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Dwarf Fortress => DF Suggestions => Topic started by: Buzzing_Beard on February 18, 2011, 08:03:02 pm

Title: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 18, 2011, 08:03:02 pm
Eternal Suggestion Voting Page (please vote!): Buzzing Beard's Better Bees (http://www.bay12forums.com/smf/eternal_voting.php#vote54)

Observations and ideas from an experienced beekeeper and DF enthusiast (alphabetical order):

Alternative Food: Bees can live on syrup or sugar-water if there's no honey.

Angry Followers: If someone being swarm-stung runs inside the fortress, even if the door is shut behind them, count on 20-40 angry bees coming along with them. These may sting innocent bystanders, but each bee only stings once.

Armor Piercing: Arrows are more effective against plate armor when their heads are tipped with beeswax; they become less likely to glance off.

Attack Pheromone:
     +Unless it gets washed, "stung clothing" makes attacks more likely (guard bees really notice this).
     +A stung body part is like a sting-here sign. Stings tend to be clustered (up until they're well distributed).

Beard Contests: End of  reply #210 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2108678#msg2108678) (Toady mentioned he was looking for things dwarves could do at parties or in taverns).

Bee Anger (A beehive has become enraged!): If stirred up, hives stay angry for a while. See reply #162 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2038588#msg2038588).

Bee Trees (riskier wood chopping): See reply #46 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2003908#msg2003908).

Bees bring Honey, Honey brings Bees: Once they find it, bees will RAPIDLY lick up exposed honey and return it to their hives.

Beeswax: Soap, candles, wood-finish, encaustic art, dwarven mustache/beard/eyebrow wax.

Booze: Bees like it, and are drawn to it, but then they get drunk and drown in it. True story.

Cold Bees: A hive will post guards which can initiate attacks, but when it's cold the guards go inside, and the hive is safe to approach (as long as it isn't bumped). Bumblebees can forage when it's cold, but honeybees stay in their hives.

Dwarven Honey-Cows: There are three types of domesticated hive, the dwarves appear to be using skeps, but I suggest they adopt "honey-cows" instead.
     Langstroth: Emphasizes honey harvesting (in centrifuges) not wax collection. The familiar boxy hive has only been around for 300 years
     and feels out of place in a Tolkienesque setting.
     Skep: Ancient and iconic, but can't be split like the others. Your honeycomb will contain brood, and your bees are killed during harvest.
     Top-Bar (aka Honey-Cow): Thousands of years old, no need to kill your bees, balanced between honey and wax production, and
     something a dwarf  with an axe could make out of a log or an empty barrel. They also make royal jelly harvesting less implausible.

Embarkable Beehives: See reply #56 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2005472#msg2005472).

Equine Enmity: Hives attack nearby horses/unicorns. See reply #23 (http://www.bay12forums.com/smf/index.php?topic=77736.msg1999205#msg1999205).

Fix DF Bee Anatomy: IRL, bees are born with 4 wings and 5 eyes (not 2 wings and 2 eyes), and drones are actually stingless.

Forage Bees: Foragers are docile and won't sting unless threatened. They venture out during the day if it's not raining or too cold.

Giant Bees: They could be rideable (#173 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2046992#msg2046992)) or have unusual properties like stings you could remove and use to make weapons or, for the bumblebees, harvestable wool. Hmm... I bet bumble fuzz would be really warm, bumblebees are almost like little flying sheep (probably even fluffier than trolls (http://www.bay12forums.com/smf/Smileys/aaron/wink.gif)).

Honey: In addition to being edible, it can preserve other foods, be made into mead/vinegar, or be used to dress wounds or burns.

Honey Fluid: Honey can flow and be pumped around as a fluid. Picture giant honey based traps and cisterns.

Immature Hives: It takes about eight pounds of honey for bees to make one pound of wax. Young hives need to build up comb, which eats into their honey. To avoid starving them, honey usually isn't harvested from hives until they are at least one year old.

It's Their Food: With a good source of nectar, bees can fill their hive with honey, but remember that they eat it too. If nectar is unavailable, in winter for example, hive honey levels will drop over time. If they run out, they can starve.

Let Them Eat Comb: Let dwarves eat honey in comb form without needing to press it first (beeswax is edible). See reply #28 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2000468#msg2000468).

No Healing Factor: For a bee, every injury is permanent (IRL, damage accumulates just from visiting flowers).

Other Honey Facts: A puddle of honey doesn't evaporate like water would. Honey that's not too warm may start to crystallize.

Pollination Effects: Plants visited by bees are more productive.

Preservation: Honey doesn't go bad (unless it gets wet). It also keeps meat (or bodies) from decaying (honey traps!), but things get mummified or turned into jerky after about 150 years.

Rare/Magical Honeys: Special honeys could be made from plants that bloom only once every so many years or by placing hives really high up so that the bees can get to "heavenly" flowers (based on Norse myth). Replies #42 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2003582#msg2003582) and #211 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2123724#msg2123724).

Royal Jelly: A staple of rogue-like, but it's anachronistic for DF. See reply #35 (http://www.bay12forums.com/smf/index.php?topic=77736.msg2002959#msg2002959).

Smoke: Bees exposed to smoke are less likely to attack. I'd guess 80% less likely to attack (a beekeeping essential).

Sting Effects: Non-allergic individuals can become resistant if stung periodically. For example, many veteran beekeepers have almost no reaction to stings. Otherwise, swelling sets in after 30 minutes and lasts about a week. Swollen areas become itchy, shiny, and hurt when touched. Swollen hands may prevent wearing gloves, wielding weapons, or punching things and not crying.
In Humans:
     +Allergic (12%): Bigger less-localized swelling.
     +Severely Allergic (0.5% children, 3% adults): Vomiting, fainting, anaphylactic shock, and also bigger, less-localized swelling.
     +A sting to the eye can cause blindness... in that eye.

Toxic Honey: Eating honey made from toxic plants often has undesirable side-effects. See reply #14 (http://www.bay12forums.com/smf/index.php?topic=77736.msg1996596#msg1996596).

Underground Beehives: It's the dwarven way.

Varietal Honeys: The honey being determined by the nectar source. Mmmm... strawberry-honey mead. See reply 200# (http://www.bay12forums.com/smf/index.php?topic=77736.msg2057877#msg2057877).

Thanks for reading, I'm happy the dwarves have bees now.
Title: Re: Honeybees Buzz'n Beard
Post by: IT 000 on February 18, 2011, 09:18:29 pm


Quote
Smoke: Bees exposed to smoke are less likely to attack. I'd guess 80% less likely to attack

Of course we'd need some reliable way to get steam without getting !!DWARF!! if you know what I mean

Quote
Sting Effects: Non-allergic individuals can become resistant if stung periodically. For example, many veteran beekeepers have almost no reaction to stings.

I agree, in my opinion though beekeepers could be like weavers collecting silk. Weavers don't destroy silk they walk over, beekeepers shouldn't get stung by bees.

Quote
In Humans:
     +Allergic (12%): Bigger less-localized swelling.
     +Severely Allergic (0.5% children, 3% adults): Vomiting, fainting, anaphylactic shock, and also bigger

This can be done to a certain degree with modding. They already have a chance of giving out moderate pain. You could add two additional syndromes to make it seem like the dwarf is allergic. Or you could assign it to a caste of bees that only has a one in ten chance of showing up. Of course it would be random whether the dwarf is 'allergic' or not.

Quote
Toxic Honey: Eating honey made from toxic plants often has undesirable side-effects.

Hee hee hee, kobold bulbs, gnomeblight mead, gnome problem solved.

Right now there is no 'toxic plants' or flowers for that matter. But I do like the potential fun level of being in an evil swamp with an evil tulip.

Quote
Booze: Bees like it, but then they get drunk and drown in it.

I really want to sig this.
Title: Re: Honeybees Buzz'n Beard
Post by: SyrusRayne on February 18, 2011, 11:46:04 pm
On the topic of "Toxic Honey" and evil plants, the reverse could also be true. Perhaps if your bees are set up in an area with Good plants, your honey might have strange beneficial properties. It might make them happy for a while, or something similar. Just a thought!
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 12:28:00 am
     "Of course we'd need some reliable way to get steam without getting !!DWARF!! if you know what I mean"

Beekeepers usually burn plant fibers in a handheld "smoker" to puff smoke into their hives (not steam), but dwarven beekeepers might come up with some other method of smoke delivery to reduce stinging.

     "Weavers don't destroy silk they walk over, beekeepers shouldn't get stung by bees."

In real life we get stung all the time. A veteran beekeeper, while good at avoiding swarm-attacks, might get stung sixty times in a single afternoon's work (and be fine). Also, because resistance wears off, it's important to intentionally get stung periodically, doing otherwise is dangerous.
Title: Re: Honeybees Buzz'n Beard
Post by: Jake on February 19, 2011, 12:36:51 am
Protective clothing for beekeepers would also be a good idea. Maybe leather armour and some kind of face-mask?
Title: Re: Honeybees Buzz'n Beard
Post by: Sphalerite on February 19, 2011, 12:37:18 am
Just today I was at a convention where a vendor was selling samples of honey from various sources.  It's amazing how much effect the type of plant has on the flavor and color of the resulting honey.  Though it would probably be a bit too much for DF to keep track of the exact blend of flowers that was harvested by each hive, it would make sense for honey from good regions or evil regions to have some noticeable difference.
Title: Re: Honeybees Buzz'n Beard
Post by: IT 000 on February 19, 2011, 12:57:36 am
Quote
Beekeepers usually burn plant fibers in a handheld "smoker" to puff smoke into their hives (not steam), but dwarven beekeepers might come up with some other method of smoke delivery to reduce stinging.

Magma, that'll stop the stinging  ;D

In all seriousness the fibers could come from rope reed or pig tail and as long as they didn't actually produce a heat source (It will catch dwarves on fire) it would be a wonderful addition.

Fire has been toned down a tad, no more !!water!!, way back when things caught on fire when a dwarf rubbed against a wall the wrong way. I built 'sprinkler' systems throughout my fort and had to use them 10 to 15 times in a forts ten year life-span. By sprinkler I mean two long hallways running parallel to high traffic areas with floodgates installed every other step that could, at a moments notice, douse the entire hallway with 7/7 water then drain it just as fast. That's how scared I was of fires. I'm still paranoid

Quote
In real life we get stung all the time. A veteran beekeeper, while good at avoiding swarm-attacks, might get stung sixty times in a single afternoon's work (and be fine). Also, because resistance wears off, it's important to intentionally get stung periodically, doing otherwise is dangerous.

Well I'm no beekeeper and while one beesting doesn't bother me, but sixty?

In game, I've only had a handful of dwarves get stung by bees. Even when I thought setting up hives right near my entrance would be cool. making the beekeeper dwarves 'immune' to beestings would help keep the bees alive and to a certain extent mimic their resistance to the sting. Plus it would be better then the sixty spam messages of UristMcBeekeeper got stung by a bumble bee! Which could easily land on his eyes blind him.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 01:10:11 am
     Sphalerite: "Though it would probably be a bit too much for DF to keep track of the exact blend of flowers that was
     harvested by each hive..."

Beehives pick and choose just one type of nectar source to feed off of at any given time. As long as those flowers have nectar, the bees will keep with them. This is why you can get mono-floral honey in areas with a large variety of different flowers.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 19, 2011, 01:14:59 am
Beehives pick and choose just one type of nectar source to feed off of at any given time. As long as those flowers have nectar, the bees will keep with them. This is why you can get mono-floral honey in areas with a large variety of different flowers.

How do you get them to choose the type of nectar you want them to?
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 01:51:42 am
     Jake: "Protective clothing for beekeepers would also be a good idea. Maybe leather armour and some kind of
     face-mask?"

I agree, gloves and a veil of some sort would be good for an apprentice beekeeper. In the real world, bees can sting you through a leather shoe (personal experience). Most beesuits are cloth and work by being baggy. This also causes them to become less protective as you sweat or if it's raining because they can cling to you. Beesuits are also white because bees don't sting light colored clothing as much as they do dark. If you wear black pants and a white shirt, they'll mostly sting your pants.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 01:57:33 am
     Uristocrat: "How do you get them to choose the type of nectar you want them to?"

Bees have a preference hierarchy, but mostly its determined by abundance and proximity. If you want strawberry honey, put them close to a strawberry patch.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 19, 2011, 02:00:58 am
     "How do you get them to choose the type of nectar you want them to?"

Bees have a preference hierarchy, but mostly its determined by abundance and proximity. If you want strawberry honey, put them close to a strawberry patch.

What does that hierarchy look like / what is it based on (e.g. do they like red flowers more than white ones or something)?  And how much more abundant does something have to be before they'll take it instead of whatever they would prefer to it were all things equal?
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 04:44:20 am
     Uristocrat: "What does that hierarchy look like / what is it based on..."

Bees have their own peculiar preferences. Occasionally those preferences are very strong and they will fly through three miles of less desirable flowers to get to the ones they like. I know they like clover and thyme, and try to avoid soy and alfalfa. But I think DF would be good with just nectar-abundance and proximity.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 19, 2011, 04:58:52 am
Quote
Toxic Honey: Eating honey made from toxic plants often has undesirable side-effects

Is this true? I mean the Bees take Nectar from plants that want the bees to take nectar.

There is only one thing not on your list that I know they do, at least back then, but for the life of me I don't know when. Basically you persuade the bees not to migrate or create new nests or something by making a lot of noise.  (Research that I just did after posting suggests that they were eliminating Swarming)

Though there are a lot of differences between ancient bee-farming and modern.

Quote
Bees have their own peculiar preferences

Some Bee Farmers even attempt to ensure that the bees have only certain types of plants to get their nectar from (Or rather they build bee-farms in places they prefer). I've heard of Orange and Lilac Honey before. Though that may be WAAAY to complicated to actually diagram in the game... at best some honey could be treated as a "Location Specialty" and given a name *Town* Honey, though I am not sure how much they did that back then.

Though how much you can honestly tell the difference, and if you could actually taste the plants it came from, is beyond me.

Edit additions:

Ok after doing a bit of research one thing I COULD add is that apperantly the quality of the hive itself affected the quality of the honey. That is something that would probably be more of a concern back then.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 05:52:08 am
     "Toxic Honey: Eating honey made from toxic plants often has undesirable side-effects"

It's true for humans, not sure about dwarves. What's toxic to humans isn't always toxic to bees.
Honey toxic to humans:
+Azalea
+Mountain Laurel
+Oleander
+Yew
Title: Re: Honeybees Buzz'n Beard
Post by: Acanthus117 on February 19, 2011, 05:59:30 am
I approve of this thread, especially for the idea of different types of honey.

...

Wait, does that mean that strawberry honey tastes different than clover honey or something?
Title: Re: Honeybees Buzz'n Beard
Post by: Symmetry on February 19, 2011, 12:42:56 pm
This is an awesome thread, thanks buzzing_beard.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 19, 2011, 04:12:06 pm
     "Toxic Honey: Eating honey made from toxic plants often has undesirable side-effects"

It's true for humans, not sure about dwarves. What's toxic to humans isn't always toxic to bees.
Honey toxic to humans:
+Azalea
+Mountain Laurel
+Oleander
+Yew

How much do bees like those plants?  In other words, how hard is it to prevent them from using that?

Or is it more a problem when collecting wild honey or getting wild bees to start a hive?
Title: Re: Honeybees Buzz'n Beard
Post by: Sunday on February 19, 2011, 04:44:44 pm
I approve of this thread, especially for the idea of different types of honey.

...

Wait, does that mean that strawberry honey tastes different than clover honey or something?

Yep, I think so. Most storebought honey (in the US, at least) comes from clover—sweet, but with a bit less flavor than some other honeys. My mom has a beehive with nectar from nearby fruit trees, and honey from that hive tastes noticeably different.

Anyway, I agree that it would be cool if—when special plants are different—there were special effects depending on the plant. Fireflowers (if Toady puts something in like it)=boiling or spicy honey, valley herb honey=super healing properties, etc.

Speaking of which, isn't normal honey supposed to have antibiotic properties? Since honey isn't super useful right now, perhaps it could act as a soap-replacement for infections.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 19, 2011, 04:57:06 pm
We had a medicine thread a while ago that included the many uses for Honey in terms of medical uses (Egyptians were all about the honey)
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 19, 2011, 05:52:21 pm
Yep, I think so. Most storebought honey (in the US, at least) comes from clover—sweet, but with a bit less flavor than some other honeys. My mom has a beehive with nectar from nearby fruit trees, and honey from that hive tastes noticeably different.

Depends on what stores you buy from.  Generally, the usual grocery stores have clover honey, since clover is the cheapest type of honey to produce.  If you go to the higher-class, higher-priced stores, they'll sell different honeys based upon what flowers the bees have access to.  Tupelo honey (http://www.tupelohoney.org/), for example, is a "luxury brand" of honey, and thanks to its particular blend of sugar, is supposedly reccommended for diabetics.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 07:51:40 pm
     Uristocrat: "How much do bees like those plants?  In other words, how hard is it to prevent them from using that?
     Or is it more a problem when collecting wild honey or getting wild bees to start a hive?"

Depends on the plant, I know bees avoid some toxics and not others. The location of the hive effects honeycomb composition. For domestic hives, this can be controlled, while wild hives choose for themselves. This makes eating honey from an untested wild hive riskier, but a good "wild" hive can be revisited for honey year after year.

     Acanthus117: "Wait, does that mean that strawberry honey tastes different than clover honey or something?"

Absolutely. Nectar source affects both honey flavor and colour. Some honeys are clear and sweet while others are near-black and really bitter. Storebought honey is usually a homogenized blend from different countries and not mono-floral. If you want to try a monofloral honey, look for the "PURE" label (try raspberry or watermelon if you can).

     Sunday: "isn't normal honey supposed to have antibiotic properties?"

Yes, antibiotic and healing to varying extents. It's especially helpful in treating burns. Honeyed cloth wraps can help with the application.
Title: Re: Honeybees Buzz'n Beard
Post by: Burnt Pies on February 19, 2011, 08:25:01 pm
Personally, I can recommend Lime Blossom Honey as well. Different Honeys can taste so different you wouldn't know it's honey if it hadn't told you on the jar.

I'm loving the amount of detail put into this, and really want to see it put into the game.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 08:26:25 pm
Honeybees have a special vendetta against horses, or the smell of their sweat at least. While other livestock is tolerated, horses can trigger a swarm-attack 80 feet from a hive. An attack will kill a horse that can't run away.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 19, 2011, 11:11:11 pm
Honeybees have a special vendetta against horses, or the smell of their sweat at least. While other livestock is tolerated, horses can trigger a swarm-attack 80 feet from a hive. An attack will kill a horse that can't run away.

Does this mean that people who ride or handle horses are also in danger from the scent?
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 19, 2011, 11:13:37 pm
Oh, and elves and humans siege from horseback, yes?  Heh heh heh...
Title: Re: Honeybees Buzz'n Beard
Post by: Acanthus117 on February 19, 2011, 11:14:37 pm
KILL KILL KILL
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 19, 2011, 11:58:58 pm
     Uristocrat: "Does this mean that people who ride or handle horses are also in danger from the scent?"

I'd think so if they got horse sweat on their clothes.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 20, 2011, 03:06:41 am
     Jake: "Protective clothing for beekeepers would also be a good idea. Maybe leather armour..."

Leather (cow) has one of those smells that can really agitate the little devils; also bananas (these are things you learn).


     DFWiki: "The royal jelly is a counted as an edible item and can be cooked or eaten as is. The honeycomb requires a
     bit more effort, in that it must be brought to a screw press..."

Honeycomb is an edible item too (eaten wax and all). It comes ready-to-eat straight from the hive (once you get the bees off). Seperating the honey is good for storage because some bugs like to eat the pollen embedded in the wax and can mess up your honeycomb. Of course you could also keep your honeycomb safely preserved in honey (http://www.bay12forums.com/smf/Smileys/aaron/smiley.gif).


     DFWiki: "Once the artificial hive is built, it can be set to either allow collection of hive products (which destroys
     the hive)..."

That's sad. Don't use skeps little dwarves! You don't need to kill your bees to get honey and wax. Also, hives are hard to kill without using poison (skeps were usually harvested/killed with sulphur fumes). Top-bars are a better option.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 20, 2011, 03:46:26 am
Quote
Smoke: Bees exposed to smoke are less likely to attack. I'd guess 80% less likely to attack
Of course we'd need some reliable way to get steam without getting !!DWARF!! if you know what I mean

That part is easy  the folks toying with fuses and dwarven gunpowder back in .40d tried to perfect something like this, but I cannot find the thread.

Modify that and you could have a two step, two item process -
1 "glob" or something (glob or stone seem best for stockpile simplicity I'd say glob) that burns or vapourizes at a low, safe, temp, but higher than bee-colony-area-temps.
2 "stone" (or "glob" again, but stone just feels better) item with a fixed temp at least one urist above the temp needed to trigger glob. Poof. Smoke. or glob vapour (inhale poison only to bees? syndrom: temporary knockout gas?).

That second "trigger" item could be useful for many different applications triggering different vapour-syndrome-glob things, making venom-puddles from solid venom-globs, or lighting 'fuses' a la the old gunpowder threads. You could even use it for melting ice on demand. or wax.

I don't get the fixed temp and heating stuff in the newer versions well enough to get this to work, unfortunately. I'm working on understanding creature branded glob-creation better, though.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 20, 2011, 03:48:27 am
Hee hee hee, kobold bulbs, gnomeblight mead, gnome problem solved.

I like it!

Right now there is no 'toxic plants' or flowers for that matter. But I do like the potential fun level of being in an evil swamp with an evil tulip.
Oddly enough there are bad evil-lands grasses for cattle to eat, however. Like the creepy ass eyeball grass.

EDIT: didn't mean the double... er... triple post. sorry. QUOTEd instead of MODIFY.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 20, 2011, 03:49:07 am
ARGHWTFBBQMOUSECLICKFAIL
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 20, 2011, 04:20:09 am
What kind of protective clothing should dwarves make?

At this rate, we'll need civilian uniforms, including a special uniform for beekeepers....
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 20, 2011, 06:53:59 pm
     Uristocrat: "What kind of protective clothing should dwarves make?"

Gloves, fine netting to protect the head, and a cloth bee-suit or robe seem reasonable, but smoke is the best protection. There are beekeepers (not me) who tend their hives with nothing for protection but a pair of shorts, shoes, and a lit cigar.
Title: Re: Honeybees Buzz'n Beard
Post by: Michael on February 20, 2011, 07:10:28 pm
That's sad. Don't use skeps little dwarves! You don't need to kill your bees to get honey and wax.
Toady knows that but apparently considers "bee space" based hive designs to be anachronistic.

However, I joined this thread to comment on a hilarious thing I noticed -- while configuring my food stockpile in my first game in awhile (why isn't there a simple button to select just the edible-without-kitchen stuff?), I noticed "Bumblebee Mead" under "Drinks (Animal)".   That's about as silly as "prepared bumblebee brains".

Now, I'm no bee expert, but I once looked up bumblebees after finding one trapped in my house, and one fact I recall was that they produce barely enough honey for themselves.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 20, 2011, 08:35:48 pm
     DFWiki: "Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready
     to be split."

Suggestion: Abandon royal jelly as a product of beehives in DF.

While the practice of honey collection, akin to raiding the bees' pantry, is thousands and thousands of years old,
the practice of collecting royal jelly, akin to drinking amniotic fluid, began in the 1920's and took off in the 50's.

It's not harvestable from skeps. The bees have to be manipulated into producing hundreds of queen-cells (the old queen is taken out and their emergency efforts to replace her are frustrated).

The "queens" are kept on special frames in special hives. The cells of the young queens are then periodically poured off and returned to be refilled. It takes about 120 "queens" to collect one ounce of royal jelly, and it needs to be consumed immediately or refrigerated.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 20, 2011, 09:37:54 pm
     DFWiki: "This will cause the hive to grow, allowing it to be split into additional artificial hives."

Skeps (the style I believe the dwarves are currently using) aren't splittable as langstroth or top-bar hives are.

The best you could do is put an empty skep nearby and hope that when they swarm (roaring 50-foot vortex of bees), they move into it.

When beehives procreate this way you usually lose the swarm (and lots of honey), and can be left with a hive at just 10% its original strength.

Top-bars (used for thousands of years), and modern langstroths, can be managed so that swarming is rare and splits are more 50/50. I suggest the dwarves switch to top-bar hives.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 20, 2011, 09:55:11 pm
Is royal jelly any good?  Why would people want it instead of honey?
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 20, 2011, 10:00:02 pm
     Uristocrat: "Is royal jelly any good?  Why would people want it instead of honey?"

Some people think it's medicinal.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 20, 2011, 10:01:24 pm
Is royal jelly any good?  Why would people want it instead of honey?

Well let me see... Other then being an expencive honey product because of how hard it is to collect in any large quantity

It also lower in sugar content (apperantly), higher in protean (In that it has Protean). It also has medical effects unique to it.

Your not supposed to feed babies Royal Jelly though. It is sort of proof that even nature can make chemical drenched products.

Ohh it is also a Beauty product (but then again I hear honey is also)
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 20, 2011, 10:05:16 pm
People want royal jelly because it typically gives them some of the highest magic point restoration rates of any item in your inventory.

... oh, wait, you mean in real life.

Right, well, you can read it over on Wikipedia (http://en.wikipedia.org/wiki/Royal_jelly#Uses) what the claims are, although I have absolutely no idea, and it sounds like most other "holistic medicines" to me.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 20, 2011, 10:07:23 pm
A lot of the "Medical Uses of Royal Jelly" that I saw have to do with either energy (because of its protean content and less sugar then honey likely) or beauty.

From what I seen the vast majority of classical Royal Jelly medicines arn't anything serious. Mostly mood, energy, skin health, and such.

Ok that and Hormone/emotion control. Which is understandable because Royal Jelly is practically a hormone bomb
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 20, 2011, 11:52:36 pm
Rare Honey: Not every plant flowers every year (sage every 2-3 years, kurinji once every 12 years).
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 21, 2011, 12:05:08 am
People want royal jelly because it typically gives them some of the highest magic point restoration rates of any item in your inventory.

That's true, huh.  I almost forgot that it's a very light food item in Nethack that can remove scarring (improves charisma).

I guess Dwarves could use it to treat scarring, but that doesn't seem very dwarfy to me....  I guess they could use it in other medicines, though, whenever those go in.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 21, 2011, 12:07:12 am
Rare Honey: Not every plant flowers every year (sage every 2-3 years, kurinji once every 12 years).

So flowers like that are synchronized the way broods of, say, cicadas are?  Interesting.

I'm thinking that honey should be named after the flower/nectar that it was produced from and not the type of bee.  That is, "clover honey" instead of "bumblebee honey" and that bumblebees should have a lower rate of honey production.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 21, 2011, 12:22:58 am
Rare Honey: Not every plant flowers every year (sage every 2-3 years, kurinji once every 12 years).

So flowers like that are synchronized the way broods of, say, cicadas are?  Interesting.

I'm thinking that honey should be named after the flower/nectar that it was produced from and not the type of bee.  That is, "clover honey" instead of "bumblebee honey" and that bumblebees should have a lower rate of honey production.

Isn't there a synchronized bloom of bamboo or something that just happened (like 50 years or something) and they fortunately remembered the folklore of how it is synchronized with a migration of rats (to the bamboo). Ah. Yes. here: http://www.projectmaje.org/mautam.htm
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 21, 2011, 02:06:59 am
Bee-Trees: An unobservant woodcutter might regret chopping into certain trees; certain trees who don't take kindly to smelly woodchoppers (queue unhappy thoughts).

Dwarves would have to clear the area for a day. Future dwarves may wonder about an abandoned axe stuck in a tree.
Title: Re: Honeybees Buzz'n Beard
Post by: ikkonoishi on February 21, 2011, 02:14:57 am
Would be nice if we could make hives for things other than bees too. Like say purring maggots. You have to pile dead bodies or decaying body parts around the hive to keep the maggots fed.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 21, 2011, 02:17:12 am
Would be nice if we could make hives for things other than bees too. Like say purring maggots. You have to pile dead bodies or decaying body parts around the hive to keep the maggots fed.

Can't we? There are already two hive vermin. Why not more?
Title: Re: Honeybees Buzz'n Beard
Post by: ikkonoishi on February 21, 2011, 04:48:14 am
Can't we? There are already two hive vermin. Why not more?
Eh hives have to be outdoors to work. I was thinking of more diverse methods of sustaining them rather than just more types of vermin. Rotting organics, water, magma, ect...
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 21, 2011, 04:49:35 am
can vermin emit clouds of stuff? misasma? I'm thinking of those Zombees.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 21, 2011, 05:12:08 am
     Ikkonoishi: "Eh hives have to be outdoors to work. I was thinking of more diverse methods of sustaining them..."

I don't think beehives should have to be. As long as they have food (and water), there's no reason a healthy hive of bees couldn't be sustained indoors. Beekeepers use sugar-water/syrup/honey to help support their apiaries during droughts, and some beekeepers in cold climates winter their hives in their homes.
Title: Re: Honeybees Buzz'n Beard
Post by: ikkonoishi on February 21, 2011, 05:36:27 am
I don't think beehives should have to be. As long as they have food (and water), there's no reason a healthy hive of bees couldn't be sustained indoors. Beekeepers use sugar-water/syrup/honey to help support their apiaries during droughts, and some beekeepers in cold climates winter their hives in their homes.
Hence me wanting more ways to sustain hives.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 21, 2011, 07:21:09 am
A barrel-based DIY Top-Bar: http://makeprojects.com/Project/Your-Own-Honey-Cow/539/1
Title: Re: Honeybees Buzz'n Beard
Post by: Mister Always on February 21, 2011, 10:25:41 am
Buzzing Beard, I have to ask you...

Do you like bumblebees? :D
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 21, 2011, 11:37:59 am
     Mister Always: "Do you like bumblebees?"

I haven't worked with them, but I like them. The foragers have that abrupt staccato way of flying around, and their queens are humongous!
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 21, 2011, 01:22:03 pm
Suggestion: Give dwarves the ability to embark with some honeybees.

Honeybees are low maintenance, portable (e.g. Europeans brought/introduced them to America),
and could help to feed a fledgling fortress.

Once you arrived, you could just put them somewhere and they'd build up on their own.
Title: Re: Honeybees Buzz'n Beard
Post by: Mister Always on February 21, 2011, 02:20:24 pm
     Mister Always: "Do you like bumblebees?"

I haven't worked with them, but I like them. The foragers have that abrupt staccato way of flying around, and their queens are humongous!

They're also fuzzy and petable.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 22, 2011, 02:17:51 am
     Mister Always: "They're also fuzzy and petable."

From bumblebee.org:
     "Thick hair can act as insulation keeping the bee warm in cold weather."
     "When flying a bee builds up an electrostatic charge,...grains of pollen that are not touched by the hairs can jump
     a few millimetres to the nearest hair."

Here's an idea, maybe in the DF world, rather than having bumblebees as wax and honey producers, they were instead domesticated for their Bumble-Fuzz!!

Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 22, 2011, 02:20:52 am
Bumblebees are also MANY times more passive then their cousins the Wasp.

I lives in a house with several flowers that attracted swarms of bumblebees. I even managed to pet one.

I have never been stung by a bee but I have been stung by a wasp several times causing me to develop a fear of insects (and before that I'd pick up any insect)
Title: Re: Honeybees Buzz'n Beard
Post by: Mister Always on February 22, 2011, 03:23:14 am
     Mister Always: "They're also fuzzy and petable."

From bumblebee.org:
     "Thick hair can act as insulation keeping the bee warm in cold weather."
     "When flying a bee builds up an electrostatic charge,...grains of pollen that are not touched by the hairs can jump
     a few millimetres to the nearest hair."

Here's an idea, maybe in the DF world, rather than having bumblebees as wax and honey producers, they were instead domesticated for their Bumble-Fuzz!!


For their stumble bumblings!
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 22, 2011, 04:02:46 am
     Ikkonoishi: "Eh hives have to be outdoors to work. I was thinking of more diverse methods of sustaining them..."

I don't think beehives should have to be. As long as they have food (and water), there's no reason a healthy hive of bees couldn't be sustained indoors. Beekeepers use sugar-water/syrup/honey to help support their apiaries during droughts, and some beekeepers in cold climates winter their hives in their homes.

So, a new use for Dwarven Syrup?  Or maybe just put them near the underground farms....
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 22, 2011, 04:22:25 am
I was looking at this page (http://entomology.unl.edu/beekpg/beeswarm.shtml) and noticed something interesting:  they say that the value of a hive depends on the season.

Specifically, they say this:

Quote
Late season swarms are of little value to beekeepers. A traditional poem advises:

    A swarm in May - is worth a load of hay.
    A swarm in June - is worth a silver spoon.
    A swarm in July - isn't worth a fly.


I wonder if that should be true of DF, too?
Title: Re: Honeybees Buzz'n Beard
Post by: Michael on February 22, 2011, 04:29:31 am
Here's an idea, maybe in the DF world, rather than having bumblebees as wax and honey producers, they were instead domesticated for their Bumble-Fuzz!!
That doesn't sound even as practical as royal jelly harvesting.  Maybe if there were giant bumblebees -- but even if we handwave the aerodynamic concerns, what would those get sufficient nectar from?

Although if you were culturing bumblebees, harvesting stuff from the corpses of the bees would actually be less wasteful than destructive use of honeybees.  In nature, bumblebees only produce enough honey for immediate needs and for the queens to hibernate -- all males and workers are left to die each winter.  So a bumblebee colony produces a "harvest" of dead bees every year no matter what.

I don't think present-day humans have any use for dead bees, but some animals do.  In fact, bears do not actually like honey -- they attack hives to eat the bees themselves.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 22, 2011, 04:48:09 am
    A swarm in May - is worth a load of hay.
    A swarm in June - is worth a silver spoon.
    A swarm in July - isn't worth a fly.

The saying refers to swarms specifically (not hives). In the wild, only 1 in 10 swarms survives to become a hive. Swarms in July aren't worth trying to catch. Also, in case you're wondering, the bail of hay is worth more than the silver spoon.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 22, 2011, 05:08:04 am
     Buzz'n Beard: "...domesticated for their Bumble-Fuzz!!"
     Michael: "That doesn't sound even as practical as royal jelly harvesting."

It gives them something to be besides inferior honeybees, but you're right, it's fanciful.

Buzz'n Beard: "Bumble-fuzz socks anyone?"
Boromir: "Not with ten thousand men could you do this. It is foly!"
Title: Re: Honeybees Buzz'n Beard
Post by: ikkonoishi on February 22, 2011, 09:32:47 am
I've been staring at bee videos on youtube for the past 30 minutes. Now I want to play bioshock again.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 22, 2011, 10:00:33 am
Of the Nine Fingers: Those visiting apiaries may want to first remove any rings.

One relieved finger (http://extremethinkover.files.wordpress.com/2009/09/david-swollen-hand.jpg) (thanks to modern tools):


EDIT: Wait... do dwarves wear rings?
Title: Re: Honeybees Buzz'n Beard
Post by: Vorthon on February 22, 2011, 10:05:20 am
Watching.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 22, 2011, 10:06:45 am
Of the Nine Fingers: Those visiting apiaries may want to first remove any rings.

One relieved finger (thanks to modern tools):
"http://extremethinkover.files.wordpress.com/2009/09/david-swollen-hand.jpg"

EDIT: Wait... do dwarves wear rings?

Yeah. They wear rings made out of whole trees! (Well, they HOARD rings made out of whole trees, at any rate. Not so much with the wearing them outside of adventure mode)
Title: Re: Honeybees Buzz'n Beard
Post by: JohnieRWilkins on February 22, 2011, 10:09:28 am
Of the Nine Fingers: Those visiting apiaries may want to first remove any rings.

One relieved finger (thanks to modern tools):
"http://extremethinkover.files.wordpress.com/2009/09/david-swollen-hand.jpg"

EDIT: Wait... do dwarves wear rings?
Goblins wear loads of rings. Is that fact applicable to fortress defense?
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 22, 2011, 02:33:38 pm
     JohnieRWilkins: "Goblins wear loads of rings. Is that fact applicable to fortress defense?"

Gangrene is serious enough, but fortress defense might require more expediency.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 22, 2011, 07:12:26 pm
     JohnieRWilkins: "Goblins wear loads of rings. Is that fact applicable to fortress defense?"

Gangrene is serious enough, but fortress defense might require more expediency.

Something that causes swelling... bees should do this, but I bet they don't.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 23, 2011, 02:18:05 am
     Flaede: "Something that causes swelling... bees should do this, but I bet they don't."

ORLY? What do you mean by that?
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 23, 2011, 02:24:15 am
     Flaede: "Something that causes swelling... bees should do this, but I bet they don't."

ORLY? What do you mean by that?

I don't think syndromes can do this yet with swelling affected by rings and stuff.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 23, 2011, 05:34:16 am
I read some stuff about honey and they talked about light, clear honey and dark honey and even something about how this relates to something called "foul brood" ... what's up with the different kinds of honey in a hive?

And there were other things, too, about nucs, queen cells (and when to destroy them), and even the trick of cutting one of a queen's wings off to keep the bees from swarming....
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 23, 2011, 09:17:18 am
I can answer the bit about queen cells...

Unlike creatures such as ants, where each ant is born a worker or soldier or breeder, the majority of bees are just a generic "female" bee when their egg is lain.  Each of these females can become a queen, if given a chance, but this requires going through the pupal and larval stages in special queen cells, which are large enough for the bee to grow to queen bee size, and are filled with royal jelly, a special hormone-laden nectar that serves as a trigger for activating the reproductive organs of the female bee. 

Barring this, placed in common, shorter cells with regular honey, females will only have enough food and space to develop into the more stunted worker bee form. 

Because queen cells are larger than normal cells, and cells are packed in so tightly, it takes a special, larger, piece of honeycomb to house the queen cells.

Queen cells are the only ones that contain royal jelly (except for what's being fed to the queen herself to keep her ovulating), so you have to break them open to get the royal jelly.  Royal jelly is very rare and tricky to collect, so it's also very expensive, and sold as a luxury product, and claimed to have properties that produce all sorts of beneficial effects in people who have a variety of diseases.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 23, 2011, 11:33:57 am
A nuc (pronounced "nuke") is a very small beehive (hundreds of bees, not thousands).

     Uristocrat: "...what's up with the different kinds of honey in a hive?"

Honey colour (http://www.honey.com/images/article-illustrations/honey-colors.jpg) is determined by nectar source, which can change throughout the season.

     NW_Kohaku: "...royal jelly, a special hormone-laden nectar..."
     NW_Kohaku: "Queen cells are the only ones that contain royal jelly (except for what's being fed to the queen
     herself to keep her ovulating)..."

All baby-bees get fed royal jelly, but it's the queens that get submersed in it.
And technically, it's a head-secretion not a nectar.

     Uristocrat: "...cutting one of a queen's wings off to keep the bees from swarming"

When bees swarm, the old queen and most of the workers turn the hive over to a new baby queen.
If a queen can't fly away, she can't start a swarm, and a new baby queen can't take over.
However, the bees will still produce "supersedure" cells if their queen gets old or dies.

Foulbrood is bad news for baby bees. It darkens the brood comb, but not the honey.
Title: Re: Honeybees Buzz'n Beard
Post by: Michael on February 24, 2011, 02:14:48 am
Another note about bumblebees in DF -- I looked at the raws, and there are entries not only for "bumblebee honey" and mead, but also wax and royal jelly.

Now bumblebee honey and wax at least exist, although they are impractical to harvest.  But I think royal jelly is a honeybee thing only -- it is not mentioned at all on Wikipedia's bumblebee page.

(And I'd agree that even honeybee royal jelly probably doesn't belong in the game.)

If Toady wants to have more than one honey-producing insect, I'd recommend instead "stingless" bees, which were cultivated by the Mayans. (Before Columbus, there were no honeybees in the New World.)  They are far less productive than honeybees, but honey and wax harvest did occur historically (including the production of fermented-honey drinks).

http://en.wikipedia.org/wiki/Stingless_bee (http://en.wikipedia.org/wiki/Stingless_bee)
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 24, 2011, 03:42:34 am
     Michael: "...I'd recommend instead "stingless" bees, which were cultivated by the Mayans."

I'd forgotten about those guys! Lower risk for less reward. I like it!
Interestingly, nowadays there's also the very-dangerous but very-productive killer-bee *shudder*.
The poll only allows for five options. Anyone else for stingless bees (they could still bite wood-choppers)?
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 24, 2011, 05:15:21 am
     Michael: "...I'd recommend instead "stingless" bees, which were cultivated by the Mayans."

I'd forgotten about those guys! Lower risk for less reward. I like it!
Interestingly, nowadays there's also the very-dangerous but very-productive killer-bee *shudder*.
The poll only allows for five options. Anyone else for stingless bees (they could still bite wood-choppers)?

Do they even bite very hard?  Their mouths probably aren't very big, so it doesn't seem like something you'd really even notice without venom.  Then again, they can at least bite more than once.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 25, 2011, 07:45:59 am
(http://pcela.rs/mud_tube_hives.jpg)

A hive of honeybees can make more than one bottle in a year (100's of pounds per year per hive).
Any comments or criticism for my suggestion to be able to store up honey as a "liquid"?

+You could pour tons of it into a river as a divine offering (a la Ramses III).
+You could vanquish your foes in a wave of sweet gooey overkill.
+I love the thought of having sticky dwarves and weapons acting as suspended flow-markers.
+Things submerged in honey are preserved and, after a hundred or so years, mummify.
     +A funeral-ritual for your heroes? A troll-trophy for the great hall?

DF Honey/Water Mixing Idea: Honey is heavier and thicker than water so maybe have it ignore water when it's
     iterated. The water could then treat the honey as solid land (for volume preservation).
     Honey cells surrounded by enough water, or less running-water, could become water themselves.
     EDIT: Honey and magma are both viscous fluids (and could use the same dynamics code). If honey meets magma, magma wins.
     If enough honey dissolves in standing water, the water becomes hydromel which eventually becomes mead.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 26, 2011, 01:11:07 am
     Uristocrat: "...it doesn't seem like something you'd really even notice without venom."

It could be unpleasant.

     Wikipedia (http://en.wikipedia.org/wiki/Stingless_bee): "Although they are stingless, the bees do bite and can leave welts similar to a mosquito bite."

Just because you're smaller and stingless doesn't mean you can't put up a fight (http://biology.ucsd.edu/labs/nieh/TeachingBee/Thyalinata_vs_Mrufiventris.mov).
Remember, there could be 40,000 of them biting on you. Plus, unlike venom, you can't really develop a resistance to being chewed on.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 26, 2011, 01:24:06 am
Quote
you can't really develop a resistance to being chewed on

That is known as being thick skinned.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 26, 2011, 01:33:12 am
I don't know, bugs can have pretty strong mandibles. I had an experience with a ladybug who was angry at my finger.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 26, 2011, 01:36:03 am
I don't know, bugs can have pretty strong mandibles. I had an experience with a ladybug who was angry at my finger.

The Ladybugs in Toronto wouldn't bite until a stupid experiement had them breed with an Asian variety. Now their red color is deluted and they bite.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 26, 2011, 01:40:52 am
     Neonivek: "The Ladybugs in Toronto wouldn't bite until a stupid experiement had them breed with an Asian variety.
     Now their red color is deluted and they bite."

That's like what happened with killer bees too.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 26, 2011, 02:03:28 am
I don't know, bugs can have pretty strong mandibles. I had an experience with a ladybug who was angry at my finger.

The Ladybugs in Toronto wouldn't bite until a stupid experiement had them breed with an Asian variety. Now their red color is deluted and they bite.

Is that the orangey yellow bastards? Yeah! Horrible. They make it to my city by fall, but I don't think they can hack the winter here.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 26, 2011, 02:27:19 am
Yep the Orangey Yellow bastards...

When you grow up picking up ladybugs... seeing that the current variety will bite you because of someone else's stupidity just pisses you off.

Unfortunately I don't think it is cold enough in Toronto to get rid of them... Only gets to -30c here.

Which is a protection for Honeybees in that the bees that don't give honey cannot handle the colder site of temperate environments.

Quote
Any comments or criticism for my suggestion to be able to store up honey as a "liquid"?

Currently it wouldn't matter as only water is a true liquid so to speak.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 26, 2011, 02:49:56 am
That one asian-ladybug, with its relatively small jaws, could bite into the "thick" skin on my fingertip.
So I think the larger mandibles of thousands of stingless bees would be of concern to anyone knocking over a hive.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 26, 2011, 04:32:52 am
     Neonivek: "Currently it wouldn't matter as only water is a true liquid so to speak."

What do you mean?
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 26, 2011, 04:34:38 am
Well Water (and I guess Lava too) flows and can fill rooms.

Blood, Ichor, Poison, Mud, Molten materials, can only splatter no matter how much of it is present.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 26, 2011, 04:40:47 am
Maybe it's harder than I think, but my suggestion there was to introduce honey that could flow the way that lava does.

(http://us.cdn3.123rf.com/168nwm/Nicemonkey/Nicemonkey0802/Nicemonkey080200001.jpg)
Water/Lava/Honey
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 26, 2011, 09:06:49 am
I think honey is a bit esoteric.  Better to support a liquid rewrite in general.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 26, 2011, 02:12:27 pm
     Granite26: "I think honey is a bit esoteric."

Yeah... I'm biased.
Title: Re: Honeybees Buzz'n Beard
Post by: Michael on February 26, 2011, 10:55:38 pm
Interestingly, nowadays there's also the very-dangerous but very-productive killer-bee *shudder*.
Since Dwarf Fortress worlds are mostly unsettled and initial bees must be taken from the wild, the "Killer Bee" phenotype should actually be the normal state.

The "Killer Bee" story is actually less about the bees themselves, than about human expectations.  What really happened is, long before the breeding experiments that made the problem manifest, ancient European beekeepers had been so successful in domesticating the honeybee that they extirpated all the truly wild bees that were inter-fertile with their own.  (And of course they only brought "good" bees to the Americas.)  They then rested on their laurels, not worrying too much about having to keep up selective pressure against fierceness.

Then those breeders found some compatible wild bees in Africa, and suddenly the fierce genes got re-introduced into the equation.  Now beekeepers need to exercise more control over which queens are ruling their particular hives.  So did the ancient beekeepers, but their suffering of a comparable situation has been forgotten.   Killerbees aren't an unnatural disaster, they are a partial return to an undesirable natural state.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 26, 2011, 11:04:51 pm
Interestingly, nowadays there's also the very-dangerous but very-productive killer-bee *shudder*.
Since Dwarf Fortress worlds are mostly unsettled and initial bees must be taken from the wild, the "Killer Bee" phenotype should actually be the normal state.

The "Killer Bee" story is actually less about the bees themselves, than about human expectations.  What really happened is, long before the breeding experiments that made the problem manifest, ancient European beekeepers had been so successful in domesticating the honeybee that they extirpated all the truly wild bees that were inter-fertile with their own.  (And of course they only brought "good" bees to the Americas.)  They then rested on their laurels, not worrying too much about having to keep up selective pressure against fierceness.

Then those breeders found some compatible wild bees in Africa, and suddenly the fierce genes got re-introduced into the equation.  Now beekeepers need to exercise more control over which queens are ruling their particular hives.  So did the ancient beekeepers, but their suffering of a comparable situation has been forgotten.   Killerbees aren't an unnatural disaster, they are a partial return to an undesirable natural state.

Good read, thanks.  Got a link to a source?
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 26, 2011, 11:06:38 pm
Actually, shouldn't there be some sort of "Savage" surroundings bee?  Extra-aggressive giant bees, or something?  Plus the "evil" "Zombee"... and maybe some sort of "good" bee, which, considering what the other good-aligned creatures and plants are, may just be flying teddy bears with honey wands or something, because it seems like "good" aligned areas are going towards some sort of sappy 4-year-old-girl's sunday morning cartoon version of "good".
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 26, 2011, 11:18:38 pm
it seems like "good" aligned areas are going towards some sort of sappy 4-year-old-girl's sunday morning cartoon version of "good".

Personally, I'm finding that trend hilarious. Especially with all the possibilities for unintended perversions of that cartoonish goodness. Like unicorns going feral in pens and fighting with handlers. Or pixie juice. Or mermaid farming (they're 'good zone' creatures, right?). If there were a titan that farted rainbows, I'm sure some dwarf would come up with a way to turn rainbow dust into a fire hazard and use it to kill invading goblins.

Hmmm. Awful sappy cartoonish goodness - I want to mod in a "breath attack" care-bear stare now. Maybe the flying teddybears with their honeywands can use it. Everyone would learn to fear them pretty quickly.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 26, 2011, 11:33:16 pm
Hell, isn't spider web material in the raws?  Couldn't you have add:
Code: [Select]
[WEBBER:LOCAL_CREATURE_MAT:HONEY]

to something?
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 26, 2011, 11:41:33 pm
Hell, isn't spider web material in the raws?  Couldn't you have add:
Code: [Select]
[WEBBER:LOCAL_CREATURE_MAT:HONEY]

to something?

So they'd leave blobs of honey goo everywhere?
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 27, 2011, 12:05:22 am
By my understanding, if you take a cave spider
Spoiler (click to show/hide)

Give it flying, and change Silk to Honey and put honey in as a material, yes.  You'd have to add a reaction to collect the web honey into real honey, too.  (just collect it and put it in a jar at a farmer's workshop)
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 27, 2011, 12:11:10 am
Actually, on further thought, "Good" bees are maybe just making pixies artificial hiveable, into "pixie apartments" instead of hives, and collect pixie dust by squishing the pixie apartments into pixie dust and... umm... "pixie guts" as wax.  I want to make some masterwork pixie guts crafts.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 27, 2011, 12:29:06 am
     Flaede: "So they'd leave blobs of honey goo everywhere?"

In RL, bees make and eat honey inside the hive. A teaspoon of honey is the life-work of a dozen bees, and they store it very carefully. Near a bee-yard, there isn't honey on anything for very long.
Title: Re: Honeybees Buzz'n Beard
Post by: Michael on February 27, 2011, 02:01:35 am
Killerbees aren't an unnatural disaster, they are a partial return to an undesirable natural state.
Good read, thanks.  Got a link to a source?
Basically from the "Consequences of selection" paragraph on Wikipedia's killer bee page.  The rest is reasonable inference.
http://en.wikipedia.org/wiki/Africanized_bee (http://en.wikipedia.org/wiki/Africanized_bee)

Especially with all the possibilities for unintended perversions of that cartoonish goodness.
http://www.youtube.com/watch?v=9qvMlY_SJ9c (http://www.youtube.com/watch?v=9qvMlY_SJ9c)

Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 27, 2011, 03:24:03 am
What about bees attacking horses/unicorns/pegasus?
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 27, 2011, 03:33:35 am
What about bees attacking horses/unicorns/pegasus?

What about Bees attacking the color brown and ignoring the color red?
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 27, 2011, 03:40:29 am
     Neonivek: "What about Bees attacking the color brown and ignoring the color red?"

I've heard that bees can't see red light, but that doesn't mean they'll ignore something that's red. I also know that they are more aggressive towards darker things (wouldn't want to be a black horse near a beehive).

EDIT: To them, something red is a "darker thing".
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 27, 2011, 04:22:57 am
     Flaede: "So they'd leave blobs of honey goo everywhere?"

In RL, bees make and eat honey inside the hive. A teaspoon of honey is the life-work of a dozen bees, and they store it very carefully. Near a bee-yard, there isn't honey on anything for very long.

Um. I was talking about if you edited a spiderthing to have it's specific "webber"stuff made of honey. I'm aware bees don't work that way.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 27, 2011, 04:38:07 am
I know it wasn't your suggestion. Thanks for translating [WEBBER:LOCAL_CREATURE_MAT:HONEY] into something I could understand better.
Title: Re: Honeybees Buzz'n Beard
Post by: Lungfish on February 27, 2011, 08:46:05 am
Great thread. Favorite suggestions here so far; honey as a food preservative (would be great if famines are implemented or food production becomes more difficult), and sting allergy (12% of dwarves could easily have allergic to bee stings as an unlisted personal aspect, like a secret version "susceptible to infection").

One thing I'd like to add; given the surprise of an unexpected sting and fear of finding out that you're deathly allergic to stings, dwarves should be more commonly afraid of bees.

My cousin got stung by a bee when he was 8; hurt and surprised him but he got over it pretty fast. Later that month he saw a bee and reacted FAR more viscerally and violently than he did when he'd actually been stung. I know that there isn't really a fear mechanic right now like there is for preferences / dislikes, but it would be cool if some dwarves developed a fear of bees like my neurotic cousin.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 27, 2011, 09:41:30 am
Quote from: Buzzing_

Beard link=topic=77736.msg2024689#msg2024689 date=1298784546
     Flaede: "So they'd leave blobs of honey goo everywhere?"

In RL, bees make and eat honey inside the hive. A teaspoon of honey is the life-work of a dozen bees, and they store it very carefully. Near a bee-yard, there isn't honey on anything for very long.
I think we were more speaking to the candyland 'good' areas and their floating bear/bee fairies with honey wands. 

I'm WAY more interested in the evil honey though...
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 27, 2011, 10:05:18 am
Quote from: Buzzing_

Beard link=topic=77736.msg2024689#msg2024689 date=1298784546
     Flaede: "So they'd leave blobs of honey goo everywhere?"

In RL, bees make and eat honey inside the hive. A teaspoon of honey is the life-work of a dozen bees, and they store it very carefully. Near a bee-yard, there isn't honey on anything for very long.
I think we were more speaking to the candyland 'good' areas and their floating bear/bee fairies with honey wands. 

I'm WAY more interested in the evil honey though...

Made from the tears of evil eyeball turf mixed with the slime of wigglywormgrass.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 27, 2011, 10:10:06 am
Here we go:
http://www.sweetbe.com/candystore/catalog/Ganz-Sweet-Bee-Bear-9-p-16873.html
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 27, 2011, 10:17:47 am
Quote from: Buzzing_

Beard link=topic=77736.msg2024689#msg2024689 date=1298784546
     Flaede: "So they'd leave blobs of honey goo everywhere?"

In RL, bees make and eat honey inside the hive. A teaspoon of honey is the life-work of a dozen bees, and they store it very carefully. Near a bee-yard, there isn't honey on anything for very long.
I think we were more speaking to the candyland 'good' areas and their floating bear/bee fairies with honey wands. 

I'm WAY more interested in the evil honey though...

Made from the tears of evil eyeball turf mixed with the slime of wigglywormgrass.
Well, the LEAST malignant version would be to have it count as alcohol raw
Title: Re: Honeybees Buzz'n Beard
Post by: ikkonoishi on February 27, 2011, 10:49:47 am
Evil bees don't use hives. They use dwarves.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 27, 2011, 10:59:50 am
Fantasy is good, but bees are already so over-stereotyped, I think an informed treatment is better.
Plus DF already has the most realistic bees of any video game I know.

The Bee (http://2.bp.blogspot.com/_M5CxIdbNdyk/R2iht4a4PhI/AAAAAAAAA-k/j8siQ7yLXN0/s320/beecl3eq7.jpg)
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 27, 2011, 11:21:33 am
     ikkonoishi: "Evil bees don't use hives. They use dwarves."

What would the status of these dwarves be?
Would they become undead... ZOM-BEES!? (I'm so clever)
or would they be, you know... dead?
Title: Re: Honeybees Buzz'n Beard
Post by: Lungfish on February 27, 2011, 11:40:10 am
I bet I'd use that zom-bees joke pretty regularly if I were a bee keeper.

Oh, a bee related idea; fortresses with honey are more susceptible to bear attacks. If you have too many hives and are in too wild of a location, the frequency of the attacks could become ... UNBEARABLE
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 27, 2011, 11:55:48 am
     Lungfish: "I bet I'd use that zom-bees joke pretty regularly if I were a bee keeper. "

There's so many I'm thinking of and not using... it's like a beekeeper curse.

     Lungfish: "Oh, a bee related idea; fortresses with honey are more susceptible to bear attacks. If you have too
     many hives and are in too wild of a location, the frequency of the attacks could become ... UNBEARABLE"

Yep.

EDIT: While bears can and do trash beeyards, I don't know if they're more attracted to hives than to other "boxes of food".
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 28, 2011, 04:16:33 am
I was thinking of evil bees being like that guy in Ninja Scroll, with the whole hive inside himself.

HERE WE GO (I don't think that looks like a wasp nest - bad translation):

http://www.youtube.com/watch?v=tExTfiwsdgg
Title: Re: Honeybees Buzz'n Beard
Post by: ikkonoishi on February 28, 2011, 05:14:58 am
What would the status of these dwarves be?
Would they become undead... ZOM-BEES!? (I'm so clever)
or would they be, you know... dead?
The Dwarves would be alive. The bees would live in their beards, and drink all the booze whenever they tried to drink. Their venom would cause permanent defoliation. So if you tried to remove them they sting you bald.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 28, 2011, 10:44:17 am
Besides bears, beehives can also attract web-spiders and bats.

Some Evil Ideas:
     +Some human-toxic honey can induce raging madness.
          edit: May actually be more of a stupor with hallucinations.
     +Some bee-toxic plants can kill bees.

     Bees aren't wasps, but:
     +some wasps are necrophagic.
     +There's a wasp that can transform a roach into a living puppet with a sting to the brain.

     +Some bees might like to build hives in skulls or carcasses.
          +“Out of the eater came something to eat. Out of the strong came something sweet.”
          EDIT: The Middle-Eastern connection between bees and lions is based on the mistaken belief that
          maggots, like those found in lion carcasses, were baby bees (instead of baby flies).

BTW, don't try to escape by jumping into water, bees don't give up that easily. Just run to shelter.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 28, 2011, 10:50:02 am
Honey effects from nectar consumed sounds... like a lot of work to program.
Title: Re: Honeybees Buzz'n Beard
Post by: ikkonoishi on February 28, 2011, 02:18:22 pm
Honey effects from nectar consumed sounds... like a lot of work to program.
Nah its just a matter of saying honey.syndrome = beehive.preferredplant.syndrome.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 28, 2011, 03:08:02 pm
Honey effects from nectar consumed sounds... like a lot of work to program.
Nah its just a matter of saying honey.syndrome = beehive.preferredplant.syndrome.

Well, rather than speaking in coding terms...

We already have syndromes.  We already have materials that can be passed on through different "phases" of production, so that an animal's skin influences its leather.  We are slated to have flowers that can grow in farms according to the devapge and, presumably, wild.  Toady stated that he would want bees to visit flowers to collect nectar for honey, but that the lack of flowers right now has simply made that impossible.

I think that the only problem is that honey is going to be made with hundreds of individual wildflowers that the bees visit. You'd need to have a way of "diluting" syndromes.  One poisonous flower among hundreds of normal flowers should create a minimal effect.

This is something that the game needs, anyway, since there is no realism in how poisons work based upon dosage - a real-life spider bite is generally harmless simply because spiders dose their venoms to attack a creature that weighs something like a gram, and a 70 kg human will just dilute that venom throughout their body so thoroughly that spider venom is harmless. (This is excepting necrotic venoms which only attack local tissues, which basically means that the area around the bite will become necrotic, but the person in general should be OK so long as subsequent infections don't bring them down.)

If you theoretically had some sort of magic flower that has magic nectar, you could theoretically put bees in a location where they can only visit those magic flowers, and the honey they produce would have that magic flower's syndrome effect in the form of a honey.  Hence, you could put whatever kind of crazy syndromes you want onto that flower, and the bees should be able to make it into magic honey that does whatever crazy magic effect the game allows.

(... I need to add this stuff to the Improved Farming thread...)
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 28, 2011, 03:45:24 pm
Ok, I'm willing to follow this simulation fetishism down a lot of rabbit holes, but simulating individual bees is just too much
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 28, 2011, 03:48:09 pm
I think that the only problem is that honey is going to be made with hundreds of individual wildflowers that the bees visit. You'd need to have a way of "diluting" syndromes.  One poisonous flower among hundreds of normal flowers should create a minimal effect.

I think that BB already said that the bees will stick to *one* type of flower based on what's preferred & abundant.  So they just need to make "$flower_name honey" and have that inherit whatever syndromes it should from $flower_name.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 28, 2011, 03:51:57 pm
I think that the only problem is that honey is going to be made with hundreds of individual wildflowers that the bees visit. You'd need to have a way of "diluting" syndromes.  One poisonous flower among hundreds of normal flowers should create a minimal effect.

I think that BB already said that the bees will stick to *one* type of flower based on what's preferred & abundant.  So they just need to make "$flower_name honey" and have that inherit whatever syndromes it should from $flower_name.

Works for me...

How would you micro it to get the weird stuff?
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 28, 2011, 04:00:16 pm
     NW_Kohaku: "I think that the only problem is that honey is going to be made with hundreds of individual wildflowers
     that the bees visit."

A hive will usually only visit one kind of flower at a time. This means that nectars aren't mixed and a dwarf biting into a honeycomb is getting a "straight dose".

Sometimes when you look in a hive, you'll find a frame filled with dark honey next to one filled with light honey. This is because the bees switched from one nectar source to another during the season.
Title: Re: Honeybees Buzz'n Beard
Post by: Zesty on February 28, 2011, 04:07:05 pm
Honey Fluid: Ability for honey to flow and be pumped around as a fluid? Sticky traps!

I imagine a honey "soaked" floor would be interesting. Would slow movement speed (but not attack speed, once Toady gets that split together).

I suggest the "soaked/splattering" effect like how blood works now due to the issues that come with multiple types of fluid, as described by Toady.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on February 28, 2011, 05:26:32 pm
Works for me...

How would you micro it to get the weird stuff?

I assume you'd build the hive in a field of the stuff & try to destroy competing nearby plants.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 28, 2011, 05:38:34 pm
Thanks Met, I forgot that "sticky trap" can also mean a trap that's literally sticky. I was thinking more like honey pitfalls or floodable rooms when I wrote that.

But I think a tacky honeyed floor or a floor with an inch or two of honey would be very difficult to run on; slowing enemies down and maybe claiming a few shoes along the way.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 28, 2011, 05:41:12 pm
Works for me...

How would you micro it to get the weird stuff?

I assume you'd build the hive in a field of the stuff & try to destroy competing nearby plants.

If you're talking about what I mentioned about an enclosed area with beeds only having access to a certain type of magical plant to ensure you got magical honey, then yes, that's what I was talking about.

We already have growable flowers slated as part of the Improved Farming devpage item (not to be confused with the string of threads on the subject, although I have talked about ways to manage things like wildflowers in parts of my own suggestion).
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on February 28, 2011, 07:00:35 pm
     Granite26: "How would you micro it to get the weird stuff?"
     Uristocrat: "I assume you'd build the hive in a field of the stuff & try to destroy competing nearby plants."

Because nectar is a depletable resource (flowers take a few hours to refill), you might also be able to get the honey you want through competition.

For example, suppose there are two kinds of flowers near your fort. With just one hive, the honey will all come from the bee's favorite flower. But if you build another hive, the new bees might choose the second flower for its more available nectar.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 28, 2011, 07:17:52 pm
     Granite26: "How would you micro it to get the weird stuff?"
     Uristocrat: "I assume you'd build the hive in a field of the stuff & try to destroy competing nearby plants."

Because nectar is a depletable resource (flowers take a few hours to refill), you might also be able to get the honey you want through competition.

For example, suppose there are two kinds of flowers near your fort. With just one hive, the honey will all come from the bee's favorite flower. But if you build another hive, the new bees might choose the second flower for its more available nectar.

That's kinda awesome...

hopefully nectar won't be tracked, either.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 28, 2011, 07:24:41 pm
That's kinda awesome...

hopefully nectar won't be tracked, either.

You could abstract that... Just have bees "claim" a certain number of flowers based upon hive size, for example.  Additional hives that are started (or expanding hives) would have to search for unclaimed flowers.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on February 28, 2011, 07:26:17 pm
That's better....
Title: Re: Honeybees Buzz'n Beard
Post by: sockless on February 28, 2011, 07:54:57 pm
I don't think underground bees would be a good idea, since I think that there shouldn't be an underground alternative to all above ground things.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 28, 2011, 08:19:03 pm
I don't think underground bees would be a good idea, since I think that there shouldn't be an underground alternative to all above ground things.

I was thinking more of "greenhouse" bees, since you could just put a ceiling over the bees and still have flowers that grow to contain bee movement.

Of course, "underground bees" would make some sense if there were underground flowers that actually had nectar, and bees could manage to navigate without the sun as guidance.

They wouldn't even need to be "underground bees" so much as "bees that happen to be underground to get to cave flowers."  We already have cows that can graze on cave moss, and they're not "underground cows", they just are capable of eating cavern grass-equivalents.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on February 28, 2011, 08:21:30 pm
Well Some Trees and Bushes also produce Nectar for bees: Flower and fruit.

Also yeah not everything above ground needs to be present below ground. It is crazy enough having super efficiant underground crops that are supperior to above ground crops.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 28, 2011, 08:25:58 pm
Also yeah not everything above ground needs to be present below ground. It is crazy enough having super efficiant underground crops that are supperior to above ground crops.

That can be changed.  Currently, underground crops are just completely unexplained magic.  There can be limits and explanations put in, open the spoiler on this post (http://www.bay12forums.com/smf/index.php?topic=76007.msg2019450#msg2019450).
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on February 28, 2011, 08:49:18 pm
Also yeah not everything above ground needs to be present below ground. It is crazy enough having super efficiant underground crops that are supperior to above ground crops.

That can be changed.  Currently, underground crops are just completely unexplained magic.  There can be limits and explanations put in, open the spoiler on this post (http://www.bay12forums.com/smf/index.php?topic=76007.msg2019450#msg2019450).

re: crops, I like how Deon's Genesis mod has their grow-times lengthened considerably. That was a start to evening things out.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on February 28, 2011, 09:46:14 pm
re: crops, I like how Deon's Genesis mod has their grow-times lengthened considerably. That was a start to evening things out.

I know it's not really the place to rehash the Improved Farming thread in any detail, but grow time lengths have little importance if the actual act of raising a seed to a crop has only two labors involved: planting and harvesting.  Double the grow length from 30 to 60 days, and you just double the farm plot sizes (let's say from 25 to 50), and get functionally the same result. 

If you plant 25 crops every 30 days, you get 50 crop stacks in 60 days for the labor cost of planting 50 seeds and harvesting 50 crop stacks.  If you plant 50 crops every 60 days, you get 50 crop stacks in 60 days for the labor cost of planting 50 seeds and harvesting 50 crop stacks.

Everything about Improved Farming spills out of trying to address that most basic problem of farming being "too easy".

I've actually rewritten a few things in the Improved Farming Rebooted thread to incorporate some of the things discussed here.  Since "Improved Farming" basically expanded to cover all aspects of food production in order to make it a more interdependent system (I.E. you have to care for pastures and feed your grazing livestock), it falls within the purview, especially since it means involving some things like flower cultivation, vermin, and food webs. 

Bah, I've had this subject on my mind for too long, and it's getting to where I can't talk about much without immediately thinking about it.  I had rice with dinner tonight, and immediately thought about how it was white rice, and that meant it had been polished, wheras brown rice contains more of the nutrients than white rice because it still has the...
Title: Re: Honeybees Buzz'n Beard
Post by: sockless on March 01, 2011, 01:52:47 am
I don't think that bees should be underground.
Bees, by their very nature require pollen, which fungi don't have. So therefore they can't get their food underground.
That's the science reason.

Gameplay wise, I don't think that there should be an underground alternative for everything that's above ground. I like it how currently your bee hives have to be above ground, so that there is actually at least some use in having access to the outside world.
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on March 01, 2011, 06:21:48 am
I don't think that bees should be underground.
Bees, by their very nature require pollen, which fungi don't have. So therefore they can't get their food underground.
That's the science reason.

Gameplay wise, I don't think that there should be an underground alternative for everything that's above ground. I like it how currently your bee hives have to be above ground, so that there is actually at least some use in having access to the outside world.

I agree that bees shouldn't be able to forage below ground.  But I don't have a problem with hives being located there, so long as they have access to the surface.  And bees ought to be able to go through grates and bars, so I see nothing wrong with building the hive underground, channeling out the square(s) above the hive, then building floor bars or grates over that to give them access to the surface, or things like that.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 01, 2011, 06:31:00 am
I don't think that bees should be underground.
Bees, by their very nature require pollen, which fungi don't have. So therefore they can't get their food underground.
That's the science reason.

Gameplay wise, I don't think that there should be an underground alternative for everything that's above ground. I like it how currently your bee hives have to be above ground, so that there is actually at least some use in having access to the outside world.

I agree that bees shouldn't be able to forage below ground.  But I don't have a problem with hives being located there, so long as they have access to the surface.  And bees ought to be able to go through grates and bars, so I see nothing wrong with building the hive underground, channeling out the square(s) above the hive, then building floor bars or grates over that to give them access to the surface, or things like that.

Yeah, I have no problem with this in principle, except for the fact that it sounds like that would require more pathing. Pathing, devourer of FPS, destroyer of worlds.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on March 01, 2011, 08:35:58 am
Well... outside is 100% connected for flying creatures, so...  getting there is close enough.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 01, 2011, 08:53:28 am
Thanks for the comments sockless. You are correct that in real life a beehive needs a protein source like pollen to survive long term. That's why you sometimes see bees with orange or yellow pollen packed onto their hind legs (http://farm4.static.flickr.com/3163/2938990525_2dbf4d6da3.jpg). The pollen is fed to the baby bees to help them develop (adults usually just eat honey).

I thought showing players that bees could be kept indoors and fed sugar-syrup outweighed the added accuracy and complexity of having bees need to feed pollen to their brood. In RL, most beekeepers who cellar their bees for the winter only give them syrup anyway (and let the brood production wind down until the bees are realeased in spring). A beekeeper who wanted to maintain the brood rearing activity of an indoor (or outdoor) beehive could feed their bees a mixture of flour and brewer's yeast as a pollen substitute. Supporting a hive that didn't have access to outside flora (indoors/barren areas/drought) would be more challenging for a player, but the reward would be a supply of honey, wax, and stinging bees.


     Flaede: "Pathing, devourer of FPS, destroyer of worlds."

Beelines: When a hive finds a resource worth collecting (water, patch of flowers, bucket of syrup, etc.), they create a flyway to that resource. Forager bees stick closely to these flyway paths which the scouts convey in their waggle-dances. This lets people with good eyesight and patience follow wild bees back to their hives (a practice known as lining the bees).
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on March 01, 2011, 10:36:43 am
I don't think that bees should be underground.
Bees, by their very nature require pollen, which fungi don't have. So therefore they can't get their food underground.
That's the science reason.

Gameplay wise, I don't think that there should be an underground alternative for everything that's above ground. I like it how currently your bee hives have to be above ground, so that there is actually at least some use in having access to the outside world.

You are assuming that all underground crops are mushrooms.  That doesn't have to be the case at all.  You can have underground flowers just as easily, since it's a clearly magical ecosystem that produces energy without the need for sunlight.  If anything, an underground flower would need bees more than aboveground flowers, since there is probably less chance for winds that blow in multiple directions, and as such, there would be a powerful evolutionary incentive to use nectar or something similar to attract some kind of bee or other insect that would visit and pollenate multiple underground flowering plants.

It's not "there must be underground bees", it's just simple logical extrapolation of the fairly arbitrary nature of underground flora.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 01, 2011, 10:54:03 am
     NW_Kohaku: "...to attract some kind of bee or other insect that would visit and pollenate multiple underground
     flowering plants."

or mammal (http://www.beekeeping.com/articles/us/pictures/birds_bees_bats_2.jpg)
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on March 01, 2011, 02:10:15 pm
     NW_Kohaku: "...to attract some kind of bee or other insect that would visit and pollenate multiple underground
     flowering plants."

or mammal (http://www.beekeeping.com/articles/us/pictures/birds_bees_bats_2.jpg)

A bat colony for pollination underground sounds fantastic...  I have to go put that in...
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 01, 2011, 02:15:51 pm
     NW_Kohaku: "...to attract some kind of bee or other insect that would visit and pollenate multiple underground
     flowering plants."

or mammal (http://www.beekeeping.com/articles/us/pictures/birds_bees_bats_2.jpg)

A bat colony for pollination underground sounds fantastic...  I have to go put that in...

Can you have it produce guano instead of honey? Used as a fertilizing option, that could be really cool!
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on March 01, 2011, 02:29:57 pm
Guano is an important resource... as a fertilizer.  Using some sort of mobile bat colony as a pollinator and producer of fertilizer would be a wonderful addition to underground farming.  I went back and modified some sections (Pests, Xenosynthesis, and Alternate Crops) of Improved Farming on this...
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on March 01, 2011, 02:41:00 pm
What about Tooth fairies in good regions that fly around collecting body parts/contaminents and making gold?  Either leaving a coin or crushing the 'hive' to squeeze it out?
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on March 01, 2011, 04:54:54 pm
What about Tooth fairies in good regions that fly around collecting body parts/contaminents and making gold?  Either leaving a coin or crushing the 'hive' to squeeze it out?

Haha, that would be awesome.

Combine that with bat guano and we could have so much !!FUN!!
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 02, 2011, 03:15:40 pm
Bats and bees don't usually get along well (sometimes at dusk, bats will gather to hunt at beehives). Flower-pollinating nectar-bats are an exception though; they only eat nectar and pollen (just like bees).

Bat poop isn't really my bailiwick, but can you get fertiliser-quality guano from bats that don't eat insects?
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 02, 2011, 03:20:33 pm
Bats and bees don't usually get along well (sometimes at dusk, bats will gather to hunt at beehives). Flower-pollinating nectar-bats are an exception though; they only eat nectar and pollen (just like bees).

Bat poop isn't really my bailiwick, but can you get fertiliser-quality guano from bats that don't eat insects?

Hmm... good question. From a random page I googled:
Quote from: http://www.gardenallyear.com/guano.htm
There are two distinct types of bat guano, that which is deposited by insect eating bats and that which is deposited by fruit eating bats. Insect eating bats tend to produce high nitrogen guano which promotes strong plant growth. Fruit bats tend to produce high phosphorus guano which promotes budding and flowering. All guano will include trace elements and highly beneficial micro-organisms.

Sounds like it makes sense on the face of it. I'd love a better source, or more detail, though. Bats eating your bees would be awesome to have in-game. Unfortunately, until we can have specific vermin hunting vs. the randomnity we have now, I don't think it's a good idea. The bees outnumber the bats, so the odds are you'd catch them instead.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 02, 2011, 03:26:35 pm
     gardenallyear.com: "There are two distinct types of bat guano, that which is deposited by insect eating bats and
     that which is deposited by fruit eating bats."

I didn't know about the fruit-bat guano, but I also think nectar-bats and fruit-bats are two different kinds of bat.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 02, 2011, 03:34:03 pm
     Flaede: "There are two distinct types of bat guano, that which is deposited by insect eating bats and that which is
     deposited by fruit eating bats."

I think fruit-bats and nectar-bats are two different kinds of bats.
Yep. And they have distinctly different guano, apparently.
Insect: high nitrogen
fruit: high phosphorous.

Yay poop! So. yeah. Potash is more of the contributing nitrogen type fertilizer, right?
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 02, 2011, 03:45:55 pm
I looks like guano from both fruit-bats and insect-bats can be used for fertiliser, but I wonder if you can use guano from nectar-bats as well since they only eat nectar and pollen.

EDIT:
Insect-Bat (http://nestbox.com/blog/wp-content/uploads/2010/09/pallid-bat_5719.jpg) Fruit-Bat (http://4.bp.blogspot.com/_LbccUVbSRd8/Sil1e8P5SMI/AAAAAAAAEto/pssWAaozL5Q/s400/Fruit+bat+with+apple.jpg) Nectar-Bat (http://nestbox.com/blog/wp-content/uploads/2009/09/MX-long-tongued-bat_0789.jpg)
Insect Bat (http://nestbox.com/blog/wp-content/uploads/2010/09/guano_5826.jpg) Fruit-Bat (http://farm4.static.flickr.com/3464/3244221588_539ac2e555.jpg) Nectar-Bat (http://nestbox.com/blog/wp-content/uploads/2010/09/nectar-bat-poop_5870.jpg)
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on March 02, 2011, 03:57:45 pm
     Flaede: "There are two distinct types of bat guano, that which is deposited by insect eating bats and that which is
     deposited by fruit eating bats."

I think fruit-bats and nectar-bats are two different kinds of bats.
Yep. And they have distinctly different guano, apparently.
Insect: high nitrogen
fruit: high phosphorous.

Yay poop! So. yeah. Potash is more of the contributing nitrogen type fertilizer, right?

I wonder if that means that the insect guano should be more explosive and the fruit guano should burn hotter?  Hmm...

EDIT:  And maybe it could be used as fuel, too?  I wonder.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 03, 2011, 11:12:58 am
Another suggestion:

Bee Anger: If a beehive initiates an attack, it will become more aggresive for several days (based on personal experience). It will be more likely to initiate subsequent attacks (maybe four times as likely), and its bees will be more likely to sting in the presence of attack pheromone (maybe six times as likely).

A note on attack pheromone: When working several hives, gloves can accumulate stings (and attack pheromone). This often means that the next hive will be harder to work than the last. If it isn't washed off, attack scent can continue to trigger stings for years.
Title: Re: Honeybees Buzz'n Beard
Post by: Lungfish on March 03, 2011, 09:09:25 pm
If Bee Anger was a poll option, I'd choose it. "A bee hive has become enraged!" would be an awesome thing to see.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on March 03, 2011, 10:33:06 pm
     Flaede: "There are two distinct types of bat guano, that which is deposited by insect eating bats and that which is
     deposited by fruit eating bats."

I think fruit-bats and nectar-bats are two different kinds of bats.
Yep. And they have distinctly different guano, apparently.
Insect: high nitrogen
fruit: high phosphorous.

Yay poop! So. yeah. Potash is more of the contributing nitrogen type fertilizer, right?

Potash contributes Potassium.  "Potassium" as a word derives from "Potash", they just stick "-ium" on the end of most metals discovered in the past couple centuries, so it's "Potashium".  (Makes it easy to remember, right? :P )

NPK are the three macronutrients of farming, Nitrogen, Phosphorous, and Potassium (which is K on the periodic table). 

I wonder if that means that the insect guano should be more explosive and the fruit guano should burn hotter?  Hmm...

EDIT:  And maybe it could be used as fuel, too?  I wonder.

Guano (mostly seagull guano, but regardless,) was used as one of the most precious resources in the world for the production of gunpowder up until the invention of the Haber Process as a source for artificial Nitrates.  Wars were fought over nations like Chile, which had access to vast guano reserves, and England cutting off Germany from its access to Guano early on doomed Germany to defeat in World War One when they were unable to make both ammunition and fertilizer with their limited nitrates, and picked ammunition and letting their people starve until the nation collapsed.

Guano is serious shit.   ;D
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 03, 2011, 10:44:08 pm
A serious sampler (http://www.allseasonhydroponics.com/product_images/n/616/IHGK400__65737_zoom.jpg) (with NPK values).
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 03, 2011, 11:31:07 pm
All organic! None of those pesticide fed bats.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 05, 2011, 02:21:26 pm
A bee-tree will usually be a honeybee-tree, since bumblebees like to build their hives underground, but there might be exceptions.

     bumblebeeconservation.org.uk (http://www.bumblebeeconservation.org.uk/tree_bee.htm): "Back in 2001 we found a new species for the UK - the Tree Bumblebee - very
     exciting!"

Here's a tree-bumblebee-hive in a bird house!
(http://www.bumblebeeconservation.org.uk/images/dancing_tree_bees.JPG)
(that's a cloud of males anticipating the mating-flight of a virgin queen)
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 05, 2011, 02:25:09 pm
As for poisonous plants making poisonous honey

If I remember the same can apply to Milk

The real question is how Giant Bees should function.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 05, 2011, 08:15:58 pm
What new things could giant bees bring to the game (besides being cool)?

Normal bees might actually be harder to fight (you can't hurt a swarm with an axe).

EDIT: Beekeepers have tried the bigger-is-better approach in the past. The result of bigger bees appears to be weaker hives.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on March 05, 2011, 08:27:48 pm
Flying mounts, explorable hives?
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 05, 2011, 08:36:22 pm
For the most part you can't train insects as they lack intelligence. There MAY be exceptions but it holds true for the vast majority.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on March 05, 2011, 08:49:16 pm
Training is not the only way to use an animal as a mount.

Training (of horses and dogs) hijacks the animals herd or pack instinct to follow the human as the pack leader.

Bees could be used by hijacking their work instructions.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 05, 2011, 08:51:05 pm
(http://t2.gstatic.com/images?q=tbn:jmx-ThNn60YJAM:http://29.media.tumblr.com/tumblr_l90wvfH8821qz7t0xo1_500.jpg) (http://29.media.tumblr.com/tumblr_l90wvfH8821qz7t0xo1_500.jpg)
Just add beard.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 05, 2011, 09:05:39 pm
Also being chased by big bees is quite frieghtening.

I mean... we have giant wasps in real life and dang they make me want to run for my life looking at a picture of them.

To my knowledge they mostly attack honey bees and steal their goods.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 05, 2011, 09:45:22 pm
     Neonivek: "For the most part you can't train insects..."

Are bees intelligent enough to train? Bees have already been trained to recognize human faces and find land mines (their sense of smell is better than a dog's). I think they're intelligent enough to be trained. A better question: Are dwarves intelligent enough to ride?
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 05, 2011, 10:02:46 pm
Bees already have it in them to do these things sort of.

Insect minds are very robotic and are the closest to machines you can get while still being immensely complex.

Riding insects yes would require MUCH more intelligence out of the trainers then it would the insect as it is their job to take advantage of the insects programming in order to make them do what they need.

Are you sure Bees have "Intelligence" though? I know most insects do not.

For example a Bee will attempt to enter his hive no matter how many times it has been rejected (at least as far as I know).

Though given that I am saying "Are you sure" maybe I should look it up instead.

*Looks it up*

Ok interesting while it says a lot about Bees being a bit more flexible then ordinary insects. It still doesn't say much about riding them.

So far they still seem unridable unless you can blind them and get them to fly and steer them somehow.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 05, 2011, 11:34:44 pm
     Neonivek: "Are you sure Bees have "Intelligence" though?"

+They appear to exhibit curiosity about new things near their hives.
+They can learn to do things like recognize human faces and discover explosives.
+They can communicate complex information with each other using waggle-dances.
To me these things demonstrate a certain level of intelligence.

     Neonivek: "For example a Bee will attempt to enter his hive no matter how many times it has been rejected (at
     least as far as I know)."

That's the most intelligent behavior I can think of in that situation. A worker or drone can't start another colony on their own and will starve if they can't get back into their hive.

     Neonivek: "So far they still seem unridable unless you can blind them and get them to fly and steer them somehow."

Maybe if the rider could tell his giant bee mount where to go using a waggle-dance, he wouldn't need to steer it (http://www.bay12forums.com/smf/Smileys/aaron/wink.gif). As for being unridable, no one's told that to the varroa mite.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 05, 2011, 11:40:06 pm
Quote
"That's the most intelligent behavior I can think of in that situation"

There is a difference between instinct, even complex instinct, and intelligence.

The best example is that if you were to take away the insect that a wasp was burying, it would lay its eggs in the sand and bury them.

Quote
As for being unridable, no one's told that to the varoa mite

That is difficult to replicate for a species that cannot replicate it through instinct.

Heck I it would be unfathomable for a rider to even attempt to replicate that dance.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 06, 2011, 12:03:18 am
     Neonivek: "There is a difference between instinct, even complex instinct, and intelligence."

Maybe so, but this isn't a thread about the Chinese room problem. Let's leave the intelligence question alone for now.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 06, 2011, 12:11:18 am
     Neonivek: "There is a difference between instinct, even complex instinct, and intelligence."

Maybe so, but this isn't a thread about the Chinese room problem. Let's leave the intelligence question alone for now.

It is an important question to ask if you are judging if a giant bee should be a ordinary capable mount.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 06, 2011, 01:19:19 am
Well, if they're capable of the task, does it really matter if they understand what they're doing? A car doesn't understand why it's driving, but it gets you there okay. Sadly, I don't have a giant bee to test my rideability-hypothesis on.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 06, 2011, 01:35:12 am
Well, if they're capable of the task, does it really matter if they understand what they're doing? A car doesn't understand why it's driving, but it gets you there okay. Sadly, I don't have a giant bee to test my rideability-hypothesis on.

The difficulty is getting it to do what you want.

When you can't train/tame a creature in a similar way you would a lizard or mammal it becomes many times more difficult. (Some intelligent animals are infamous for being untrainable)

How do you get the Bee to fly where you want, to fly when you want, or to be where you want?

Your essentially creating elaborate systems to fool the creature into helping you. It seems very unlikely that you could freely fly a giant bee unless it had some form of elaborate intelligence or yes... if you somehow could decipher its complex formulaic language as well as communicate it back at it AS WELL as having enough knowledge of the geography of the area to communicate it.

To put things in perspective: Zebras are trainable and can be ridden. The reason they arn't is because you cannot, as a whole, train away their tendency to bite.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 06, 2011, 01:46:45 am
Since this is Toady we're talking about, if Giant Bees really got his full attention, then I would expect that a lot of incidental cool things would get added (possibly just for adventure mode).

#1) sting->die mechanics for large nonvermin creatures.
#2) detaching stingers that could then be used as stabbity things. Currently all detached bodyparts are only good as MISC WEAPON clubs.
#3) Poison Sac attached to embedded stinger = who knows what interesting poison/poison-weapon mechanics.
Title: Re: Honeybees Buzz'n Beard
Post by: ikkonoishi on March 06, 2011, 01:52:34 am
You could set up a kind of messenger service with giant bees fairly easilly. Just provide sugar water at where you want them to go, and have a mechanical bee that does the dance at the hive/corral. Bees would fly out with your messages to the destination, feed, and bring back the messages from there.
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 06, 2011, 02:01:08 am
You could set up a kind of messenger service with giant bees fairly easilly. Just provide sugar water at where you want them to go, and have a mechanical bee that does the dance at the hive/corral. Bees would fly out with your messages to the destination, feed, and bring back the messages from there.

I think clockwork bees are a little beyond "mechanism" magic.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 06, 2011, 02:11:24 am
     ikkonoishi: "You could set up a kind of messenger service with giant bees fairly easilly."

Messenger bees are a great idea, they would return to their hive and could have some distinctive marking applied to them so they're easier to spot (not sure if being giant helps with this though).

RED-BEES = GOBLINS
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 06, 2011, 02:12:42 am
     ikkonoishi: "You could set up a kind of messenger service with giant bees fairly easilly."

Messenger bees are a great idea, they would return to their hive and could have some distinctive marking applied to them so they're easier to spot (not sure if being giant helps with this though).

RED-BEES = GOBLINS

being giant means the bees can carry larger messages, doesn't it?
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 06, 2011, 02:16:53 am
     Flaede: "being giant means the bees can carry larger messages, doesn't it?"

Fair enough.
Detached stingers might also make good arrow heads.
And if you down a giant bumblebee, you've got a nice supply of fluffy warm bumble-fuzz (http://www.bay12forums.com/smf/Smileys/aaron/grin.gif).
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 06, 2011, 02:30:48 am
     Flaede: "being giant means the bees can carry larger messages, doesn't it?"

Fair enough.
Detached stingers might make good arrow heads too.
And if you down a giant bumblebee, you've got a nice supply of fluffy warm bumble-fuzz (http://www.bay12forums.com/smf/Smileys/aaron/grin.gif).

Shearable bumble bees! Brilliant!
Title: Re: Honeybees Buzz'n Beard
Post by: Michael on March 06, 2011, 06:56:02 am
One alternative to "training" bees as war animals -- extract large quantities of alarm pheromone, and then rig up a bucket-fall trap...

This would work with ants too.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 06, 2011, 12:46:37 pm
     Flaede: "#1) sting->die mechanics for large nonvermin creatures."

Bumblebees, wasps, and giant versions of honeybees should be able to sting repeatedly.

Regular honeybees can have problems because their sting-barbs get stuck in mammal skin; the barbs can be worked back and forth and help the stinger saw its way into enemy insects (mammals are a "new" predator for bees).

A queen honeybee has a long and smooth stinger/egg-tube that could allow her to sting multiple times if she wanted to. A drone will die after "stinging", but that sting is reserved for queens-only. If the victim of a sting doesn't have thick, barb-snagging skin, even a worker honeybee can sting them over and over. For example, a bee won't automatically die if it stings another insect (or a squirrel, I've heard).
Title: Re: Honeybees Buzz'n Beard
Post by: Uristocrat on March 06, 2011, 03:34:10 pm
     Flaede: "#1) sting->die mechanics for large nonvermin creatures."

Bumblebees, wasps, and giant versions of honeybees should be able to sting repeatedly.

Regular honeybees can have problems because their sting-barbs get stuck in mammal skin; the barbs can be worked back and forth and help the stinger saw its way into enemy insects (mammals are a "new" predator for bees).

A queen honeybee has a long and smooth stinger/egg-tube that could allow her to sting multiple times if she wanted to. A drone will die after "stinging", but that sting is reserved for queens-only. If the victim of a sting doesn't have thick, barb-snagging skin, even a worker honeybee can sting them over and over. For example, a bee won't automatically die if it stings another insect (or a squirrel, I've heard).

Does the queen actually have any venom?  I thought they used their ovipositor strictly as an egg-layer instead of a weapon.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 06, 2011, 03:46:45 pm
     Uristocrat: "Does the queen actually have any venom?  I thought they used their ovipositor strictly as an egg-layer
     instead of a weapon."

Queens do produce venom, and can use their stinger/ovipositor as a weapon. For example, queens hate other queens (or fingers that smell like other queens).

During swarming, the first queen to emerge will seek out the other unborn queens and pith them. Fights between emerged queens are often vicious and spectacular (and to the death).

more (http://www.examiner.com/beekeeping-in-national/hell-hath-no-fury-like-the-queen-bee)
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 06, 2011, 11:39:07 pm
     Flaede: "#1) sting->die mechanics for large nonvermin creatures."

Bumblebees, wasps, and giant versions of honeybees should be able to sting repeatedly.

I know. But I just love the idea of attacking someone with a pulled-off stinger w/ poison still pumping.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 07, 2011, 04:59:37 pm
     Flaede: "I know. But I just love the idea of attacking someone with a pulled-off stinger w/ poison still pumping."

Sounds fun, you could still rip one off...

Just for educational purposes:

In honeybees, a ripped out sting will keep pulsing for about 20 minutes but will exhaust its venom after about 10 seconds. The pulsing helps to both deliver the venom and to pull the sting into the victim. Remember that stings aren't "meant" to be ripped out, so it could be messy (mammals are a "new" predator for bees). Finally, don't try it on the ones with the huge wraparound-eyes (you won't find a sting).

(http://t2.gstatic.com/images?q=tbn:WIHGUiPujh4yIM:http://website.lineone.net/~dave.cushman/stingoblique.gif) (http://website.lineone.net/~dave.cushman/stingoblique.gif)
An illustration of a worker's sting (relative to a needle tip) that shows its sliding barbs.
Title: Re: Honeybees Buzz'n Beard
Post by: beorn080 on March 07, 2011, 11:54:39 pm
You could set up a kind of messenger service with giant bees fairly easilly. Just provide sugar water at where you want them to go, and have a mechanical bee that does the dance at the hive/corral. Bees would fly out with your messages to the destination, feed, and bring back the messages from there.

I think clockwork bees are a little beyond "mechanism" magic.
We have developed basic computers using nothing but large tracts of land, a water source, and a mountains worth of mechanisms. Mechanical bees would merely require more of each.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 08, 2011, 01:57:54 pm
Voting has closed.
Winner: Underground Beehives

Syrup-feeding bees doesn't have to be limited to keeping them underground. For example, it could let you harvest ALL of the honey from your above-ground hives without starving them. Taking too much honey before winter and starving the bees is a common beginner's mistake. If you're not feeding them, you generally want to leave each hive with about 60 pounds of honey to make it through the winter.

Honey Generators: The ability to use an underground hive to convert syrup into low-grade honey.
Wax Generators: The ability to use an underground hive to convert syrup or honey into harvestable beeswax.

(http://t2.gstatic.com/images?q=tbn:qz6GsBZ6lCyu2M:http://michelenerino.com/Beeswax%2520Blocks.jpg)
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 08, 2011, 03:02:00 pm
Hehe. "Syrup Fed" bees reminds me of this:
http://www.boingboing.net/2010/12/01/what-happens-when-be.html

tl;dr? Bees drinking maraschino cherry factory runoff = glow-ey red bees (and honey)
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 08, 2011, 04:51:58 pm
Underground hives won?

Honestly I may sound like I am joking but at this rate why don't we just remove above ground...
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 08, 2011, 10:28:32 pm
2nd Place: Varietal Honeys
     (some of which may trace their nectar-source to plants which only grow on the surface)

     +colour (http://www.tc.umn.edu/~reute001/images/poster%20156/Slide10.jpg) (light to dark)
     +taste (mild to potent, sweet to bitter)
     +low to high rarity (e.g. sage blooms every 2-3 years, kurinji once every 12 years)
     +varietal honeys (http://www.gotmead.com/index.php?option=com_content&task=view&id=1944&Itemid=14) could create varietal meads
     +crystallization speed (immediate to never)
     +healing effects (prevent infection, heal burns and wounds)
     +toxic effects (none to severe)

On average, it takes about two million flower visits (the life-work of about 250 bees) to make one pound of honey.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on March 11, 2011, 10:26:51 am
unfortunately, 2011 is after the 1400s cutoff (http://backyardbrains.com/news/?p=647)
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 11, 2011, 09:08:44 pm
unfortunately, 2011 is after the 1400s cutoff (http://backyardbrains.com/news/?p=647)

Next modding project - cat-sized "robo roaches".
Title: Re: Honeybees Buzz'n Beard
Post by: Niveras on March 11, 2011, 11:06:41 pm
I have not yet read through the entire thread, but it is quite riveting so far.

I will say that I like the potential of adding new - unconventional - hive-able creatures that are unique to the DF universe. I particularly liked the idea of purring maggot hives fed by decaying corpses (a use for re-dead zombies!). Perhaps a maggot lair could be built from a hive tool plus a body part, and the product of the maggot lair is proportional to the size of the creature of origin and its body part? A full humanoid corpse might last an entire year, producing 50,000 units of maggot milk (1,000 units per bucket, think bars where 150 units is 1 bar), whereas smaller body parts would produce proportionally less.

I also liked the potential for a wide variety of honey types based on the plant nectar the hives gathered.

However, like many things, I imagine it's little more than a long winded dream for the time being. It would probably require an additional level of depth to the mechanics surrounding hives, and the purring maggot would require new mechanics, both for producing the lair and producing the lair's products. Some of it can be abstracted away - hives can probably just pick a plant at random and use that to determine the value of the honey it will produce - but there's probably a lot more important matters to work on.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on March 11, 2011, 11:28:08 pm
Niveras I am under the impression Purring maggots are more related to Silkworms then they are related to flies.
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on March 11, 2011, 11:33:50 pm
OTOH, corpses as hive materials is badass and easily mod-able....

Are the HIVE tags generic enough to allow different hive types for different animals?
Title: Re: Honeybees Buzz'n Beard
Post by: Flaede on March 12, 2011, 08:30:50 am
Hm. I know it's a bit upthread, but I keep stumbling across stuff like this:
http://en.wikipedia.org/wiki/User_talk:Dbeirne#Messenger_Bees

Are the HIVE tags generic enough to allow different hive types for different animals?

I don't think they are. Not when I tried, at any rate. Or am I missing some set of tags?
Title: Re: Honeybees Buzz'n Beard
Post by: Granite26 on March 12, 2011, 09:40:29 am
Probably not, I haven't actually looked at the raws since 40d.

Just seems a useful thing to have.  That way you'd be able to mod in the maggots as above, assign terrariums to ants, that sort of thing
Title: Re: Honeybees Buzz'n Beard
Post by: ravensword227 on March 20, 2011, 04:54:10 am
2nd Place: Varietal Honeys
     (some of which may trace their nectar-source to plants which only grow on the surface)

     +colour (http://www.tc.umn.edu/~reute001/images/poster%20156/Slide10.jpg) (light to dark)
     +taste (mild to potent, sweet to bitter)
     +low to high rarity (e.g. sage blooms every 2-3 years, kurinji once every 12 years)
     +varietal honeys (http://www.gotmead.com/index.php?option=com_content&task=view&id=1944&Itemid=14) could create varietal meads
     +crystallization speed (immediate to never)
     +healing effects (prevent infection, heal burns and wounds)
     +toxic effects (none to severe)

On average, it takes about two million flower visits (the life-work of about 250 bees) to make one pound of honey.
I just started making mead.  Honey tastes a lot different in meads than it does on other things it seems.  Orange-blossom honey is popular.  Clover honey is good when mixed with fruits making the mead a melomel.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 20, 2011, 04:31:00 pm
There's a new poll up for proposed bee mechanics.

Bee Poll #1:
Spoiler (click to show/hide)
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 24, 2011, 01:58:25 pm
EDIT: Bees are mentioned briefly in DF-Talk #12 at 50:57.

For people interested in adding vocalizations: Young hives can emit a quacking/tooting sound (http://en.wikipedia.org/wiki/Queen_bee#Piping) (besides buzzing).

For aspiring giant-bee riders: Botanical oils can sometimes mimic pheromones, and something similar might justify the ability to guide, steer, or otherwise control your six-legged steed (lemon grass mimics homing scent, banana mimics attack scent).

Lastly, now that dwarves can keep bees, it seems only natural that they would challenge (http://workerbeebuzz.com/shastacountyhoney/wp-content/uploads/2010/06/08-9-Honey-bee-fest-daren-018-300x225.jpg) each other to beard contests (http://workerbeebuzz.com/shastacountyhoney/wp-content/uploads/2010/06/Shannon-Jackie-and-Ryan-300x224.jpg) (like human beekeepers do).
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 28, 2011, 12:12:08 pm
Urist McWest-Reanimator
For the next time your favorite dwarf gets torn apart by some giant skeletal beast:

A beehive built on a tall enough spire could gather honey from the heavens. With enough of this honey, and enough of your fallen dwarf (the essentials), a special ritual may restore him to life.

Based on the story of Lemminkäinen (http://www.honey-health.com/honey-61.shtml) (Norse mythology) whose body was cut to pieces, reassembled by his mother, and reanimated with heavenly honey.

(http://upload.wikimedia.org/wikipedia/commons/thumb/b/b7/Gallen_Kallela_Lemminkainens_Mother.jpg/220px-Gallen_Kallela_Lemminkainens_Mother.jpg) (http://upload.wikimedia.org/wikipedia/commons/thumb/b/b7/Gallen_Kallela_Lemminkainens_Mother.jpg/760px-Gallen_Kallela_Lemminkainens_Mother.jpg)

Other cultures have similar myths and stories (Greek, Egyptian, American). Maybe dwarves need the heavenly honey to be brewed into mead first (http://www.bay12forums.com/smf/Smileys/aaron/smiley.gif).

And maybe performing the ritual with the wrong honey or on rotten corpses could result in zombies...
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on March 28, 2011, 12:15:36 pm
Yours are the bees that will pierce the heavens?

Anyway, magic honey in general seems like a fine idea... I just need to get around to that trait alchemy suggestion thread.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on March 29, 2011, 11:47:54 am
     Buzzing_Beard: "How do the dwarves harvest/destroy their hives anyway? A beehive is not a walnut. Sorry for
     being picky, the bees in DF are already outstanding for a video game."

     Uristocrat: "I think that the dwarves actually take all the honey, which might be a somewhat realistic way to off
     them, though the hive should probably at least survive until winter..."

Okay, except bees don't let you just reach in and start cutting out pieces of comb. Modern Langstroth hives have removable frames and a queen-excluder to separate the brood from the honey. This makes it easier to deprive your bees of their winter stores, but also eliminates the need to do so.

In a skep (the type of hive I think the dwarves are currently using), the honey and brood aren't well separated or easily removed. This makes it difficult to harvest the honey without ripping apart the hive (which the bees don't approve of). Skeps were usually poisoned with brimstone so that their contents could be safely removed.

My Recommendation: TOP-BAR HIVES (Dwarven Honey Cows)
+Simple construction (2000+ year old technology).
+Honey and brood can be kept separate (otherwise you're pressing combs that hold both honey and baby bee larva).
+Wouldn't force your dwarves to kill your bees every harvest (which besides being more humane, may simplify in-game hive management).
+Let you easily harvest honey and wax year after year, or continuously, which is why they are sometimes called honey cows (because you can "milk" them... like a cow... but with honey).
+Make it at least possible to harvest royal jelly (not possible with skeps).
+Can actually be split (unlike skeps).
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on April 01, 2011, 02:12:18 am
From Tweaks for the beekeeping industry (http://www.bay12forums.com/smf/index.php?topic=81030.0):
  • Using the Q menu on a hive should tell you whether or not they currently have a colony in them. You can currently find out if a hive has honey through the View Items in Buildings menu, but it's not as convenient as also showing that status in the Q menu.
  • Installing a colony in a different hive should be faster. Right now, a dabbling beekeeper is slow enough at it that they rarely succeed before they get too tired, hungry and thirsty to do it even once. It shouldn't take an in-game month to move a hive, even for a dabbling beekeeper.
  • It seems that beekeepers will always wait to split a colony as long as you have colonies with living bee populations, whether or not those colonies are ready to be split. I think beekeepers should prefer to split from wild colonies so that you can press more of your own hives, instead of having to keep a lot of hives in reserve for splitting.
  • Bees aren't stinging people correctly. They seem to occasionally sting anyone who walks past their hive, randomly. Normally, bees sting the hell out anyone who messes with their hive, and they mostly leave everyone else alone. Those dabbling beekeepers should be suffering one sting after another.
  • Honey and mead should be more valuable. Right now, both of them are worth 1☼. Dwarven syrup, for comparison, is worth 20☼. Honey should be worth at least 10☼ and maybe as much as 40☼. Mead should be worth anywhere from 2☼ to 8☼, since you get a stack of 5 mead for each unit of honey.

     Norseman: "Normally, bees sting the hell out anyone who messes with their hive, and they mostly leave everyone
     else alone."

Unfortunately, angry bees can't be depended on to attack only those who "mess with their hives". I do agree that bee aggression tends to bee more "binary" however (each sting triggers more stings).

On average, I'd say that if someone angers a hive (and there are several ways to do this), its bees will sting anyone within about 40 feet and give chase to sting-victims for at least 100 feet. Someone running with an "attached" attack-cloud (bees are difficult to outrun), can have bees split off and sting others nearby (within about 15 feet).
Title: Re: Honeybees Buzz'n Beard
Post by: Jeoshua on April 01, 2011, 04:10:04 am
Something I noticed about honey is that, in the raws, mead requires "unrotten" honey.  Why is this? I don't think honey CAN rot!
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on April 01, 2011, 09:34:34 am
It's probably something that is copy-pasted for all foods.  Most food-related actions require unrotten foods before they can be performed, and if honey never rots, it just means it's a pointless bit of redundancy.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on April 01, 2011, 12:34:28 pm
Hive Entrances and Facing: Most hives have an entrance on one side where the guards are posted. Near a hive, you are less likely to be stung around the sides and back. I'd estimate that compared to the chance of being stung near the front, the sides would be 40% of that, and the back would be 5% of the front. Remeber that guards go inside when it's cold, making all these chances go to zero. These values are for non-angry hives.

It's important that the space around the entrance of a foraging hive be open. A hive blocked off by other hives, built facing a wall, or with plants growing right in front of it will have its flyway obstructed and become unproductive.

I think these effects, and letting players control hive facing (N-S-E-W), would make apiary design more interesting and realistic (IRL, some beekeepers use outward facing semi-circle configurations).
Title: Re: Honeybees Buzz'n Beard
Post by: Sutremaine on April 01, 2011, 10:53:21 pm
I think associating the hive's productivity with the number of floor, dirt, or grass tiles around it would be enough. Archery targets are currently the only things that have directionality but no direction (ie. a physical in-game orientation), and they're somewhat annoying because of it.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on April 03, 2011, 08:33:34 pm
From the honeybee raws:
Spoiler (click to show/hide)

I think [BODY:INSECT:5EYES:HEART:GUTS:BRAIN:MOUTH:4WINGS] would be more realistic. BTW, the compound eyes of a drone are huge compared to those of a female bee.

The Other Royal: People in the 1400's knew about queen bees, but everyone (even Leonardo da Vinci (http://www.harris-greenwell.com/HGS/JusticeAndTheKingOfBees)) thought they were males. Assuming 1400's era thaught/knowledge*, dwarves probably wouldn't have called them queens.

The drones however actually are male, so when um... if they... their... they don't have venom. Drones don't sting. If one liked you too much he might pop on you, but that's more affection than aggression. It's only the females that are venomous (http://www.bay12forums.com/smf/Smileys/aaron/wink.gif).

EDIT: *but I realize we're not
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on April 03, 2011, 08:52:50 pm
Quote
Assuming 1400's era thinking, dwarves probably wouldn't have called them queens

Yes but calling them queens at least in my mind is a justified anarchism.

In a similar vien as not killing women in medieval games just because they voiced a strong oppinion.
Title: Re: Honeybees Buzz'n Beard
Post by: Sutremaine on April 03, 2011, 09:47:36 pm
Plus there are all the modern metal and stone names.
Title: Re: Honeybees Buzz'n Beard
Post by: Neonivek on April 03, 2011, 09:49:02 pm
Plus there are all the modern metal and stone names.

Don't forget about the weapons. Some are oddly modern incarnations of medieval weapons.
Title: Re: Honeybees Buzz'n Beard
Post by: NW_Kohaku on April 03, 2011, 09:53:15 pm
In a similar vien as not killing women in medieval games just because they voiced a strong oppinion.

Awwwww, but being the subject of racism or sexism in an RPG makes the game so much more fun when the "inferior being" goes on a one-woman-army killing spree.  (Stick it to The Man!)
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on April 04, 2011, 05:52:31 pm
(http://t3.gstatic.com/images?q=tbn:ANd9GcSOv372cglLjQXECEDUBJryglZFGaFxoITrM5YQs2RuVZ81q-Z0kIbWAA) (http://images.ookaboo.com/photo/s/Drohn_im_Flug_08_3_s.jpg)
A hive will usually produce drones in Spring/Summer and be drone-free in the Winter. Drones eat honey, hang out with other drones, and chase down and mate with young queens (once).

If a beehive is isolated, its post-swarm virgin-queen may not be able to find any drones to mate with; resulting in the loss of the hive. Such a queen would still lay eggs, but these would all develop into drones* and fly off. There wouldn't be any new workers being born, and after a while, the queen's initial workers and attendants would die, leaving her to starve. Outside of pests and disease, this is the main way beekeepers lose their hives (and why I suggested to "bring two" (http://www.bay12forums.com/smf/Smileys/aaron/smiley.gif))

Because aggression is hereditary, the presence of killer bees in the area can also affect your hives. If a virgin queen mates with the local killer-drones, a formerly "gentle" hive can turn into an aggressive "killer" hive.

*Who don't collect nectar ... or mate with their mothers.
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on April 05, 2011, 06:28:53 pm
     Sutremaine: "I think associating the hive's productivity with the number of floor, dirt, or grass tiles around it would
     be enough."

Maybe check if a hive has at least one unobstructed side?

IRL:
Productivity is still good for hives built:
+in a corner
+against a wall
+in a wall
+as a wall
+back-to-back
+side-by-side

As long as the fly-ways in front of their entrances are clear.

If plants grow up in front of your hives it can lower productivity, but there's also a good chance that anyone trying to clear those plants away will get stung (the smell of ripped up plants seems to anger guards).

It's possible to boost productivity by adding landing ramps to hives (so the bees can get inside faster).
Title: Re: Honeybees Buzz'n Beard
Post by: Buzzing_Beard on November 10, 2011, 11:47:39 pm
Announcement:

If you liked the ideas presented in this thread (summarized here (http://www.bay12forums.com/smf/index.php?topic=77736.msg1995168#msg1995168)),
you can now support it on the Eternal Suggestion Voting page:

Buzzing Beard's Better Bees (http://www.bay12forums.com/smf/eternal_voting.php#vote55)

Thanks!