of mud gives water
a small pile of mud gives stagnant water
a pile of mud gives water laced with mud

Since you can choose where you build your wells, you can choose a good spot. Unfortunately most if not all spots in natural caverns have at least a small pile of mud, giving stagnant water. But it is possible to dig an artifical well, and with a bit of luck it will have only a dusting.

EDIT: Of course murky pools have no piles, their are tainted by default.
« Last Edit: June 19, 2011, 04:05:38 pm by Saiko Kila »
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Khym Chanur

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Re: Preventing Infection
« Reply #29 on: June 19, 2011, 07:06:26 pm »

a dusting of mud gives water
a small pile of mud gives stagnant water
a pile of mud gives water laced with mud

Huh, so laced with mud is worse than stagnant?
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