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Dwarf Fortress => DF Suggestions => Topic started by: Nikov on April 03, 2010, 10:48:25 pm

Title: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on April 03, 2010, 10:48:25 pm
Sorry folks, I have to say that if my dwarf is happily munching on a raw goat lung with a side of thyroid gland, there's really nothing against some abstracted 'filth' dwarves produce in a 1/7 puddle in the channel under a toilet.

EDIT: Added my full suggestion up here.

Just so its clear, I'd like 'filth' as an evaporating flow that leaves behind trackable, disgusting grime on the tile. Outside, filth is washed away by rain and dwarves will try to 'use a shrub' if no options are possible. Once you start digging deep, problems arise.

Dwarves who do their smelly business randomly through the fort because you have no sanitation system get unhappy thoughts. Grime gets on their clothes and into wounds, causing infections. Dwarves have to clean themselves as well as the floors of grime, which causes more unhappy thoughts. The solution is to build a latrine, a 1x1 tile room consisting of a chair, hatch cover and bucket, using the hatch cover tile. It is built over open space just like a well, only dwarves can stand on it. You designate it into a room, assigning an owner if you wish or leaving it public. Using a latrine room when more than one dwarf is present in the room causes an unhappy thought; don't forget the door!

Example latrine off a tower; note the gem window and masterful pine door!
Spoiler (click to show/hide)

 When used, the 1/7 bit of filth falls down into whatever hole exists to either splatter at the base of a tower, off a cliff, into a stream, into a cistern, or into a flowing sewer tunnel. In any case, doing so causes a happy thought (a golden throne and platinum bucket causing even happier ones). The dwarf is filth and grime free and returns to his daily routine of vomiting and getting covered in antman ichor. If filth doesn't begin to pile up, it evaporates into grime which can be ignored. If it does pile up, however, it spreads to other tiles using magma physics; unpressured and slow. A busy fort might find itself filling smaller cisterns. A 4/7 tile of filth generates miasma, which can rise through the latrine or any other openings.

Dealing with the filth production of a large fort requires water or magma. Magma obviously burns filth into smoke and causes potentially hillarious results, since a stream of flammable liquid trails from the magma all the way to your dwarf's behind sitting on a latrine. Clever players can come up with a solution or ten to this possible source of fun; floodgates, for example. However water behaves with filth differently. When water comes in contact with filth, any amount of filth, it is turned into filthy water and the two liquids combine. Filthy water leaves behind grime rather than mud, making it unsuitable for farming and bathing, and contaminates wells and pools. Dwarves must cautiously direct the water off site, into rivers or caverns, and possibly have evaporated away in the boundless magma sea. However, filthy water does not generate miasma or burn. It does, however, create an inviting habitat for a variety of mutated crap. I mean carp. Also tentacled beasties and kobolds, naturally.

Some people are worried that huge sewer systems will be required for forts; they are not. They are only required for huge forts. Your founders will be quite content to use shrubs and the like during the early months and once a latrine can be set up in a corner with a decent cistern below, you really have nothing to worry about for several waves of migrants. Once enough migrants amass that your latrines begin to fill and generate miasma, either dump the latrines into rivers, flush them with pumped or bucketed water, or seal up the latrine and dig newer, bigger ones. Only when your sprawling megafortress begins generating a new tile of 7/7 filth every week do you need the sort of sewer system that so many players long to explore in adventurer mode or defend against ratmen invaders. Because there is a lot of build-up time before the major demand arrives, most people should be able to agree this is a way to add fun and challenge to the end game. Kings demanding private golden latrines and sewer monsters crawling out of the deep? Sieges forcing us to close off our sewer system and disease running rampant through the fort? Yes please.

And of course, filth could be disabled in the init raw, and by being handled as 'filth' rather than specifically urine and feces, we put a fig leaf on the matter for the squeamish.

And Here, Quoted Without Permission, Footkerchief's Toady Quotes Regarding Filth

Any, Toady already said he wasn't going to do it.

I don't know how this became the conventional wisdom, because (as far as I know) he's never made an unqualified statement that he wouldn't in any form implement feces, scat, waste, or night soil.  The game already has a brown "filth" material that, according to Toady, is feces (see quotes below).

Here's all the quotes I could dig up (note that this first one is from 2004, and that "no plans" is very different from "won't do it"):

There are no plans to add "night soil".  Dwarves poop little pebbles which seemlessly disappear into the cavern floor, or they collect them and cherish them or something.

Do dwarves have water closets? Will we need to carefully craft "flushing" mechanisms to carry the unmentionables away?

There is currently no potty.

4.  Manure, as a fertilizer.

4. They just drop it everywhere?  Everyone will might be doing it after a while... night soil, and so on.  But it's a dangerous door to open, especially if the room on the other side is full.  If a god turns you into a horse in adventure mode, would you suddenly start dropping the bomb?

From DF Talk: (http://bay12games.com/media/df_talk_combined_transcript.html)

Quote
Toady:   [...] I like the idea of being able to track things and find them, and pick up little kobold scats and dig around to see what they've been eating ... after a fashion, anyway.
Quote
Rainseeker:   So there's no poo creatures either?
Toady:   It was a close thing! Because it was literally a decision I had to make, going down this list, because in the Hidden Fun Stuff of course if you get the tentacle demons then you get a layer scattered with various filth on the ground; and there's brown filth and yellow filth and so on and it's not clearly stated but it's a material that I had to put in properties for right? So there's these hard-coded filth materials, and when I was going down the list, you know 'Do I want creatures made out of mud? Do I want creatures made out of vomit? Do I want creatures made out of glass?', there's all these hard-coded materials, and I was just like 'Yeah, yeah, yeah ... No ... No ...' on the filth. But there are creatures made out of the grime, and the grime material is the material that collects on your body slowly over time, and it's also the material that's used in swamp water, so there's this ... I just needed this material called 'grime' for these miscellaneous purposes, it's just crap, just stuff that collects over time and when a creature is made out of that it just says 'composed of grime and filth'. So if you want to call that 'poo' even though it's not it's possible for you to extend your imagination.
Quote
Toady:   [...] But the kind of thing that's on the table is gunpowder, and the materials that you need for that are already in the game, I think. We've got brimstone, which is sulphur, and I don't remember if we have saltpetre, if it's there or not, but ... I guess you could do all kinds of things with manure and urine to make it, or you can find it in a crystalline form in the ground perhaps.

And finally, sewers full of filth were a powergoal in the old dev item system:

Quote
# PowerGoal153, THE CRACKS OF DOOM, (Future): You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Blackburn on April 03, 2010, 11:06:44 pm
It's really not necessary, nor useful. Just another annoying burden.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on April 03, 2010, 11:10:30 pm
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: darkrider2 on April 03, 2010, 11:11:47 pm
Lol yeah the more ways to have fun the better. Anything that can kill a fort is a good thing.

EDIT: wait... there was something sacred to start with?!?!?!?!?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Blackburn on April 03, 2010, 11:14:27 pm
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
I'm against vulgar annoying burdens.

I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Cthulhu on April 03, 2010, 11:17:36 pm
Hey look, it's the bodily functions thread again.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kilika on April 03, 2010, 11:21:40 pm
I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.

If someone is going to mess with my fort, they deserve to drown in poop.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Blackburn on April 03, 2010, 11:23:00 pm
I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.

If someone is going to mess with my fort, they deserve to drown in poop.
But if they don't die, they'll just run around tracking poo everywhere. Do you want a fort covered in poo?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on April 03, 2010, 11:25:10 pm
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
I'm against vulgar annoying burdens.

I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.
Because tentacle demons who spew 'white filth' and are loved for their naughty intentions isn't vulgar?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kilika on April 03, 2010, 11:26:28 pm
I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.

If someone is going to mess with my fort, they deserve to drown in poop.
But if they don't die, they'll just run around tracking poo everywhere. Do you want a fort covered in poo?
At least I can follow the trail (and the stink), I'll have some poor sap scrub it up afterward.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Blackburn on April 03, 2010, 11:27:03 pm
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
I'm against vulgar annoying burdens.

I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.
Because tentacle demons who spew 'white filth' and are loved for their naughty intentions isn't vulgar?
...No?

I don't think tentacle demons exist in DF2010. But I could be wrong.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Asra on April 03, 2010, 11:30:19 pm
I thought all the old ones were there. You might have to beat up clowns a few times though. I use satire.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: shadowclasper on April 03, 2010, 11:31:02 pm
Can we just DROP this one already... I don't want to have to freaking organize a SEWAGE SYSTEM along WITH a drainage and water system damn it.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: immibis on April 03, 2010, 11:40:34 pm
Which is why dwarves would go in the river by default, which would wash it away.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on April 03, 2010, 11:46:13 pm
Can we just DROP this one already... I don't want to have to freaking organize a SEWAGE SYSTEM along WITH a drainage and water system damn it.
Wouldn't be that hard to have a flowing channel of water running under every room's toilet and out onto some poor beastmen's camp.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Ter13 on April 03, 2010, 11:49:03 pm
I think Toady HAS mentioned something about sewage. I don't know why I recall it being a planned feature, but I am pretty sure it is.

As for the idea, I have the feeling my sewage channels are going to be a serious weak point in my fortress designs, and honestly, losing a fortress to a bunch of shitcaked gobbos... well, I actually don't think it would upset me at all. If they crawled through THAT after what I feed my Dwarves? They deserve the fortress, all the wealth inside, some antibiotics, and a medal.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Blackburn on April 03, 2010, 11:55:00 pm
The most amusing use for sewage that I can think of is dumping it into the pits of Hell, all full o' HFS.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: gamegreen33 on April 04, 2010, 12:26:35 am
The best thing about this would be that if you dumped shit into magma it would release poo gas. (200 internets to anyone that gets that reference.)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: BigD145 on April 04, 2010, 12:37:33 am
Can we just DROP this one already... I don't want to have to freaking organize a SEWAGE SYSTEM along WITH a drainage and water system damn it.
Wouldn't be that hard to have a flowing channel of water running under every room's toilet and out onto some poor beastmen's camp.

It would be if you embark without flowing surface water and you decide to build entirely on the surface while all the underground pools are down about 100 z-levels. Then it becomes just a little annoying in the early game.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Mr Frog on April 04, 2010, 12:45:05 am
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
I'm against vulgar annoying burdens.

I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.
Because tentacle demons who spew 'white filth' and are loved for their naughty intentions isn't vulgar?
Tentacle demon drowning trap. Poop's for kiddies and elves.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on April 04, 2010, 12:50:20 am
One could simply dig a large underground cistern to fill with your dwarven leavings. I mean, a 5x5x5 cistern is... 125 tiles. At 1/7 filth per leaving, that means you could use such a cistern 875 times. Beyond the obvious miasma in the latrine house (as raw filth generates miasma, but filth mixed with water (filthy water) does not), you could easily 'cop out' if you didn't wish to try for a sewer system. Or even init line it out, like the economy.

For kicks, I'm building bath-houses (already in game, sort of) and will include sewer systems for filthy water running from false latrines. Try and stop me!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Sysice on April 04, 2010, 12:55:32 am
I think Toady HAS mentioned something about sewage. I don't know why I recall it being a planned feature, but I am pretty sure it is.
Actually, as I remember it he said he was completely against it. I'll look.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: chaoticag on April 04, 2010, 01:14:36 am
He was, it came up in one of the podcasts. The only possible plan would be for hunting, where you can spot cougar sign and stuff.

Besides, you guys are glorifying this too much. All dwarves would get is a chamber pot to each room, which gets cleaned out eventually. Heck, you might even dump it outside of a fortress walls, instead of building a sweage system.

The idea is fairly pointless though, and at this point, I'd like more meaningful additions to the game.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Deathworks on April 04, 2010, 01:23:29 am
Hi!

Actually, while I am not a fan of feces myself, it is not completely pointless anymore.

You see, the new version has added infections and the like and sewage system is a major hygienic aspect that has serious health implications. For instance, if the feces were to be dropped into water also used for drinking purposes, you would get an increased probability of diseases among the populace, and if their feces reached the well, you may very well end up with an epidemic in the fortress.

Thus, the sewage requirement would actually enhance and strengthen some of the new features of the game and thus be not completely pointless.

Having said that, I have to admit that I personally am just fine without having feces in the game. I actually prefer to ignore that aspect of realism as much as possible :) :) :)

Deathworks
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: InsanityPrelude on April 04, 2010, 01:30:47 am
Which is why dwarves would go in the river by default, which would wash it away.

Helloooooooo e.coli epidemics!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Danjen on April 04, 2010, 02:24:50 am
Oh look, add a meaningless addon to make healthcare more valuable.

Actually, the ONE benefit to adding waste management would be to just hear "Urist McSickdwarf has died of dysentery."
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on April 04, 2010, 02:29:03 am
Oh look, add a meaningless addon to make healthcare more valuable.

Actually, the ONE benefit to adding waste management would be to just hear "Urist McSickdwarf has died of dysentery."
Having a dwarf vomit is also meaningless, but it's in the game. Vermin are almost entirely meaningless but they're in the game. Heck, ELVES are entirely meaningless and they're in the game. :P
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: CrackFile on April 04, 2010, 02:57:55 am
Your dorfs should be able to throw crap at people they hate just like we did back when I spent some time in the iron bar hotel.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Zangi on April 04, 2010, 03:09:01 am
Shouldn't this be placed in the eternal suggestion thing and closed from discussion forever?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Sarstan on April 04, 2010, 05:17:45 am
Your dorfs should be able to throw crap at people they hate just like we did back when I spent some time in the iron bar hotel.
Considering you can throw vomit, I don't see why you wouldn't be able to throw the other end of the digestive tract's remains.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Rakonas on April 04, 2010, 06:12:40 am
With 150 z levels a few levels connected to the fort only through grates and filled with water will be easy to design. I think it should be optional, as my most recent fort actually has a working plumbing system, though it lacks game mechanic practicality.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: TBot Alpha on April 04, 2010, 06:48:42 am
I know I'd cut the poop into bricks, and build an enormous elf-killing tower with them.

ALL NATURAL MATERIALS BITCHES.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Balor on April 04, 2010, 07:03:16 am
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
I'm against vulgar annoying burdens.

I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.

No, that is the very reason that has to be implemented sometime.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: chaturga on April 04, 2010, 07:26:30 am
You give dwarves sewage systems, and they will build a megaproject that spews it across the land to cover their enemies. Hell, they would mix it with magma for good measure, insult to injury.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: PsyberianHusky on April 04, 2010, 08:14:07 am
I don't like the concept of biological waste but I love the concept of a sewer system just because my fortress can have an unnecessarily large one like in every fantasy game ever, what if something associated with production created some sort of industrial waste, or giblets could be dumped to cut down on the miasma
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kruniac on April 04, 2010, 08:15:08 am
Having to worry about a fully functional, clean, and organized sewerage system would be great fun for the game. Another aspect of 'realistic' fort development that we could hang on to (or turn off in the init file) that would go along well with a working siege system.

Reason being that if you rely on dumping waste outside of your living area (as most sane fort creators would do), a siege would put a kink in that plan rather nicely. Close up your fort, then you have to worry about -real- siege problems besides food, namely the rampant spread of disease and filth.

I mean, sure. Someone can mod feces to be used as food, wielded as a weapon, or made into acidic horror. But hey, people are making breasts and genitals for the dwarves. DF is growing up. Might as well do the job properly.

And while I wouldn't make a poo drowning trap (which is just horrible, and very DF to design), I would create disgusting 'refuse' piles where invaders could find themselves plummeted in. I'm not sure what's more Dwarfy - drowning someone in filth, or starving them in 2/7 of it.

Oh my. The elves. The poor elves.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McDepravity on April 04, 2010, 08:37:56 am
Shouldn't this be placed in the eternal suggestion thing
THAT.
I'd vote for it.

Edit: actually, it is already there.
>Feces and urine http://www.bay12games.com/forum/eternal_voting.php
>http://www.bay12games.com/forum/index.php?topic=25070.0
With only 55 votes. I know theres much more of us who want it, go vote NOW!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Krumbs on April 04, 2010, 08:49:32 am
I personally would enjoy beasts creeping through the sewers. Perhaps a secret way for kobold thieves and the like to get into your fortress. Sawing off the metal bars to the large catacomb like sewer and scurrying out the toilet, and all that just so he can steal some turtle shell crafts.

Although I can see it being annoying and a burden at some points, I think a fully working sewer system with water to wash out the filth and miasma filled tunnels would be pretty cool. Maybe in adventure mode if your walking through them certain filth beasts are spawned in the sewers like blobs of ooze and all that.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Rotten on April 04, 2010, 09:03:47 am
I want sewage just so I can build a massive sewer system and throw alligators in it.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: darkrider2 on April 04, 2010, 09:40:55 am
This is why we embark with buckets now. =D
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: AzureShadow on April 04, 2010, 10:23:14 am
This sounds like yet another unnecessary, disgusting, useless addition to the game.

Bring it on.  ;D
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: SanDiego on April 04, 2010, 11:00:45 am
This sounds like yet another unnecessary, disgusting, useless addition to the game.

Bring it on.  ;D
So sigged.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Ohtar on April 04, 2010, 11:26:45 am
Huh. Does Miasma spawn when you drop the decaying things in water? Maybe there's already a good reason for a "sewer" system.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: immibis on April 05, 2010, 03:38:44 am
I just realised why we need this.
So we can have power plants fuelled solely by the excrement of 50 dwarves.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: The Dog Delusion on April 05, 2010, 04:36:47 am
The idea of a full-on sewer system does sound more than a little obnoxious to set up. If we're talking about little bricks of poo, slowly accumulating volumes of miasma-inducing liquid, and a necessity for running-water sewers, then I'd vote hard-core "NO." Or at least have it listed in the init options to be disabled. The game has enough stuff to worry about right now without the terrifying possibility that my dwarves will literally drown in a sea of miasma and dwarf poop just because I didn't feel like carving out an intricate system of tunnels to carry away their

However, if chamber-pots (designatable as public or private) are an option as an alternative to (still available) well-like "outhouse" structures, and if we're talking about something that will affect happy/unhappy thoughts (but not be an absolute necessity), then I can see supporting the idea. I mean, I guess I'd always just assumed that the poop was there, and that the dwarves just kinda took care of it without intervention. I wouldn't mind being able to micromanage their poop if it wasn't completely integral to having a working fort.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McDepravity on April 05, 2010, 05:16:01 am
I didn't feel like carving out an intricate system of tunnels to carry away their
Thats blasphemy! Carving intricate system of tunnels and topping it with complex engineering to just wash away the waste is completely dwarfish and 'must have'.
I already tried to plan proper water solution for my living quarters in some prev. fortresses, but never had actual reason to finish it.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Garrie on April 05, 2010, 06:23:07 am
How do you think dwarfs get Plump Helmets to grow underground?

Look at the results of googling "humanure"
http://www.google.com.au/search?source=ig&hl=en&rlz=1R2RNTM_enAU356&q=humanure&meta=lr%3D&aq=f&aqi=&aql=&oq=&gs_rfai=

Poop is a highly valuable resource in mediaevil techs, as is urine.
Except in times of siege it would not just be dumped down the side of the walls, unless some poor sap was going to be picking it up from down there later.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: ckbryant on April 05, 2010, 06:25:57 am
I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.

Iain M. Banks' superb sf novel "Consider Phlebas," the first book set in the Culture universe, opens with a drowning trap that runs on sewage.  It's absolutely spectacular.  If you read it, you might reconsider.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 05, 2010, 07:19:32 am
Poop can't we added as we wouldn't know if there was blood mixed with vomit in a tile or poo :o
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: immibis on April 05, 2010, 06:09:26 pm
So?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Owlbread on April 05, 2010, 06:12:55 pm
Poop can't we added as we wouldn't know if there was blood mixed with vomit in a tile or poo :o

The answer here surely is to simply use a different shade of brown.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on April 05, 2010, 06:27:02 pm
Poop can't we added as we wouldn't know if there was blood mixed with vomit in a tile or poo :o

The answer here surely is to simply use a different shade of brown.
Or runny pools of green if the dwarf ate a bad plump helmet.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on April 05, 2010, 08:52:48 pm
Just so its clear, I'd like 'filth' as an evaporating flow that leaves behind trackable, disgusting grime on the tile. Outside, filth is washed away by rain and dwarves will try to 'use a shrub' if no options are possible. Once you start digging deep, problems arise.

Dwarves who do their smelly business randomly through the fort because you have no sanitation system get unhappy thoughts. Grime gets on their clothes and into wounds, causing infections. Dwarves have to clean themselves as well as the floors of grime, which causes more unhappy thoughts. The solution is to build a latrine, a 1x1 tile room consisting of a chair, block and bucket, using the 'o' tile. It is built over open space just like a well. You designate it into a room, assigning an owner if you wish or leaving it public. Using a latrine room when more than one dwarf is present in the room causes an unhappy thought; don't forget the door!

 When used, the 1/7 bit of filth falls down into whatever hole exists to either splatter at the base of a tower, off a cliff, into a stream, into a cistern, or into a flowing sewer tunnel. In any case, doing so causes a happy thought (a golden throne and platinum bucket causing even happier ones). The dwarf is filth and grime free and returns to his daily routine of vomiting and getting covered in antman ichor. If filth doesn't begin to pile up, it evaporates into grime which can be ignored. If it does pile up, however, it spreads to other tiles using magma physics; unpressured and slow. A busy fort might find itself filling smaller cisterns. A 4/7 tile of filth generates miasma, which can rise through the latrine or any other openings.

Dealing with the filth production of a large fort requires water or magma. Magma obviously burns filth into smoke and causes potentially hillarious results, since a stream of flammable liquid trails from the magma all the way to your dwarf's behind sitting on a latrine. Clever players can come up with a solution or ten to this possible source of fun; floodgates, for example. However water behaves with filth differently. When water comes in contact with filth, any amount of filth, it is turned into filthy water and the two liquids combine. Filthy water leaves behind grime rather than mud, making it unsuitable for farming and bathing, and contaminates wells and pools. Dwarves must cautiously direct the water off site, into rivers or caverns, and possibly have evaporated away in the boundless magma sea. However, filthy water does not generate miasma or burn. It does, however, create an inviting habitat for a variety of mutated crap. I mean carp. Also tentacled beasties and kobolds, naturally.

Some people are worried that huge sewer systems will be required for forts; they are not. They are only required for huge forts. Your founders will be quite content to use shrubs and the like during the early months and once a latrine can be set up in a corner with a decent cistern below, you really have nothing to worry about for several waves of migrants. Once enough migrants amass that your latrines begin to fill and generate miasma, either dump the latrines into rivers, flush them with pumped or bucketed water, or seal up the latrine and dig newer, bigger ones. Only when your sprawling megafortress begins generating a new tile of 7/7 filth every week do you need the sort of sewer system that so many players long to explore in adventurer mode or defend against ratmen invaders. Because there is a lot of build-up time before the major demand arrives, most people should be able to agree this is a way to add fun and challenge to the end game. Kings demanding private golden latrines and sewer monsters crawling out of the deep? Sieges forcing us to close off our sewer system and disease running rampant through the fort? Yes please.

And of course, filth could be disabled in the init raw, and by being handled as 'filth' rather than specifically urine and feces, we put a fig leaf on the matter for the squeamish.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: darkrider2 on April 05, 2010, 09:29:39 pm
Build an overhang above your entrance. Build grates on the floor. Designate "Latrine".
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Danjen on April 05, 2010, 10:00:58 pm
With the new materials system, the game can definitely support this now. I still find the specifics of it kind of squicky. However, I do like the idea of a large, branching sewer system with floodgates and levers and lots of mechanics. Maybe there would be some kind of "pipe" system, that functions like mechanisms do, and they'd be made of wood or metal?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: quinnr on April 05, 2010, 10:03:39 pm
Will we be able to coat arrows in filth to give enemies E. Coli?

I'd be all for it then.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: caknuck on April 05, 2010, 11:16:07 pm
Oh look, add a meaningless addon to make healthcare more valuable.

Actually, the ONE benefit to adding waste management would be to just hear "Urist McSickdwarf has died of dysentery."

You're forgetting the positive thought "He has evacuated his bowels in a legendary bathroom recently."

And don't you want *goblin bone crappers* that menace with spikes of lay pewter? Who wouldn't?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MetalSlimeHunt on April 06, 2010, 12:51:57 am
Will we be able to coat arrows in filth to give enemies E. Coli?

I'd be all for it then.
If we're using realistic E. Coli I doubt that would work very well. E. Coli causes health problems when a rare strain starts to interject on a common strain's territory, resulting in the immune system overeacting, as is it's trademark. E. Coli itself is non-pathogenic. Being shot with a filth covered arrow would cause other problems should it enter the bloodstream, though.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: shadowclasper on April 06, 2010, 01:06:40 am
Unless it started off as default off, I'm against "Filth" in general terms. As somebody who's studying to design games for a living, this is one of those things that one has to understand. You can't juggle TOO MANY THINGS at once, or the level of challenge will surpass the learning ability of the player, creating frustration as things go to hell. We already have that problem due to the horrible interface, adding something like this before the interface is COMPLETELY overhauled is asking for trouble.

If it HAS to be added. Just call it Filth, nothing more.

And if it HAS to be added. I want them to make stuff like Blood, Milk, and various other liquids into stuff that works like water and magma. Get that done first please. Otherwise go with Nikov's stuff.

Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: DFPongo on April 06, 2010, 01:30:33 am
Glad everyone is so interested in this.
I hope I never have to be.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 06, 2010, 01:35:21 am
You can't juggle TOO MANY THINGS at once, or the level of challenge will surpass the learning ability of the player, creating frustration as things go to hell. We already have that problem due to the horrible interface, adding something like this before the interface is COMPLETELY overhauled is asking for trouble.
Wel then 'mister scientist', that's what the init's for! You can turn of economy, invaders and even temperature. Just a little option for those who want to take fortress design to the next level!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nogford on April 06, 2010, 04:33:49 am
It's actually astounding that people are complaining about poo being too icky for them to handle in an ASCII game. The level of immaturity here is staggering.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on April 06, 2010, 04:40:18 am
I know, right? I mean, here I am handling real poo. Thing called a diaper. They're in both your past and your future. Maybe in your future twice.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: TigerPlushie on April 06, 2010, 05:10:30 am
While we're at it...

Let's drop the whole Dwarves reproducing via spores and add dwarven intercourse. Complete with "Intercourse reports" about every step and every move taken within. Wouldn't that be something you want to read?

Heck, why not add corresponding skills? Soon there'll be a lot of legendary thrusters and fondlers in your fortresses. Of course we'd have to handle dwarves dumping their clothes AND picking them up afterwards properly first.

Also, that'd need a certain set of body parts to be added to dwarves... with the unfortunate but necessary result of not being able to multiply if these specific body parts were mangled or removed in combat situations.

I forsee a lot of hilarious bugs about this addition.


And yes, I wrote this whole thing while giggling like a schooldwarfette.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McDepravity on April 06, 2010, 06:17:08 am
Let's drop the whole Dwarves reproducing via spores and add dwarven intercourse.
Thats another needed feature, yes. But i believe its not related to sewers/waste.
Quote
Of course we'd have to handle dwarves dumping their clothes AND picking them up afterwards properly first.
Cloth? Who needs that? True dorf dont bother with that and just wear his steel platemail on nude body. And, obviously, have intercourse in it as well, with his favorite named axe under pillow.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Owlbread on April 06, 2010, 08:58:24 am
It's actually astounding that people are complaining about poo being too icky for them to handle in an ASCII game. The level of immaturity here is staggering.

I must agree with you sir. It's just make-believe dung that can spice up gameplay, we're not asking you to look at all the gory details or go and work in a sewage disposal facility... although designing one involving elves may be rather fun.

The handling of excrement (or filth) was, and remains to be, an incredibly important part of the survival of societies. Just look at Europe in the 19th century, what with all the cholera moving around because dung was just piled in the streets. In fact, cholera, a disease spread by contaminated water, eventually contributed to the many reforms in British society, and effectively forced the government to make the island a far better place.

It's not like people only have bottoms when they enter their bathrooms.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: HungryHobo on April 06, 2010, 09:46:46 am
With all the blood and fat and vomit that's already filling my fort I can't really oppose this.

Also the possibility of placing the latrine above the less useful nobles quarters and locking them in while it gradually fills appeals to me.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: clarithium on April 06, 2010, 10:01:35 am
I really like this idea. Besides the idea of drowning goblins in poop, it adds a pretty large amount of complexity to the architecture for those of us who enjoy that.

It seems easy to program in, could be complex or simple, and an INI option can disable it for those who can't handle it.

I hope toady sees this thread.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: TigerPlushie on April 06, 2010, 10:07:08 am
The question is... how would it be done?

I see a few possibilities: The first one would be a toilet furniture piece, that lets filth drop down one level, where it might be washed away or dissolved by water. Instead of washing away, you also could just let it fill the toilets and, now and then, have a dwarf dump the filth in a designated pit with a bucket. You don't have to build it into every room. A few public bathrooms should suffice. I suggest the glob archetype for filth and, naturally, it should produce smell.

(disclaimer: despite my earlier sarcastic proposition, I am pro filth)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Chthonic on April 06, 2010, 10:25:07 am
These are my thoughts on the whole issue, from a previous thread.  They're pretty much the same as the OP's thoughts:


I view it as added realism, an engineering challenge, and another valuable resource.

edit: forgot to close my quotes.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Owlbread on April 06, 2010, 11:09:57 am

I view it as added realism, an engineering challenge, and another valuable resource.


Exactly. People forget how useful animal and human excrement is in agriculture.

The question is... how would it be done?

I see a few possibilities: The first one would be a toilet furniture piece, that lets filth drop down one level, where it might be washed away or dissolved by water. Instead of washing away, you also could just let it fill the toilets and, now and then, have a dwarf dump the filth in a designated pit with a bucket. You don't have to build it into every room. A few public bathrooms should suffice. I suggest the glob archetype for filth and, naturally, it should produce smell.

(disclaimer: despite my earlier sarcastic proposition, I am pro filth)

Or areas could simply be designated as toilets, such as a small room or a channel.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Owlbread on April 06, 2010, 11:11:42 am
-snip-

Damn the lack of an automerge.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Firehound on April 06, 2010, 11:54:17 am
I agree with just letting a zone be designated.

But chamber pots should be an alternative.

My fort is going to start looking like my school with three engineering rooms with equipment to a normal one if this does get implemented, but on the upside, automated flush cycles for my poo-areas, and cha- oh wait... magma sea/lake.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: quinnr on April 06, 2010, 12:02:49 pm
Imagine the signs:

Use sewage, or your fort will be covered in this: @

Also, Dwarven Diapers. They are needed. Think about the fights:
Urist slashes Dwarves Diaper.
Urist smells toxic fumes!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Caz on April 06, 2010, 01:53:10 pm
I think putting sewage in the way Nikov suggested is the way to go. Not like any other part of DF is less disgusting.  :P
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on April 06, 2010, 02:41:55 pm
I built a little latrine off my tower, just to show how its done.

(http://img62.imageshack.us/img62/1585/latrine.png) (http://img62.imageshack.us/i/latrine.png/)

OH GOD! THATS REVOLTING! I SHOULD HAVE SPOILERED IT!

*projectile vomits all over the place, giving all forum readers vomit smears and painting the map green*

Oh... oh man. Sorry. Ugh. *spit* *HAWWWWCK* *spit*

Thats just too much. I'm sorry to have ever posted this.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: quinnr on April 06, 2010, 02:46:32 pm
If you didn't write anything in that post, I wouldn't even know what it was.

Also, what's so disgusting about a toilet? OMGEEEE YOU USE A TOILET YOU DISGUSTING PERSON!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Krumbs on April 06, 2010, 03:31:22 pm
Just let them all shit in the magma lake and let it be over with. Nothing like the smell of baked turds in the morning.

But on a more serious note I imagine it like you could have them just crap into a ditch as the norm. OR you can build a sewer underneath with a single channeled hole above where you can construct a -rock toilet- over it. There they can sit and crap with leisure, good thoughts if it's a nice toilet, bad thought if miasma gets up and people can easily see you. Really bad though if the dwarf is shy and taking a dump in the middle of the meeting area as people walk past.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MaDeR Levap on April 06, 2010, 03:45:20 pm
I noticed that he in fact proposes additional liquid (water, magma and filth). I would like really, really to have magma and water in raws. Of course, main problem in programming of this would be rules of mixing various liquids and additional effects of liquids (like conditions of creation and what happens when is 1/7, 2/7 etc). Then mod in any crap (literally and figuratively) to heart's content.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on April 06, 2010, 03:55:58 pm
Toady has mentioned wanting to improve liquid handling, not only in flow CPU efficiency but how liquids mix and otherwise interact. I imagine this can be showcased in sewer systems as a game element with flammable oil and acid as other liquids. Getting liquids into the raws is perfectly all right by me, and probably a precursor. However we can't simply 'mod this in', since it affects dwarven behaviors and requires an activity zone. That's really why I'm mentioning it.

Filth could very well settle to the bottom of filthy water and just require flow to keep it moving along, but the purpose of water in sewers would be to stop the miasma formation.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Blackburn on April 06, 2010, 04:00:46 pm
I built a little latrine off my tower, just to show how its done.

(http://img62.imageshack.us/img62/1585/latrine.png) (http://img62.imageshack.us/i/latrine.png/)

OH GOD! THATS REVOLTING! I SHOULD HAVE SPOILERED IT!

*projectile vomits all over the place, giving all forum readers vomit smears and painting the map green*

Oh... oh man. Sorry. Ugh. *spit* *HAWWWWCK* *spit*

Thats just too much. I'm sorry to have ever posted this.
That sarcasm wasn't clever in the slightest.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: !!Zombie Carp!! on April 06, 2010, 04:08:42 pm
Heck, you might even dump it outside of a fortress walls, instead of building a sweage system.

O_O


'Filth' catapults, anyone?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Huggz on April 06, 2010, 04:12:55 pm
I think it's a really, really good idea. You could have traps to drown goblins in crap, and stuff... It would havee to be done well so that it would basically just be cleaned up automatically, and you shouldnt have to make toilet paper and stuff, so basically it would just cause bad thoughts and maybe infections...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Tiler on April 06, 2010, 04:30:52 pm
Considering that DF is a management sim regarding medieval-esque civilization, I think waste management is honestly an incredibly essential part of it.

People do not like to talk about it because it is "icky", but the art of getting your waste products as far away from your citizen's noses is something that has been a trail throughout history. Rome built great sewers, the Gauls had their cesspits, and modem day cities have an entire layer of infrastructure dedicated to them to manage human waste. It's kept away from our sight because it is unpleasant to us, but that does not mean it's not a critical part of our lifestyle.

Waste management impacts health, standards of living, and touches on all aspects of society. To leave it out is to take away one of history's unsung struggles.

There should be an init function to disable it, sure, but it shouldn't be ignored. What's an adventure story without a trek through the monster infested city sewers?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Krumbs on April 06, 2010, 05:02:27 pm
I would love to leave a dwarf with all kinds of ghastly cuts and wounds wallowing in the fortress' filth. See what kinds of pus and whatnot bubble up from them.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: quinnr on April 06, 2010, 05:22:38 pm
I built a little latrine off my tower, just to show how its done.

(http://img62.imageshack.us/img62/1585/latrine.png) (http://img62.imageshack.us/i/latrine.png/)

OH GOD! THATS REVOLTING! I SHOULD HAVE SPOILERED IT!

*projectile vomits all over the place, giving all forum readers vomit smears and painting the map green*

Oh... oh man. Sorry. Ugh. *spit* *HAWWWWCK* *spit*

Thats just too much. I'm sorry to have ever posted this.
That sarcasm wasn't clever in the slightest.
Oh that was sarcasm...
Sarcasm fail. Next time buy the SARCASM punctuation mark.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Maulrus on April 06, 2010, 07:01:12 pm
I built a little latrine off my tower, just to show how its done.

(http://img62.imageshack.us/img62/1585/latrine.png) (http://img62.imageshack.us/i/latrine.png/)

OH GOD! THATS REVOLTING! I SHOULD HAVE SPOILERED IT!

*projectile vomits all over the place, giving all forum readers vomit smears and painting the map green*

Oh... oh man. Sorry. Ugh. *spit* *HAWWWWCK* *spit*

Thats just too much. I'm sorry to have ever posted this.

As much as OP sucks at sarcasm, I completely agree with him; this would be a great addition to the game with the new materials and healthcare system. As long as it's an init setting, there's no reason for people to be objected to it.

Speaking of: why exactly ARE people objected to it? This is a game where decapitated elf heads are nothing gruesome and people have to make incredible arcane accommodations to avoid having their entire population torn apart by carp, which is an option that's not even changeable. How can you complain about a setting that adds (what is to some) a valuable feature?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: quinnr on April 06, 2010, 07:03:40 pm
Carp can't tear apart ANYTHING anymore.

Also, I have to say, blood and guts is much more disgusting than "filth".
I mean, it's even labeled as the respective body parts.

Its not like this "filth" has to be labeled Dwarven Poop.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Maulrus on April 06, 2010, 07:19:36 pm
Carp can't tear apart ANYTHING anymore.

They can't?

YESSSSSSSSSSSSSSSSS
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Randomone on April 06, 2010, 07:32:38 pm
You know we still want to attract people to the game, right?

It's hard enough getting people to play with ASCII graphics, a learning curve that resembles a cliff, and an overwhelming amount of depth paired with a clunky interface, the last thing we need are things like this.

As an already experienced player though, I'm all for it! ;D
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MetalSlimeHunt on April 06, 2010, 07:32:58 pm
Carp can't tear apart ANYTHING anymore.

They can't?

YESSSSSSSSSSSSSSSSS

Carp cancels swim: Hunting Maulrus
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: tylor on April 06, 2010, 07:43:00 pm
There is a sex and restrooms in The sims, which is a graphical family game. It's not too graphical there, but it is thee, it is an integral part of gameplay, and it is implemented in rather realistic way. So I don't see how this would be too disgusting for DF.

And if player is too lasy to make restrooms and sewers, dwarves will just poop outside on on farm's soil.  It would be somewhat time-consuming, unsafe (in first case) and sometimes smelly (in the latter), but dwarves are used to that.

And most importantly, how would dwarves properly express their feelings about raging titan running their way, if soiling pants is not implemented?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: grognoglog on April 06, 2010, 07:48:20 pm
Count me as pro poop.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: sonerohi on April 06, 2010, 10:30:19 pm
I am in favor of this suggestion.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: jplur on April 07, 2010, 01:34:16 am
I'm for this if other liquids like blood and booze become flow-able like water eventually.

Not looking forward to all the fecal-death-trap threads however.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 07, 2010, 01:56:34 am
I'm for this if other liquids like blood and booze become flow-able like water eventually.

Not looking forward to all the fecal-death-trap threads however.
They did stuff like that in the medieval times ::)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Paul on April 07, 2010, 01:57:37 am
Carp can't tear apart ANYTHING anymore.

Also, I have to say, blood and guts is much more disgusting than "filth".
I mean, it's even labeled as the respective body parts.

Its not like this "filth" has to be labeled Dwarven Poop.

No no, it can't just be filth - if it's added it has to be all out and on par with the rest of the game. Dwarven Feces with a quality attributed to the dwarve's health and diet. Then we can have piles of ☼Dwarven Feces☼ in the grass, a product of our legendary food and healthcare system. Passing dwarves will get the thought "Has admired a lovely pile of feces recently." and diplomats will spread tales far and wide about the quality of the fort's excrement, causing immigration to increase and goblins to siege the fort.

On a slightly more serious note, if filth IS added - would animals also produce it? Imagine the horror of the catsplosion if they also produced miasma inducing filth. Hey, theres another use for sand - litter boxes!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on April 07, 2010, 02:21:15 am
I could see larger livestock species such as cattle generating filth, which would be a good reason to keep them out in a pen on the surface. But no, in general animals wouldn't need to generate filth. The real goal is sewers etc. and dwarves using them, because this adds depth to fortress design. All animals generating massive piles of dung wouldn't add more depth. Besides, cleaning up cat shit is something I have to do every couple weeks anyway (OKAY! I get it! You want me to change the litterbox! Couldn't you do this on tile, dammit!). I would imagine it leaves me only mildly annoyed compared to taking a massive, steaming deuce in the living room and wandering off to the vodka stockpile, since my wife is the one with cleaning enabled. I stick to carpentry and masonry.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: TigerPlushie on April 07, 2010, 02:24:38 am
I'm for this if other liquids like blood and booze become flow-able like water eventually.

Not looking forward to all the fecal-death-trap threads however.
They did stuff like that in the medieval times ::)

Just think what nasty infections this could cause to injured creatures...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Huggz on April 07, 2010, 06:54:03 am
I'm for this if other liquids like blood and booze become flow-able like water eventually.

Not looking forward to all the fecal-death-trap threads however.

I bet when this is implemented the goblins will have a bit of a... shit day! Badum-tsh!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Owlbread on April 07, 2010, 07:47:25 am
You know we still want to attract people to the game, right?

It's hard enough getting people to play with ASCII graphics, a learning curve that resembles a cliff, and an overwhelming amount of depth paired with a clunky interface, the last thing we need are things like this.

As an already experienced player though, I'm all for it! ;D

I have a sneaking suspicion that sewage may actually have the opposite effect, sir. You may be surprised at how many people are playing this game largely because we can butcher elf children at will, or make kitten biscuits.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 07, 2010, 08:17:19 am
I'm for this if other liquids like blood and booze become flow-able like water eventually.

Not looking forward to all the fecal-death-trap threads however.

I bet when this is implemented the goblins will have a bit of a... shit day! Badum-tsh!
*Applauds*
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Huggz on April 07, 2010, 10:25:12 am
I'm for this if other liquids like blood and booze become flow-able like water eventually.

Not looking forward to all the fecal-death-trap threads however.

I bet when this is implemented the goblins will have a bit of a... shit day! Badum-tsh!
*Applauds*
*Bows* Thank you, thank you, I'm here all night!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: PTTG?? on April 08, 2010, 12:56:32 am
All things considered, this idea isn't half bad.
The automatic scaling is the important thing, because it gives a chance for someone to build up a bit before running into these problems.

The greatest problem with the idea, other than the admitted potential of added complexity, is the addition of a new "fluid". I think this idea can be handled adequately with the new contaminants system.

And, of course, the init option would be necessary...

But all things considered, this is the best way this particular concept has been presented, and I'm for it.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: immibis on April 08, 2010, 01:20:39 am
The greatest problem with the idea, other than the admitted potential of added complexity, is the addition of a new "fluid". I think this idea can be handled adequately with the new contaminants system.
If it's just a contaminant, we can't pump it, use it to trigger pressure plates, etc. Think of the possibilities if it was - you could drown elves in pure sewage (although they're less useless in 0.31.01) instead of just drowning them in water contaminated with sewage!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Beanchubbs on April 08, 2010, 01:22:48 am
Has anybody ever considered the idea that dwarves where still-suits? Why do you think they only drink/eat once or twice a month?
It would be a sufficient explanation for me.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Andeerz on April 08, 2010, 02:14:28 am
Why is this thread not in suggestions like the other million that are like it?

Anyway, yeah, I'm pro-poop.  It would make the engineering of a sustainable fort all the more difficult and,therefore, in my opinion, more fun as well as more Fun.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 08, 2010, 03:00:29 am
The applauding and bowing should be the end of the show >:(
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on April 08, 2010, 07:10:46 am
I really don't understand two things:

Why people are against the suggestion. Knowing Toady, he will add an init option to remove it entirely anyway if you don't want it. Extra options are never bad if they can be bypassed by people who do not want to experience them. If it is the "We want Toady working on other stuff" argument well Toady works on whatever he works on, and we don't have much say in it.

Why, as others have pointed out, is this not in the suggestion section?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: sneakey pete on April 08, 2010, 07:42:27 am
Oh man, i've been giggling uncontrolably reading this thread. Then i remembered the documentry i saw last week about sewrage disposal around the world. The japanese are trying to turn the protien from refined sewrage into artifical meat (shitburger...). Took me another 5 minutes to calm down.

Now, seriously, the suggestion as outlined in the first post would be something i'd be quite happy to have. Changed my vote around on the enternal suggestion list thingo, but i'd really love it if this thread's first post was put in there instead of the current suggestion which isn't as fleshed out.

Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on April 15, 2010, 04:28:03 pm
historically, sewage wasnt much of a burden, you'd just dig a big hole and fill it up, and farmers would take it to spread on the fields
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: FreakyCheeseMan on April 15, 2010, 04:30:06 pm
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
I'm against vulgar annoying burdens.

I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.

Yes, someone would.
Me.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: DwarfMan69 on April 15, 2010, 04:48:04 pm
Well then Toady would need to add genital body parts... which I foresee ending poorly in wrestling.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Quantum Toast on April 15, 2010, 04:48:18 pm
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
I'm against vulgar annoying burdens.

I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.

Yes, someone would.
Me.
Failing that, it'd be something new to try pouring down There.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: smigenboger on April 15, 2010, 05:59:31 pm
If the game turned more open in the future, I'm sure it would be better for Mr. Adams to give us the layout for it, and have the community take care of this idea.


Worst case scenario, make it a by-product of the 'eat' command
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: lucusLoC on April 15, 2010, 06:01:34 pm
lets put it to a vote (http://www.bay12games.com/forum/index.php?topic=54494.0)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on April 15, 2010, 06:19:30 pm
Well then Toady would need to add genital body parts... which I foresee ending poorly in wrestling.
Adding the parts isn't hard. I already did in my own mods.

>.>

what? Stop staring at me.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: calrogman on April 15, 2010, 06:57:44 pm
The health system converted me from anti-poop to pro-poop.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: BigD145 on April 15, 2010, 07:19:32 pm
historically, sewage wasnt much of a burden, you'd just dig a big hole and fill it up, and farmers would take it to spread on the fields

I definitely want to see parasites implemented.

Urist McDoctor cancels surgery: Urist McShitsonthefarm has heartworm.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Zengrath on April 15, 2010, 08:28:02 pm
I know this topic probably has come up a million times. but i thought of this a lot playing DF actually (i know weird right?), why with all the complicatedness that DF is, with just about everything necessary to survive in real life also implemented in DF. Only thing missing is POOP!

I think it would be something that should be implemented at a later date, But should be a toggle. for all those that complain that they don't want to have to manage a sewer system or have another hassle in DF< i say screw them. i want it, more challenge the better, and if it's a toggle on/off switch i don't see the harm. This is a thing that should be in DF!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: dsi1 on April 15, 2010, 09:37:21 pm
I can't for the life of me understand why anyone is against this, if this is a simulator we need it, if it is a civ builder we need it, if it is a sandbox game, we have init options.

We have a health system now, and poop, or filth, is (should be) just one aspect of that system.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: dogstile on April 15, 2010, 09:42:13 pm
I'm pro poop, i'm also pro building a 15 z level shaft, with a goblin prison underneathe it.

"How're you Urist?"
"I just scored a direct hit on that big fat goblin down there, so i'm pretty good, think you can beat that?"
"Sure, i'll aim for the child!"
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: DFPongo on April 15, 2010, 10:28:54 pm
I can't for the life of me understand why anyone is against this, if this is a simulator we need it, if it is a civ builder we need it, if it is a sandbox game, we have init options.

We have a health system now, and poop, or filth, is (should be) just one aspect of that system.

It just seems like a dumb thing to waste dev effort on just to satisfy the suppressed anxieties of a few.
Every line of code that is added to a program is potential bugs that are added.  Of the infinite things that are not represented in the game as a sim, a civ builder or a sand box, why pick this thing to declare it is needed?
Its not needed, its like a punch line, why wasted dev effort on a punch line.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: PTTG?? on April 15, 2010, 10:42:08 pm
Now hold on, this has some interesting effects when it comes down to it, mainly the need for sewers, which are interesting places for adventurers and invaders to inhabit. The OP's suggestion is nice and clear here, and relatively clean.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 15, 2010, 11:13:00 pm
historically, sewage wasnt much of a burden, you'd just dig a big hole and fill it up, and farmers would take it to spread on the fields
bad! BAD!!!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MetalSlimeHunt on April 15, 2010, 11:32:33 pm
historically, sewage wasnt much of a burden, you'd just dig a big hole and fill it up, and farmers would take it to spread on the fields
bad! BAD!!!
Just because you don't like it doesn't mean you have to discriminate against the plants.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 15, 2010, 11:35:44 pm
historically, sewage wasnt much of a burden, you'd just dig a big hole and fill it up, and farmers would take it to spread on the fields
bad! BAD!!!
Just because you don't like it doesn't mean you have to discriminate against the plants.
He managed to revive this thread after it has been dead for a week.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MetalSlimeHunt on April 15, 2010, 11:36:47 pm
historically, sewage wasnt much of a burden, you'd just dig a big hole and fill it up, and farmers would take it to spread on the fields
bad! BAD!!!
Well, now you are only making it worse. And so am I. ;D
Just because you don't like it doesn't mean you have to discriminate against the plants.
He managed to revive this thread after it has been dead for a week.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: altereggo on April 16, 2010, 01:26:46 am
The automatic scaling is the important thing, because it gives a chance for someone to build up a bit before running into these problems.

Everyone goes in the bushes until the count shows up, turns his nose up at your disgusting rustic ways, and demands a proper toilet? Awesome!

As someone who manages and maintains his own septic system (yes I live in a rural area), I am intrigued by the possibilities this presents. Masterwork settling tanks, lay pewter infiltrator laterals... world-flooding bypass lever...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Odd!x on April 16, 2010, 02:14:29 am
Of what I've seen on the forum thus far, this thread has the best shit there is, In My Humble Opinion.

I like the cut of your jib, Nikov.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Thornet on April 16, 2010, 02:30:18 am
I am pro filth, as described in this thread. With the health system implemented this seems like a no brainer. Also, as one who has just got a hang of the dwarven basics, I approve of any suggestion that gives me more motivation to learn dwarf mechanics, and moving water around. Because as it stands, there's all of these pipes and pumps and all this other stuff, but I'm really having a hard time finding a real use for it. I can only think of decorative stuff like water falls, and I'm too lazy for that. More late game management instead of just waiting to die would be great.

A lot of people are worried that it would be too much to control, but it's as described it would only become a real problem in very large fortresses. I mean how hard is it to dig a hole, and cover it up later if you're lazy?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: mustyoshi on April 16, 2010, 08:34:57 am
After reading all nine pages of this... I have decided that I am ALL for this "filth" addon. But only if it IS disabled by default, I mean I love playing DF, but only to see how bad I can manage a fortress xD, I love watching something go horribly wrong, and this sewer system would greatly improve my gameplay experience.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Ilmoran on April 16, 2010, 09:59:15 am
The automatic scaling is the important thing, because it gives a chance for someone to build up a bit before running into these problems.

Everyone goes in the bushes until the count shows up, turns his nose up at your disgusting rustic ways, and demands a proper toilet? Awesome!

As someone who manages and maintains his own septic system (yes I live in a rural area), I am intrigued by the possibilities this presents. Masterwork settling tanks, lay pewter infiltrator laterals... world-flooding bypass lever...

Not to mention using your leach field for the farms!  (Seriously, seen similar in real life.  It wasn't a farm, but I've seen several leach fields that were covered in abundant healthy plant growth.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kruniac on April 16, 2010, 11:41:06 am
You know we still want to attract people to the game, right?

It's hard enough getting people to play with ASCII graphics, a learning curve that resembles a cliff, and an overwhelming amount of depth paired with a clunky interface, the last thing we need are things like this.

As an already experienced player though, I'm all for it! ;D

Are you serious? Not to be a smartass here, but that's way off base. The ONLY reason I was able to find and start playing DF is because of two things.

1: TVtropes' video game cruelty potential entry.

2: #1's eventually link to Boatmurdered.

Horror, violence, carnage, gore, and death. Starving babies, gouged eyes, water traps, flying limbs, puppies with lungs missing, etc.

Adding feces to the game adds more to the carnage and fun of it. Adding realistic wound systems (as of the last update) made the game that much more attractive. There is simply NO other game that can ever compare to DF in regards to these features.

Why not go all the way with it? Sex, feces, urine, an actual crime system (which isn't based on tantrums, but rather greed, squalor, and general human traits), mixing liquids, expanded insanity (including personality disorders), the list goes on.

This will attract more players, I promise. Billy-Bob WoW's headache over learning the game doesn't concern me. Designing a complex, realistic, and ultimately godlike fortress (and thus a godlike experience) is the entire idea. Fun, fun, fun.

Complexity is no reason to exclude something from the game. That's just my opinion.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Shrike on April 16, 2010, 01:41:14 pm
Don't forget how all dwarves envy the tanner for being able to pass fluids productively.

Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: ReverseWill on April 16, 2010, 02:03:54 pm
Actually, the ONE benefit to adding waste management would be to just hear "Urist McSickdwarf has died of dysentery."

Oh god, I'm having flashbacks to the original Oregon Trail.

"Urist McTrailmaster cancels Ford Green River: interrupted by carp."
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Thornet on April 16, 2010, 02:11:26 pm
Don't forget how all dwarves envy the tanner for being able to pass fluids productively.



Tanneries could actually be the disgusting horrible pits they are in real life!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on April 17, 2010, 03:38:24 pm
dwarf fortress needs more disgusting horrible pits

i'm waiting eagerly for the day i can give my haulers haystacks to sleep and whips to my taskmasters...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: nichaey on April 17, 2010, 04:07:31 pm
I think the filth system sounds very well thought out, and would add a lot of fun new things to do in fortress mode.
I hope toady incorporates this when he works on other liquids. ;P
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Djohaal on April 17, 2010, 07:13:41 pm
Of course sewage should be something essential in DF. If you bother to read a bit about sanitation history, the greatest problem on high density aglomerations historically was the management of sewage, leading to epidemics of waterborne diseases.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Tark on April 17, 2010, 07:42:40 pm
I want sewege, doesn't have to be specific or anything, and most of all I want the extra fun of having sewers from which various creatures of evil come forth and cause my dwarves problems, until I flush the entire sewer out with magma.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: immibis on April 18, 2010, 03:42:43 am
I want sewege, doesn't have to be specific or anything, and most of all I want the extra fun of having sewers from which various creatures of evil come forth and cause my dwarves problems, until I flush the entire sewer out with magma.
Indeed, but I'd make it so that a) sewage doesn't evaporate and b) water contaminated with sewage spawns creatures that can swim in sewage.
Also I agree it doesn't have to be specific, I'd be fine with dwarves spawning 1/7 tiles of "sewage" underneath a toilet, which would be placed like a well.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on April 18, 2010, 10:43:25 am
toilet is too modern, more  like a bucket that had to be emptied on a sewage dumping zone
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Eagleon on April 18, 2010, 11:17:52 am
Was moderately opposed to this before reading OP's post, but I can see the benefit. Now I'm moderately for it, just because I can't get the image of dumping invaders into moats of filth out of my head. But other things are more interesting to me, like adventure skills.

Speaking of that, what about adventurers? Do they just not poop? If we let them poop, we have to be able to do so 'behind the bush', so to speak, so that the adventurer doesn't get covered in it. After that it's a short hop-step to letting adventurers poop on anything. Or anywhere. What would some human king do if you defecated in his opulent Elk bone throne room? Or how would someone react if you went in the middle of combat?

It's actually pretty relevant to dwarf mode too - not tracking it for adventurers would have consequences for the making of fortresses through adventure mode when that goes in.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Owlbread on April 18, 2010, 01:11:58 pm
toilet is too modern, more  like a bucket that had to be emptied on a sewage dumping zone

Remember, in castles toilets did exist, although they would have consisted of a large hole leading into the sewage pit.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: tylor on April 18, 2010, 02:29:46 pm
Hmm, what are chances that dwarf will slip into the toilet hole?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Jude on April 18, 2010, 03:13:41 pm
All the reasons I can think of for having filth have been listed already, except this: when dwarves go insane from failing a mood, they have something else to fling.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: ElFuzzo on April 18, 2010, 04:50:16 pm
This would bring a whole new meaning to "dump zone".

I think this would make the game more realistic and potentially hilarious, but there are other features I'd like to see first. I agree with the suggestion to have it off by default, and as such I think it should be added later as an extra once everything else planned is in.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Cerion on April 18, 2010, 05:32:40 pm
Sewage could be an interesting addition to fortress design - it's more interesting than the dwarven economy for sure since there's more interaction with the environment




Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Foxbyte on April 18, 2010, 05:42:30 pm
historically, sewage wasnt much of a burden, you'd just dig a big hole and fill it up, and farmers would take it to spread on the fields

Is this why the farmer's default colour is brown?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Rorcayt on April 18, 2010, 07:41:21 pm
Sorry folks, I have to say that if my dwarf is happily munching on a raw goat lung with a side of thyroid gland, there's really nothing against some abstracted 'filth' dwarves produce in a 1/7 puddle in the channel under a toilet.

EDIT: Added my full suggestion up here.

Just so its clear, I'd like 'filth' as an evaporating flow that leaves behind trackable, disgusting grime on the tile. Outside, filth is washed away by rain and dwarves will try to 'use a shrub' if no options are possible. Once you start digging deep, problems arise.

Dwarves who do their smelly business randomly through the fort because you have no sanitation system get unhappy thoughts. Grime gets on their clothes and into wounds, causing infections. Dwarves have to clean themselves as well as the floors of grime, which causes more unhappy thoughts. The solution is to build a latrine, a 1x1 tile room consisting of a chair, hatch cover and bucket, using the hatch cover tile. It is built over open space just like a well, only dwarves can stand on it. You designate it into a room, assigning an owner if you wish or leaving it public. Using a latrine room when more than one dwarf is present in the room causes an unhappy thought; don't forget the door!

Example latrine off a tower; note the gem window and masterful pine door!
Spoiler (click to show/hide)

 When used, the 1/7 bit of filth falls down into whatever hole exists to either splatter at the base of a tower, off a cliff, into a stream, into a cistern, or into a flowing sewer tunnel. In any case, doing so causes a happy thought (a golden throne and platinum bucket causing even happier ones). The dwarf is filth and grime free and returns to his daily routine of vomiting and getting covered in antman ichor. If filth doesn't begin to pile up, it evaporates into grime which can be ignored. If it does pile up, however, it spreads to other tiles using magma physics; unpressured and slow. A busy fort might find itself filling smaller cisterns. A 4/7 tile of filth generates miasma, which can rise through the latrine or any other openings.

Dealing with the filth production of a large fort requires water or magma. Magma obviously burns filth into smoke and causes potentially hillarious results, since a stream of flammable liquid trails from the magma all the way to your dwarf's behind sitting on a latrine. Clever players can come up with a solution or ten to this possible source of fun; floodgates, for example. However water behaves with filth differently. When water comes in contact with filth, any amount of filth, it is turned into filthy water and the two liquids combine. Filthy water leaves behind grime rather than mud, making it unsuitable for farming and bathing, and contaminates wells and pools. Dwarves must cautiously direct the water off site, into rivers or caverns, and possibly have evaporated away in the boundless magma sea. However, filthy water does not generate miasma or burn. It does, however, create an inviting habitat for a variety of mutated crap. I mean carp. Also tentacled beasties and kobolds, naturally.

Some people are worried that huge sewer systems will be required for forts; they are not. They are only required for huge forts. Your founders will be quite content to use shrubs and the like during the early months and once a latrine can be set up in a corner with a decent cistern below, you really have nothing to worry about for several waves of migrants. Once enough migrants amass that your latrines begin to fill and generate miasma, either dump the latrines into rivers, flush them with pumped or bucketed water, or seal up the latrine and dig newer, bigger ones. Only when your sprawling megafortress begins generating a new tile of 7/7 filth every week do you need the sort of sewer system that so many players long to explore in adventurer mode or defend against ratmen invaders. Because there is a lot of build-up time before the major demand arrives, most people should be able to agree this is a way to add fun and challenge to the end game. Kings demanding private golden latrines and sewer monsters crawling out of the deep? Sieges forcing us to close off our sewer system and disease running rampant through the fort? Yes please.

And of course, filth could be disabled in the init raw, and by being handled as 'filth' rather than specifically urine and feces, we put a fig leaf on the matter for the squeamish.
Can I load my stone fall traps with filth?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Mason11987 on April 19, 2010, 07:29:26 am
Can we just DROP this one already... I don't want to have to freaking organize a SEWAGE SYSTEM along WITH a drainage and water system damn it.
Wouldn't be that hard to have a flowing channel of water running under every room's toilet and out onto some poor beastmen's camp.

It would be if you embark without flowing surface water and you decide to build entirely on the surface while all the underground pools are down about 100 z-levels. Then it becomes just a little annoying in the early game.

So if you specifically handicap yourself you'll have difficulty?

Surprise to me too.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: TigerPlushie on April 19, 2010, 09:01:45 am
A thought just crossed my mind.
Dwarves are not the only creatures creating filth....

Now imagine a fortress with a small meeting area and a few breeding pairs of elephants...

...OH THE HUMANITY
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: absynthe7 on April 19, 2010, 09:14:57 am
Really. This is a real thing. That people want. This is not a joke. Sewage. In DF.

Am I the only one who thinks this is the dumbest idea they've ever heard of in their entire lives?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: PTTG?? on April 19, 2010, 09:46:05 am
Relax. It'd have an init switch, so you could just turn it off.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: EvilCartyen on April 19, 2010, 09:48:19 am
Really. This is a real thing. That people want. This is not a joke. Sewage. In DF.

Am I the only one who thinks this is the dumbest idea they've ever heard of in their entire lives?

Evidently not. But there are also many people who think it's a great idea. However, I guess since you feel it's a bad idea we'll just have to capitulate and realise it will never happen.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McDepravity on April 19, 2010, 09:49:05 am
Am I the only one who thinks this is the dumbest idea they've ever heard of in their entire lives?
You should check how much your municipality spends on sewage then.
Obviously they do not consider it 'dumbest idea'.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Areyar on April 19, 2010, 10:00:34 am
Have you played DF lately (.31+)?
The hallways are already sewage filled, the only thing needed now is a reliable method for it to be washed away into a sewer.
(Not just dumped beside the community well.)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Pathos on April 28, 2010, 09:44:37 pm
This is a stupid, childish and ultimately vulgarly useless idea that will contribute nothing but meaningless numbers and impossible 3D fort design to the game.

And therefore, I wholeheartedly support it.

Only if it generates an invisible miasma when a dwarf drops one, though. And dwarves nearby, depending on what that dwarf had eaten, will get a varying amount of displeasure from it. Possibly have a personality trait of "depravity" that enjoys the smell.

That is all.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 28, 2010, 11:18:08 pm
This is a stupid, childish and ultimately vulgarly useless idea that will contribute nothing but meaningless numbers and impossible 3D fort design to the game.

And therefore, I wholeheartedly support it.

Only if it generates an invisible miasma when a dwarf drops one, though. And dwarves nearby, depending on what that dwarf had eaten, will get a varying amount of displeasure from it. Possibly have a personality trait of "depravity" that enjoys the smell.

That is all.
Duuude... Do NOT do this, you say it's a stupid idea only to revive the thread  >:(

Please. Please. Please just don't respond anymore.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bishop36 on April 28, 2010, 11:46:13 pm

Dwarves who do their smelly business randomly through the fort

You've sold me on this idea five times over.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: DarthCloakedDwarf on April 28, 2010, 11:53:31 pm
Relax. It'd have an init switch, so you could just turn it off.
It had better!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on April 29, 2010, 12:25:43 am
NO! nononononono! we're heading in the wrong direction...

Scruga has gone stark raving mad!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on April 29, 2010, 01:19:13 am
It's better to revive this thread than to create another. By the way, a different person revived the *feces vote*
 (http://www.bay12forums.com/smf/index.php?topic=54494.msg1177018;topicseen#new)
  As i said, i support realism. Dwarves should produce a unit of abstracted filth into a bucket built on their bedroom or communal bathroom, that emitted miasma and could be thrown into a pit. Animals would also produce droppings randomly, so it's a good idea to restrain or pit them. For early game you could designate a zone for physiological refuse where dwarves would take care of their business. Farmers, and tanners could use this filth in their work, and after it dries, filth could also be used as fuel for cooking of for fire pits\hearths, though possibly not smelting operations as these probably require better quality fuel.
  Sewers wouldn't be needed at all, or even be very pratical as you'd lose useful materials, but i know i would build a few in my late game fortresses 8)

  I would like to add that i'd prefer many things added before this happens, for example, modeling illumination, revamping industry in general to use tools and having workshops broken down into smaller more detailed components, etc. And also i think that having it as a switchable init option is the childish option. If it's done tastefully and in a serious manner, are you really that prude to be offended by something you actually have to deal every day irl?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Danjen on April 29, 2010, 02:00:55 am
This is a stupid, childish and ultimately vulgarly useless idea that will contribute nothing but meaningless numbers and impossible 3D fort design to the game.

And therefore, I wholeheartedly support it.
Duuude... Do NOT do this, you say it's a stupid idea only to revive the thread  >:(

Please. Please. Please just don't respond anymore.
Er, looks like he supports it.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kartik on April 29, 2010, 07:23:42 am
i think its a great idea. brings realism and its not that hard to dispose of
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Akjosch on April 29, 2010, 08:15:49 am
This is a stupid, childish and ultimately vulgarly useless idea that will contribute nothing but meaningless numbers and impossible 3D fort design to the game.

Well, I already design my forts with alternate levels; every second level is a spacious working and living area, between and below them a maze of excess water overflow channels, maintenance shafts, temporary water cisterns and other random excavation, with floor grates at nearly every intersection and just behind every entrance to bedrooms providing for mud and liquids to drop off down there instead of spreading through the fort (... in theory; in practice, the current version has pools of blood forming on floor grates instead of falling down, so that part of the design doesn't work :(). If bodily waste was added, it wouldn't really change much for me. I'd probably just add a "water flushing" switch somewhere in the fort to flood those maintenance shafts with water; though it might wreak havoc with some of the random pet/thieves/wildlife populations which tends to form there over time.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Mr Doctor on April 29, 2010, 11:26:01 am
I support this idea.
Only because I would hoard poop in a vast reservoir, then unleash it on incoming Elven ambushes in true Boatmurdered style.

The lands outside of my fortress will be covered in elephants covered in poop!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on April 29, 2010, 11:57:43 am
the *throw poop at elves hahaha* is not funny anymore, if it ever was
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Mr Doctor on April 29, 2010, 11:59:24 am
the *throw poop at elves hahaha* is not funny anymore, if it ever was

There's a difference between 'lol throwing' and 'UNLEASH THE FLOODWAVES URIST MCNONOSE'

But seriously now, sortof-infinite semi-liquid that would utterly destroy sieges by making the attackers get depressed and insane due to dwarven waste?
It's golden.
or, well, brownish gold.. forgive me, I am incredibly tired right now
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on April 29, 2010, 04:45:55 pm
no. there isnt.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Black on April 29, 2010, 05:00:12 pm
Oh no, someone made a joke I don't like on the internet. Call the police.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MrWiggles on April 29, 2010, 05:38:36 pm
I know Sting kinda of a compassionate guy, but I dont think he'll care.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on April 30, 2010, 05:37:39 am
Oh no, someone made a joke I don't like on the internet. Call the police.

more like someone made a joke that has been done 150 times on a thread with 170 posts! this is serious shit, people!!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bishop36 on April 30, 2010, 07:47:44 am
Planting deer poop would grow random plants. Like seeds with a big "?" on them! It could be a raw tag for plant-eating animals.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Pathos on April 30, 2010, 07:48:40 am
This is a stupid, childish and ultimately vulgarly useless idea that will contribute nothing but meaningless numbers and impossible 3D fort design to the game.

And therefore, I wholeheartedly support it.

Only if it generates an invisible miasma when a dwarf drops one, though. And dwarves nearby, depending on what that dwarf had eaten, will get a varying amount of displeasure from it. Possibly have a personality trait of "depravity" that enjoys the smell.

That is all.

Also, the invisible miasma should be flammable / explosive.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 03, 2010, 03:32:44 am
Also, the invisible miasma should be flammable / explosive.

No.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on May 03, 2010, 03:55:03 am
Oh no, someone made a joke I don't like on the internet. Call the police.

more like someone made a joke that has been done 150 times on a thread with 170 posts! this is serious shit, people!!
He said 'shit' *chuckle*
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: The butcher on May 03, 2010, 04:04:38 am
Yeah it is a burden but STILL it feels like the game needs it...But remember didn't toady say there will never be sewage?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 03, 2010, 05:29:06 am
Remember, didn't Toady say there will be sewage?

I present just as much supporting evidence as you. Watch this.

Remember, didn't Toady say there will be elf-dwarf love and marriage?

Remember, didn't Toady say there will be dwarven civilizations with shaved beards and temperance?

Remember, didn't Toady say there will be sewage added if he could find a way to make it fun?

Its amazing what lies you can spread using rhetorical tricks.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McDepravity on May 03, 2010, 06:33:06 am
Remember, didn't Toady say there will be sewage?
I present just as much supporting evidence as you. Watch this.
But he definitely said something about the subject, year or two ago. We should summon Footkerchief to find exact quote
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on May 03, 2010, 06:57:24 am
he said he didn't like the idea, but at a later date he mentioned he might consider a sensible implementation
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Deathworks on May 03, 2010, 06:59:15 am
Hi!

... and given the directions most people seem to take on this when being pro the idea, I don't think we will see him change his mind any time soon.

Deathworks
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on May 03, 2010, 08:02:03 am
i agree.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: BradB on May 03, 2010, 08:32:13 am
Spoiler (click to show/hide)

Rather than seeking this feature be put into the game, I suggest you all ask for the ability to be able to mod in complex features like this.
I really don't think we need it. There are plenty of other features that would satiate your demand for fun.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: dogstile on May 03, 2010, 10:29:58 am
I still don't understand how people can come up with an idea, sensibly, with ideas to support it, for a couple of people to go "WELL I DON'T LIKE IT SO NONE OF YOU CAN HAVE IT".

Init option, end of.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: nekoexmachina on May 03, 2010, 10:36:23 am
Quote
I still don't understand how people can come up with an idea, sensibly, with ideas to support it, for a couple of people to go "WELL I DON'T LIKE IT SO NONE OF YOU CAN HAVE IT".
It's not like that, it's like, if Toady will start implenting this feature, all the don't-like-guys will have to wait for some more fun and more interesting features. Also i double aski for the ability to mod in complex features like this thread.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 03, 2010, 11:47:31 am
I'm going to use the personal pronoun a lot, but don't take it personally. You know who I'm talking to. You, you hypersensitive emo crybaby.

Quote
I still don't understand how people can come up with an idea, sensibly, with ideas to support it, for a couple of people to go "WELL I DON'T LIKE IT SO NONE OF YOU CAN HAVE IT".
It's not like that, it's like, if Toady will start implenting this feature, all the don't-like-guys will have to wait for some more fun and more interesting features. Also i double aski for the ability to mod in complex features like this thread.
Features like?

The problem is this is a false dilemma. It is easy to say if we do X we can't do something better than X during that time, and produce an argument based on opportunity costs. However, there's absolutely no substance to that argument unless something better than X is possible at that time. So assuming Toady completes universally desirable goals in the coming months, like pathing optimization, dwarven AI improvements, framerate increases; then we get to the point where he says, "Okay, what neat new fun feature shall I put in for the next release?"

Lighting? Improved farming? Multiple liquid types? Improved diplomacy? Dwarven firefighting?

A lot of people want all of these things. Hopefully all of them will come into being. But 'filth' isn't a standalone suggestion. It requires multiple liquid types, mixing dynamics, and some new dwarven AI processes. So the question is no longer "Should Toady add filth instead of improving diplomacy", it becomes "Could I wait an extra couple weeks on the 'multiple liquid types' update for the sake of init-toggled filth?"

And when you consider the number of people who do want init-toggled filth, and the likely impossibility to simply make this a mod given that it adds new dwarven thoughts, I think you'll realize its selfish to deny a large group what they want so you can have the next item down the pipe a few weeks sooner.

So lets stop with this 'opportunity cost' argument. Debate actual improvements or reductions of the quality of the game based upon the suggestion made and not on irrational, imagined outcomes other players might make in their games. Especially since half of these childish toilet-humor antics the detractors are filling the discussion with aren't possible given the suggestion. You can't make barrels out of the filth I've suggested. You can't build walls out of the filth I've suggested. Drowning goblins in sewage is possible, as would drowning them in blood, ale, burning oil, vomit, antman ichor, pus, or tentacle demon goo (after all, if filth is tied to multiple liquids, quite a few liquids will be coming into play and few of these are even more profane than bowel movements).

So do you have any real complaints? Like "Dwarves already spend too much time not working" or "Given contaminant tracking, I don't think grime should be spread all over the fortress without some improvements to cleaning"? Because those are real concerns. Not "I don't find it fun" or "I feel its grotesque and immature".
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kavalion on May 03, 2010, 12:24:58 pm
Sewage would be great.  I tend to run out of luxuries to make for my dwarves.  It would be nice to have more things to add on to the fortress, rather than an even bigger dining room.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MetalSlimeHunt on May 03, 2010, 05:06:27 pm
Honestly, the level of resistance to this idea, in my opinion, means that sewage should be Liberaly religated to a mod.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 03, 2010, 07:02:47 pm
Honestly, the level of resistance to this idea, in my opinion, means that sewage should be Liberaly religated to a mod.

Well, the problem is that making a sewage mod is probably not possible. Consider, the suggestion I posted includes a new building, new dwarven biological values to track, new dwarven thought processes, new room designations, new dwarven task prioritizing, a new job, a new liquid, new liquid dynamics, and new sewer monsters. Now, Toady could probably whip all this stuff up since he has the source and the raw technical know-how, but the mod community doesn't have the source, and I have yet to see moddable thoughts, rooms, etc etc. Believe me, if I thought it were something that could be modded in I'd just make the mod myself and claim all the laurels and accolades so related. But while DF modders can tinker with the engine in this car, we can't make this gasoline car run on diesel. We need a new engine from the factory or some really powerful tools. And something tells me Toady won't release that sort of power to us, so we just have to ask nicely for the changes we want.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Odd!x on May 05, 2010, 10:34:48 pm
out of curiosity, is this thread intended to reach the mind of Toady so that he considers adding sewage, or simply to discuss the possibility with the community?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Krath on May 05, 2010, 10:48:45 pm
I wouldn't mind sewage if you could toggle it in the init file. Mandatory cleaning up of pooing dwarves? Not thanks.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McDepravity on May 06, 2010, 03:37:18 am
I wouldn't mind sewage if you could toggle it in the init file. Mandatory cleaning up of pooing dwarves? Not thanks.
Which would still leave you with mandatory cleaning up of blood, mandatory cleaning up of vomit, mandatory cleaning up of mud, mandatory cleaning up of FB's extracts...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: joshdw4 on May 06, 2010, 05:21:59 am
Isn't poop already in the game? My refuse pile is full of little number 2's.



Bum-dum-ching
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Chthonic on May 06, 2010, 09:40:05 am
out of curiosity, is this thread intended to reach the mind of Toady so that he considers adding sewage, or simply to discuss the possibility with the community?

He will hear our pleas.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: ThtblovesDF on May 06, 2010, 09:59:42 am
Why waste todays time on waste production, if we could have far more awesome things in... sigh
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on May 06, 2010, 10:37:42 am
Why waste todays time on waste production, if we could have far more awesome things in... sigh
I agree, we should waste tomorrows time!

(sorreh =3)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Odd!x on May 06, 2010, 12:26:49 pm
Isn't poop already in the game? My refuse pile is full of little number 2's.



Bum-dum-ching

oh god I lol'd xD
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Krath on May 06, 2010, 12:38:26 pm
Which would still leave you with mandatory cleaning up of blood, mandatory cleaning up of vomit, mandatory cleaning up of mud, mandatory cleaning up of FB's extracts...

I have standards. Cleaning up the blood and vomit of that useless idiot noble or even after a battle? Fine. Cleaning up leftover mud in my farm? Cool with that too.

But poo? Man, that's just nasty.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Odd!x on May 06, 2010, 01:21:53 pm
Your values are unusual.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: herrbdog on May 06, 2010, 03:35:18 pm
Stronghold 2: Gong pits.

If you don't clean up the shit in your castles in SH2, your people get sick. It's much simplified, but its maintenance is essential to civilization, ergo I support dwarven poop.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: BradB on May 07, 2010, 08:47:10 am
In stronghold nobody actually squats in a bush and lays down a log. It just magically appears in piles so it might as well be a pile of cinnamon for all anybody knows.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on May 07, 2010, 08:56:42 am
you want things in df to be as simplified and abstracted as it is in stronghold? not that it would make it a bad game, it just wouldnt be dwarf fortress

and i'm aware that stronghold isnt that simplified, but we all agree that it doesnt have the complexity and accuracy of DF

actually, in the sims it wasnt much abstracted, you could see the little buggers sitting on the toilet. it was even a bigger issue that it would be in df, because in df it would never be graphically represented this way
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: BradB on May 07, 2010, 09:41:47 am
It was abstracted and avoided in the Sims. Also- I don't believe it is the graphic representation that matters. It is the concept itself.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Dunc on May 07, 2010, 05:57:32 pm
I would love this so much, it really suits my playing style.

I already sort my forts into rich areas and poor slums, and having poo everywhere would really add to the slum effect. I already maintain an underground (my forts are all aboveground cities) pipeline of water that goes through my cities and in some rich houses I put an individual well. This would make even more use for that (of course I wouldn't want to have the two systems connected..)

I'd love to have all my city's sewage drain into the underground goblin POW dungeon.

The lazy dorfs will start looking like they are on dirty protest
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McCheeseMaker on May 24, 2010, 06:17:03 am
voted for this. you people have no idea how much i want this. making indestructible forts is way too easy, it could use some complication.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Lordinquisitor on May 24, 2010, 07:56:05 am
We all want to build a sewage system, by combining the underground with some self digged tunnels. Then we want to flush down feces, nobles, prisoners and alligators to live and die in misery and feces. We want it, you know it, even the no sayers want it.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Beeskee on May 24, 2010, 10:04:49 am
I've already started saving level -1 for water lines and level -2 for sewage lines. Right now sewage is just waste water for systems that don't recirculate or consume it.  BUT I COULD UPGRADE IT HINT HINT :D

Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Duuvian on May 24, 2010, 01:50:27 pm
Various methods of dwarf poop disposal will be sweet. I'm hoping it goes in after or during whatever update puts in illnesses. I can't wait to have one very sick dwarf to name Crusty as he lays in his hospital bed. His name would be Crusty because I wouldn't make him a bedpan.

I wonder if you could use poop as an Artifact material. I wonder what the artifact's value would be.

Poop could also be used as a fertilizer. Even more enjoyable would be it's use as a weapon or defense system.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bunny on May 24, 2010, 02:51:02 pm
I heartily endorse this suggestion, more specifically this version of it.  Personally I can see zoning a latrine being easiest, but I have to admit that adding a floor of specially crafted sewage systems below the living quarters would be SO COOL.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Greep on May 24, 2010, 03:57:44 pm
I'd really hate for dwarf fortress to have sewage.  The main reason is reputation.  Dwarf fortress is currently known as "the game with insane dwarves and magma."  That's awesome.  I don't want people to say, about dwarf fortress "Yeah it's that game with shit demons."
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Rotten on May 24, 2010, 04:10:19 pm
I wonder if you could use poop as an Artifact material. I wonder what the artifact's value would be.
ALL FEAR MY SWORD OF DISEASE

From what the OP said, poo would not be a material, just a water containment. That means no throwing poop from catapults, no building walls of sewage, no masterwork shit thrones. Just an abstracted 'filth' tile that moves from your latrine to your sewage disposal unit. I repeat my earlier argument:

The people who don't want this are fine with tearing elves limb from limb, locking nobles in their rooms to starve or drown, painfully melting the fat off dwarves with magma to make them fireproof and tearing goblins guts out and dumping them in a public garbage pit but a little brown tilde that denotes waste water is just to much? You have really screwed up priorities. You're literally saying an ASCII representation of 4chan gore pictures is better than an ASCII representation of a piece of poop.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 24, 2010, 04:14:15 pm
I guess they're just being anal-retentive.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 24, 2010, 04:15:10 pm
I already count three layers to that joke, one of which I hadn't considered. Can anyone come up with four?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bunny on May 24, 2010, 04:33:10 pm
Quote
I'd really hate for dwarf fortress to have sewage.  The main reason is reputation.  Dwarf fortress is currently known as "the game with insane dwarves and magma."  That's awesome.  I don't want people to say, about dwarf fortress "Yeah it's that game with shit demons."

not to sound trite, but known by whom?  The only people I know who have so much as heard of DF are fellow DFers and the few people I've told about it, who think of DF as "that weird game Bunny is always confusing us about".  Everyone else thinks "what?".
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: sonerohi on May 24, 2010, 07:23:22 pm
The insane dwarves isn't even a mechanic of the game. It is a community play style and perception that gets shoved around as a meme, like all the elf hating and "APPLY MAGMA HUR HUR HUR". Dwarf Fortress, according to Toady, is a complete fantasy world generator.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: truckman1 on May 25, 2010, 12:14:35 am
I'd really hate for dwarf fortress to have sewage.  The main reason is reputation.  Dwarf fortress is currently known as "the game with insane dwarves and magma."  That's awesome.  I don't want people to say, about dwarf fortress "Yeah it's that game with shit demons."



Yeah, that interesting indie-game with the babies used as body armor by their mothers, and a game mode devoted entirely to gouging out the eyes of children, but god help me if they ever put shit in it.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: PhoenicIan on May 25, 2010, 02:32:24 am
I don't want fecal matter/sewage in DF because I (no pun intended) have enough shit to handle already without handling, well, dwarves pooping.

Let's get bug fixes handled first so I can play 31.0x reliably (I'm still on 40d) before we worry about adding more stuff that, to me, basically seems "cosmetic".
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Duuvian on May 25, 2010, 02:42:15 am
Wow, this is getting nasty. Haha.

I don't want fecal matter/sewage in DF because I (no pun intended) have enough shit to handle already without handling, well, dwarves pooping.

Let's get bug fixes handled first so I can play 31.0x reliably (I'm still on 40d) before we worry about adding more stuff that, to me, basically seems "cosmetic".

I agree, but one of the advantages of forums is that they are sort of like a book and can be looked over for ideas people have already thought of when the time is right to implement them. Why ask people to stop discussing an idea when it's not hurting anything but the last thread on the first page? So far we've had a bunch of interesting ideas about dwarf fortress poop pop up. While some things might make Toady cringe when he thinks of what he is giving to us weirdos, I think as much openness as possible, stuff like poop,is what has helped this game's popularity and as such we should continue to pursue amusing avenues of thought that lead to however DF poop is implemented.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Ketsa on May 25, 2010, 06:31:36 am
no. bad idea. next.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 25, 2010, 10:20:26 am
no. bad idea. next.

stunning. rhetorical argument. convinces.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Beeskee on May 25, 2010, 10:40:17 am
I already count three layers to that joke, one of which I hadn't considered. Can anyone come up with four?

Don't force it, that's not healthy.


:D
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 25, 2010, 01:21:37 pm
I already count three layers to that joke, one of which I hadn't considered. Can anyone come up with four?

Don't force it, that's not healthy.


:D

Ooooh-hohoho. Brofist for that one.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on May 25, 2010, 01:26:07 pm
voted for this. you people have no idea how much i want this. making indestructible forts is way too easy, it could use some complication.
YOU RESURRECTED THE THREAD MAKING IT COME IN MY UNREAD THREADS. YOU MADE MEH UNHAPPEH >:(
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Morrigi on May 25, 2010, 02:23:51 pm
OH NOSES POOR YOU!!!11111







More seriously, I think the ideas described in the OP are the best I've seen on the subject, and would make the game more fun and challenging in a relatively tastful way. Of course, there should be an init option to satisfy the whiners.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on May 25, 2010, 02:33:20 pm
Of course, there should be an init option to satisfy the whiners.
Has already been said. People don't want Toady to work on something they aren't going to use.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Morrigi on May 25, 2010, 02:38:25 pm
... I said "of course" because I'm aware that it's BLATANTLY OBVIOUS that people have said it before, and I agree with them. Also, I'm sure that if sewage did get put in there would be people who might realize it isn't the end of the world and really not so bad after all.



EDIT: grammars
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 25, 2010, 10:35:56 pm
Of course, there should be an init option to satisfy the whiners.
Has already been said. People don't want Toady to work on something they aren't going to use.

Like the economy, temperatures, weather and invaders.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Zalminen on May 26, 2010, 02:14:04 am
Not a good comparison though.

Pretty much everyone would use temperature and weather if they weren't so CPU intensive.

Most people use invaders except in specific cases (trying to learn the game, doing science/megaprojects etc).

Most people turn off economy because it's currently too lacking.

These are pretty different from sewage which many don't want in the game at all.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Tenth Speed Writer on May 26, 2010, 02:31:25 am
The thought of putting latrines directly over nobles' rooms makes me giggle.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Overspeculated on May 26, 2010, 04:09:43 am
People don't want Toady to
And there us where this topic fails. This is not a democracy, Toady One doesn't care how the min-maximizers or anybody thinks his game should look like; he will make the game how he wants to make it. It is his game after all, not yours.

And this is good, I've seen people like you, who presume to dictate to the actual game developers how the game should be like, erroneously thinking they represent the majority of the players, ruin plenty of great games. Take Kindgdomofloathing for example, the goddamn min-maximisers have transformed the game from a fun, witty and humorous browser game into an acquisition and grind game similar to world of warcraft.

These endless discussions are absolutely pointless and futile, especially if you realise that Toady One hasn't even posted in this topic you are all so fervently arguing in.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: PTTG?? on May 26, 2010, 10:12:05 am
Man, this thread is worse than the one for the umbrella suggestion...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on May 26, 2010, 02:10:51 pm
People don't want Toady to
And there us where this topic fails. This is not a democracy, Toady One doesn't care how the min-maximizers or anybody thinks his game should look like; he will make the game how he wants to make it. It is his game after all, not yours.

And this is good, I've seen people like you, who presume to dictate to the actual game developers how the game should be like, erroneously thinking they represent the majority of the players, ruin plenty of great games. Take Kindgdomofloathing for example, the goddamn min-maximisers have transformed the game from a fun, witty and humorous browser game into an acquisition and grind game similar to world of warcraft.

These endless discussions are absolutely pointless and futile, especially if you realise that Toady One hasn't even posted in this topic you are all so fervently arguing in.
I'm trying to get this thread to die because I wholeheartedly agree with you. He does what he want so having this discussion is useless in the first place. At least put it in the suggestions page :/
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McDepravity on May 26, 2010, 07:49:25 pm
These endless discussions are absolutely pointless and futile, especially if you realise that Toady One hasn't even posted in this topic you are all so fervently arguing in.
"Hasn't posted" is not equal to "didn't read".
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Exiledhero99 on May 26, 2010, 09:02:09 pm
why was this necro'd?(or atleast semi. I haven't seen this thread for awhile now...thought it died)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: I am Leo on May 27, 2010, 06:56:31 am
The system you've come up with looks pretty sound.
I wouldn't mind having this in the game, but then it's not particularly necessary. You could play with it, but a small room, a bucket and a quick zoning tweak, job done, get on with the megaconstructions.
It doesn't seem to make the game any better or any worse, it just gives you more to do.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Doppel on May 27, 2010, 11:56:08 am
Shitting is just one of the basic necessities of life, without it DF won't ever be complete.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: LegitMacgyver on May 27, 2010, 12:14:03 pm
People don't want Toady to
And there us where this topic fails. This is not a democracy, Toady One doesn't care how the min-maximizers or anybody thinks his game should look like; he will make the game how he wants to make it. It is his game after all, not yours.

And this is good, I've seen people like you, who presume to dictate to the actual game developers how the game should be like, erroneously thinking they represent the majority of the players, ruin plenty of great games. Take Kindgdomofloathing for example, the goddamn min-maximisers have transformed the game from a fun, witty and humorous browser game into an acquisition and grind game similar to world of warcraft.

These endless discussions are absolutely pointless and futile, especially if you realise that Toady One hasn't even posted in this topic you are all so fervently arguing in.

I am in complete support of adding this to the game (I voted for it in the eternal suggestions), however I am pretty sure that in one of the dwarf talks Today said he has little interest in adding this to the game.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bunny on May 27, 2010, 12:50:42 pm
I realise that Toady currently is not interested in adding this.  However one of the things I like so much about him is that he does listen to people.  Why else bother having an eternal suggestions vote system if he is just going to do what he wants to do anyway?  Toady is a reasonable enough developer that, if enough people want something and if they can provide a convincing argument and a practical manner of implementing something, he may consider it.

Of course it is his game and his decision to put in what he wants, but if it is like that as MUCH as you seem to think so, why bother with suggestions at all?  And if you really don't want this in the game, why not just say that and leave it be?  Those of us who WOULD like to see this implemented are happy enough having a productive and amicable discussion into the ways in which it could be implemented.  If it never happens, what have we lost except a bit of time chattering in the forums?

Man, those of you who don't want poop are getting to seem really ANGRY about this.  I don't get it.  Our opinion differs to yours. 

We've been able to post a whole host of reasonable justifications for discussing and wanting poop.  So far the only reasonable argument I've seen against it has been regarding the extra effort in adding sewage systems to a fortress.  Everyone else just keeps saying variations of "ew gross" which... well, in the last version all of my dorfs were naked, covered in several layers of vomit, blood and mud, none of them washed or bathed, my female dorfs regularly used their infants as shields, I would throw captured prisoners into a lava pit to burn to death and had an entire economy based on butchering kittens.  Oh, and since all of my dorfs ended up with cave adaption but my trade depot was outside, every trade would result in a thick path of vomit trailing from fortress to depot.  I can only imagine the state the goods ended up in by the time we traded them off.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 27, 2010, 01:21:00 pm
Quote
Bunny's eloquent post.

Eloquently put.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bunny on May 28, 2010, 12:28:30 pm
Returning to our discussion then, I'd favour the option to make a zone for dwarfy ablutions.  That allows the option to set a small zone outside away from the fortress for early on, and allows for more complex channels over running water drainage systems, toilets over pits, toilets over lava, toilets ovewr noble chambers...

I know it kind of prevents the option for crafting awesome adamantine chamber pots menacing with spikes of elf bone and adorned with hanging rings of cat leather, but I can see it as the easiest way to work waste in without causing too much game disruption.

Thoughts?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Morrigi on May 28, 2010, 06:31:46 pm
Yes. Anyway, there are better things to do with things made of adamantine than shitting in them :P
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: immibis on May 28, 2010, 07:24:17 pm
Returning to our discussion then, I'd favour the option to make a zone for dwarfy ablutions.  That allows the option to set a small zone outside away from the fortress for early on, and allows for more complex channels over running water drainage systems, toilets over pits, toilets over lava, toilets ovewr noble chambers...

I know it kind of prevents the option for crafting awesome adamantine chamber pots menacing with spikes of elf bone and adorned with hanging rings of cat leather, but I can see it as the easiest way to work waste in without causing too much game disruption.

Thoughts?
Agreed. But you should also be able to build and place toilets over these zones to give dwarves a happy thought from using them.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: alfie275 on May 28, 2010, 07:43:33 pm
Just gonna put it out there, one of the power goals involves the player going into a sewer.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: rickvoid on May 28, 2010, 07:51:40 pm
I support adding poo to the game, on the grounds of historical precident, effects on the new health care system, and late game issues resulting from a 200 dwarf fortress producing 200/7 poo every so often.

I particularly support this version of poo, is it seems workable, has the possiblity of causing infections by contaminating water sources, and could give us this:

Powergoal: An Elven siege descends upon you after years of fruitful trading with them. They claim the waste you flush into the river has caused an epidemic that has nearly wiped out their people. Grimly, you pull the lever that simultaneously seals the fort and opens the retracting bridges built 50 z-levels up, where you have been pumping what waste you haven't been using to subtly murder the Elves. Many horrified Elves drown as an amount of filth nine embark tiles square, and ten z-levels deep, falls on their heads. Sadly, you failed to notice a misplaced channel, and your fort slowly floods. By the time you notice, it is too late.

Your fortress has crumbled away to ruin.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: immibis on May 28, 2010, 07:56:32 pm
Powergoal: An Elven siege descends upon you after years of fruitful trading with them. They claim the waste you flush into the river has caused an epidemic that has nearly wiped out their people.
Awesome.
Grimly, you pull the lever that simultaneously seals the fort and opens the retracting bridges built 50 z-levels up, where you have been pumping what waste you haven't been using to subtly murder the Elves. Many shocked Elves drown as and amouint of filth nine embark tiles square and 10 deep falls on their heads. Sadly, you failed to notice a misplaced channel, and you fort slowly floods. By the time you notice it is too late.
Your fortress has crumbled away to ruin.
Rather uncreative and boring. But the first part was awesome.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: rickvoid on May 28, 2010, 08:14:33 pm
We've heard from the first judge, let's hear what the others have to say!

Edit: Gonna fix those typos, cause DAMN.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Doppel on May 28, 2010, 08:28:36 pm
We'll let awesome stuff with poo happen when poo comes. For the moment lets just focus on why poo can be considered to be a valid inclusion.
I can think of fertilization for farming, a waste management issue dwarves (like any other remotely civilized civilization needs to deal with), healthcare/infections/diseases/validating soap, and it can be a reason for dwarves to be (un)happy. (personal toilet vs public toilet vs no toilet etc,...)









That said, the game has freaking vomit for gods sake, you naysayers make me sick.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: rickvoid on May 28, 2010, 08:54:57 pm
Fertilzer for farms.

Unless you're going to have plants grown in sewage cause syndromes, or require the sewage be treated first, no. That shit is why we have to check and make sure our veggies and fruits aren't from Mexico, because they grow it with human waste. Bad bad bad.

I support it's use as a potential fuel source, however, provided it releases a toxic gas when burned.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Noble Digger on May 28, 2010, 10:55:05 pm
My vote: move along. DF doesn't need this. I hope you don't get what you want, so that I never have to futz with modding it out (or worse, I can't).
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: culwin on May 28, 2010, 11:01:25 pm
I can't wait for "mucus" to be implemented!
A dwarf with "allergies" could create an abundance of mucus when exposed to certain types of plants, foods, or animals!
I could make a mucus moat!  YAY!
It will be awesome.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bunny on May 29, 2010, 04:45:23 am
Yeah, in practice the wholefertiliser thing not so good...

but it could add a layer of realism to tannery work... and primitive civs could use wattle and daub to make their above ground huts...

Quote
My vote: move along. DF doesn't need this. I hope you don't get what you want, so that I never have to futz with modding it out (or worse, I can't).

I appreciate your opinion.  What, specifically, are your objections to this?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: madrain on May 29, 2010, 05:09:14 am
I want sewage simply so I can have open holes 4 z levels above the prisoners' holding cells.  Take that, goblins!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bunny on May 29, 2010, 06:17:59 am
Quote
I can't wait for "mucus" to be implemented!
A dwarf with "allergies" could create an abundance of mucus when exposed to certain types of plants, foods, or animals!
I could make a mucus moat!  YAY!
It will be awesome.

That would add more depth to the sickness things we now have... and give gamers another level on which to check for sickness.  Certainly I would prefer my dorfs all get snotty than find the fat boiling from their feet and causing them to bleed out...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on May 29, 2010, 07:23:53 am
Quote
I can't wait for "mucus" to be implemented!
A dwarf with "allergies" could create an abundance of mucus when exposed to certain types of plants, foods, or animals!
I could make a mucus moat!  YAY!
It will be awesome.

That would add more depth to the sickness things we now have... and give gamers another level on which to check for sickness.  Certainly I would prefer my dorfs all get snotty than find the fat boiling from their feet and causing them to bleed out...

In his house at stone R’lyeh, Great Cthulhu lies sleeping

amirite?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 29, 2010, 09:14:56 am
Edited the OPost with much love to Footkerchief for gathering up quite a few quotes from Toady which, at least in my opinion, indicate he is leaning more towards adding filth as the project develops than he is moving away from it.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Morrigi on May 29, 2010, 03:48:46 pm
.
 That shit is why we have to check and make sure our veggies and fruits aren't from Mexico, because they grow it with human waste. Bad bad bad.

I'm in the middle of nowhere in Mexico at the moment, and no, they don't.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on May 29, 2010, 05:07:55 pm
.
 That shit is why we have to check and make sure our veggies and fruits aren't from Mexico, because they grow it with human waste. Bad bad bad.

I'm in the middle of nowhere in Mexico at the moment, and no, they don't.
But yay for spreading unsubstantiated rumors!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bunny on May 29, 2010, 05:35:02 pm
Out of curiosity, and ignorance, why specifially is human waste supposed to be so terrible for growing veggies in?  I mean, my veggies grow in a mixture of rotted vegetable matter and dirt, my MIL swears by diluted chicken shit and I know plenty of people who barter with livestock owners for faeces from all kinds of animals for farming.  Others just buy their manure ready packed.  My great grandad always used blood fish and bone, with rotted vegetable matter mixed into the soil.

What is it in human waste that isn't in cow, horse, pig, chicken and sheep waste?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on May 29, 2010, 06:21:15 pm
actually, human waste is used in many places where traditional agriculture is practiced, including my grandfather's backyard. it smells foul when he does it, but there's nothing wrong with the vegies that grow there.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Bunny on May 29, 2010, 06:43:42 pm
Interesting to know, thanks!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on May 29, 2010, 07:42:35 pm
I thought it had something to do with our diet being so rich in salt, preservatives, chemicals, etc
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Rotten on May 29, 2010, 08:25:16 pm
My vote: move along. DF doesn't need this. I hope you don't get what you want, so that I never have to futz with modding it out (or worse, I can't).
I am blown away by your amazing logic.
"Oh hey, don't add because I can't edit init.txt, bye"
The general consensus, which you should have read the thread to find, is add it, and add an init option for the people who find basic bodily functions repulsive.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Chthonic on May 29, 2010, 09:40:37 pm
What is it in human waste that isn't in cow, horse, pig, chicken and sheep waste?

Mostly, the problem is human pathogens.  That's why in places where human waste is commonly used as fertilizer (southeast Asia) vegetables are almost always cooked prior to consumption.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Josephus on May 29, 2010, 09:58:12 pm
.
 That shit is why we have to check and make sure our veggies and fruits aren't from Mexico, because they grow it with human waste. Bad bad bad.

I'm in the middle of nowhere in Mexico at the moment, and no, they don't.
But yay for spreading unsubstantiated rumors!

Some years ago there was a rumor that a leprous janitor at the Corona beer plants in Mexico was pissing into the vats.

Keep the tradition alive!

(Budweiser was responsible for the rumor. Those fuckers.)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 29, 2010, 10:18:04 pm
Out of curiosity, and ignorance, why specifially is human waste supposed to be so terrible for growing veggies in?  I mean, my veggies grow in a mixture of rotted vegetable matter and dirt, my MIL swears by diluted chicken shit and I know plenty of people who barter with livestock owners for faeces from all kinds of animals for farming.  Others just buy their manure ready packed.  My great grandad always used blood fish and bone, with rotted vegetable matter mixed into the soil.

What is it in human waste that isn't in cow, horse, pig, chicken and sheep waste?

Polio, just to mention one.

.
 That shit is why we have to check and make sure our veggies and fruits aren't from Mexico, because they grow it with human waste. Bad bad bad.

I'm in the middle of nowhere in Mexico at the moment, and no, they don't.
But yay for spreading unsubstantiated rumors!

Some years ago there was a rumor that a leprous janitor at the Corona beer plants in Mexico was pissing into the vats.

Keep the tradition alive!

(Budweiser was responsible for the rumor. Those fuckers.)

I'm not so sure it doesn't happen often enough here in the US. Remember how organic spinach somehow got infested with E. Coli? A bacterium usually in the intestinal tracts of cows?

Yeeeeeeah. Think about that.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: culwin on May 29, 2010, 11:37:05 pm
.
 That shit is why we have to check and make sure our veggies and fruits aren't from Mexico, because they grow it with human waste. Bad bad bad.

I'm in the middle of nowhere in Mexico at the moment, and no, they don't.
But yay for spreading unsubstantiated rumors!

Some years ago there was a rumor that a leprous janitor at the Corona beer plants in Mexico was pissing into the vats.

Keep the tradition alive!

(Budweiser was responsible for the rumor. Those fuckers.)

Oh, you mean they were pouring Bud Light into the Coors bottles.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on May 30, 2010, 03:17:39 pm
.
 That shit is why we have to check and make sure our veggies and fruits aren't from Mexico, because they grow it with human waste. Bad bad bad.

I'm in the middle of nowhere in Mexico at the moment, and no, they don't.
But yay for spreading unsubstantiated rumors!


Some years ago there was a rumor that a leprous janitor at the Corona beer plants in Mexico was pissing into the vats.

Keep the tradition alive!

(Budweiser was responsible for the rumor. Those fuckers.)

Oh, you mean they were pouring Bud Light into the Coors bottles.

Zing!

Fixed that for ya.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on May 31, 2010, 09:24:01 pm
Bump for poll. I find this one a lot better worded than the alternative. I had some help from Frank Luntz on the exact phrasing.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Deathworks on May 31, 2010, 09:47:47 pm
Hi!

Since quite a few members, including myself, have voiced concern about the maturity of the forum members who want to have "poo" or "poop" as they prefer to call feces and are therefore reluctant to support it wholeheartedly, the new poll options just confirm our fears that we are dealing with people who are only interested in "putting turds on a stick" and brag about that "great idea". In other words, I don't think that poll is funny or helpful for your cause, but rather helps discredit it.

Deathworks
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Josephus on May 31, 2010, 09:56:24 pm
Hi!

Since quite a few members, including myself, have voiced concern about the maturity of the forum members who want to have "poo" or "poop" as they prefer to call feces and are therefore reluctant to support it wholeheartedly, the new poll options just confirm our fears that we are dealing with people who are only interested in "putting turds on a stick" and brag about that "great idea". In other words, I don't think that poll is funny or helpful for your cause, but rather helps discredit it.

Deathworks

Ironically, that's probably the most important component of your average punji trap.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on May 31, 2010, 10:00:38 pm
I'd like to vote "This poll is stupid, I am pro-sewage" but its not an option.

Also the poll is stupid, not funny.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MetalSlimeHunt on May 31, 2010, 10:06:05 pm
Now all you have to do is make anyone who voted for the bottom two vanish, and you will have become Comrad Stalin.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Duuvian on May 31, 2010, 10:54:19 pm
Poll is a joke I think. It's still yea or nay. The yeas add up to the same amount as if it had been 1 yea. It's just worded differently. He should have put in, pro-poop but do other things first.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Eagle_eye on May 31, 2010, 11:22:39 pm
Now all you have to do is make anyone who voted for the bottom two vanish, and you will have become Comrad Stalin.

actually, I'd say hitler jr. Stalin only had the people with influence who opposed him killed.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Duuvian on June 01, 2010, 12:32:22 am
In a forum poll, everyone has equal influence unless they descend to cheating over a forum poll. I guess you're both sort of right.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: EyeOfNundinate on June 01, 2010, 01:42:28 am
I chose the middle one, there are pro, and anti-filth, so I'd let them do what they want, if there is an init option for filth just change yes to no.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: immibis on June 01, 2010, 02:35:32 am
I chose the top one because even though I'm pro-sewage, it makes no difference what I pick if the poll is rigged.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Greep on June 01, 2010, 03:00:36 am
Now all you have to do is make anyone who voted for the bottom two vanish, and you will have become Comrad Stalin.

actually, I'd say hitler jr. Stalin only had the people with influence who opposed him killed.

It had to happen.  Hitler brought up in a discussion about poop.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Doppel on June 01, 2010, 03:08:42 am
Hi!

Since quite a few members, including myself, have voiced concern about the maturity of the forum members who want to have "poo" or "poop" as they prefer to call feces and are therefore reluctant to support it wholeheartedly, the new poll options just confirm our fears that we are dealing with people who are only interested in "putting turds on a stick" and brag about that "great idea". In other words, I don't think that poll is funny or helpful for your cause, but rather helps discredit it.

Deathworks

One of the poll options is "what kind of rigged poll is this?" I mean, seriously, do you think whoever made the poll cares about its credibility then? And it is funny, certainly when people think this is a democracy. If the countless arguments pro-sewage didn't convince you, then you'll never be convinced, nor will any poll outcome change your mind. Then again, its Toady that needs to be convinced not you anyways, and if he says nay then it'll be nay no matter what.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 01, 2010, 03:19:59 am
Hi!

Since quite a few members, including myself, have voiced concern about the maturity of the forum members who want to have "poo" or "poop" as they prefer to call feces and are therefore reluctant to support it wholeheartedly, the new poll options just confirm our fears that we are dealing with people who are only interested in "putting turds on a stick" and brag about that "great idea". In other words, I don't think that poll is funny or helpful for your cause, but rather helps discredit it.

Deathworks

One of the poll options is "what kind of rigged poll is this?" I mean, seriously, do you think whoever made the poll cares about its credibility then? And it is funny, certainly when people think this is a democracy. If the countless arguments pro-sewage didn't convince you, then you'll never be convinced, nor will any poll outcome change your mind. Then again, its Toady that needs to be convinced not you anyways, and if he says nay then it'll be nay no matter what.
Quote
What kind of rigged poll is this? MSNBC has fairer. Also, I am pro-filth.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Doppel on June 01, 2010, 03:28:49 am
Whats your point?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 01, 2010, 03:57:39 am
Nevermind.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: labouts on June 01, 2010, 06:50:21 am
Now all you have to do is make anyone who voted for the bottom two vanish, and you will have become Comrad Stalin.

actually, I'd say hitler jr. Stalin only had the people with influence who opposed him killed.

It had to happen.  Hitler brought up in a discussion about poop.

Godwin's law held for a discussion about crap in a video game. Amazing.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Jordrake on June 01, 2010, 08:26:38 am
Now all you have to do is make anyone who voted for the bottom two vanish, and you will have become Comrad Stalin.

actually, I'd say hitler jr. Stalin only had the people with influence who opposed him killed.

It had to happen.  Hitler brought up in a discussion about poop.

Godwin's law held for a discussion about crap in a video game. Amazing.
*Brushes away a tear*
I love the internet. I really do.

My insignificant thoughts on the matter: Dwarf Fortress is already close to replicating various functions of life, waste may as well be one of them. If When it gets to the level that it properly simulates food giving dwarves chemical energy, Toady may as well include what happens to the leftovers. Besides, if you can turn it off in the init, I don't see the problem.
Also he should probably try to prevent modders from *ahem* utilising the material. The way the OP outlines it seems perfectly reasonable to me.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Morrigi on June 01, 2010, 09:20:53 pm
Modders WILL find a way to utilize it if any hint of the addition is in the RAWs, probably immaturely, but those who do will be a minority and probably easily ignored. If they aren't ignored, well, trolls + food = more trolls = more poop jokes and mods = more WTFBBQSEWERZRBADANDSTUFF!!111(half trolls, anyone?) = even more trolls, ad nauseam.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Rocky on June 01, 2010, 10:15:26 pm
I really hope we will be able to mod poop out easily enough. The last thing I need is to give my dwarves yet another excuse to cancel that 'make raw clear glass' task I need done to keep my mooded weaponsmith from going mad.

But that's just me.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: PTTG?? on June 01, 2010, 10:47:59 pm
I really hope we will be able to mod poop out easily enough. The last thing I need is to give my dwarves yet another excuse to cancel that 'make raw clear glass' task I need done to keep my mooded weaponsmith from going mad.

But that's just me.

IT WOULD BE AN INIT THING.

And yes, people could mod it. But the can currently mod the game to be even worse. See the Goblins mod or it's ilk.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: BradB on June 02, 2010, 07:27:09 am
I agree entirely with Deathworks
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MetalSlimeHunt on June 02, 2010, 11:10:40 am
Modders WILL find a way to utilize it if any hint of the addition is in the RAWs, probably immaturely, but those who do will be a minority and probably easily ignored. If they aren't ignored, well, trolls + food = more trolls = more poop jokes and mods = more WTFBBQSEWERZRBADANDSTUFF!!111(half trolls, anyone?) = even more trolls, ad nauseam.

Given Bay 12's current troll rating of zero, I think nothing we do would convince them to think through DF's controls.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Ilmoran on June 04, 2010, 08:47:19 am
Modders WILL find a way to utilize it if any hint of the addition is in the RAWs

I think there's a good chance it won't be in the raws though.  There's no information for water, lava, vomit, mud, etc in the raws atm, so I think if sewage/filth/waste is added, it won't be in the raws either, unless for some reason waste from different animals is handled differently.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on June 04, 2010, 01:15:31 pm
there should be atleast a [NO_WASTE] tag
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Rotten on June 04, 2010, 03:28:07 pm
there should be atleast a [NO_WASTE] tag
Yes, we need this...
Dragon cancels destruction and mayhem: taking a dump
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Josephus on June 04, 2010, 03:31:02 pm
there should be atleast a [NO_WASTE] tag

Maybe when digestive systems become more complex and realistic, this sort of tag won't be necessary.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on June 04, 2010, 04:08:21 pm
i mean, for bronze colossi and such. dragons would shit magma, obviously.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Josephus on June 04, 2010, 04:12:41 pm
Yeah, but I'm hoping that by that point, the game's biological systems will have progressed to the point where if we don't want something to shit, we mod out its organs.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kazang on June 04, 2010, 06:32:37 pm
Do people seriously think that having sewage in the game would attract "immature players"?
Frankly anything that gets more people to play DF would be good thing. Neither can I imagine people being so hypocritical that they stop playing because they find natural bodily functions offensive yet are with content with the murder and torture the virtual denizens of Dwarf Fortress.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: fluffyblacksword on June 05, 2010, 01:10:02 pm
Stalin only had the people with influence who opposed him killed.
Go read Robert Conquest.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: sonerohi on June 05, 2010, 07:30:09 pm
This would also add some potential besides infections. For example, in adventure mode, cutting open someones stomach, pulling their intestines out, and squeezing them at the enemies face so as to use them as a waste gun.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on June 05, 2010, 09:10:28 pm
This would also add some potential besides infections. For example, in adventure mode, cutting open someones stomach, pulling their intestines out, and squeezing them at the enemies face so as to use them as a waste gun.

I'm not sure you read the OP.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on June 06, 2010, 01:08:18 am
This would also add some potential besides infections. For example, in adventure mode, cutting open someones stomach, pulling their intestines out, and squeezing them at the enemies face so as to use them as a waste gun.

I'm not sure you read the OP.
He's just showing different ways to get waste out of the creatures, it's an addition which could be included with sewage.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on June 06, 2010, 03:52:36 am
This would also add some potential besides infections. For example, in adventure mode, cutting open someones stomach, pulling their intestines out, and squeezing them at the enemies face so as to use them as a waste gun.

I'm not sure you read the OP.
He's just showing different ways to get waste out of the creatures, it's an addition which could be included with sewage.

Scruga, to take your post seriously I'd have to eat a cup of salt.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 06, 2010, 04:11:19 am
I think the point sonerohi was trying to make, though in a quite silly way, was that the 'guts' body part should contain filth if it is indeed added. This could deepen the wound system, as it could cause massive infection should the guts be pierced and filth leak out internally.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Josephus on June 06, 2010, 08:26:59 am
I think the point sonerohi was trying to make, though in a quite silly way, was that the 'guts' body part should contain filth if it is indeed added. This could deepen the wound system, as it could cause massive infection should the guts be pierced and filth leak out internally.

Of course, he could have said that, but no. He went with "waste gun".
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 06, 2010, 09:49:36 am
I think the point sonerohi was trying to make, though in a quite silly way, was that the 'guts' body part should contain filth if it is indeed added. This could deepen the wound system, as it could cause massive infection should the guts be pierced and filth leak out internally.

Of course, he could have said that, but no. He went with "waste gun".
Shh, I'm trying to salvage something out of this. :P
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: UnLimiTeD on June 06, 2010, 09:53:11 am
I'm totally for any kind of excrements, and I don't quite get it how theres no problem with cutting people open and preparing their intestines while they are still partially alive or equally weird and brutal stuff is no problem, but common shit is.
I totally want to organize a sewage system together with automated field fertilization and drainage.
I understand some people don't want it, but some people also don't want sieges or dwarfs eating or skill rust, etc.

Just, how will dirty water act if it comes in contact with clean water?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 06, 2010, 10:20:52 am
Just, how will dirty water act if it comes in contact with clean water?
Let me answer your question by asking you a question.

If you knew that your toilet flushed into the same cistern that your drinking water came from, would you drink the water?

I'd imagine contaminated water would contaminate any water it touched unless it was washed downstream in a river or something similar. Maybe pumped into an aquifer, or dumped onto a field.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Silverionmox on June 06, 2010, 10:51:33 am
Maybe pumped into an aquifer
That would just as well contaminate the whole aquifer... Not to mention that you can't pump something into an aquifer without pressurized pumps, and the DF kind is not pressurized. Using night soil as fertilizer is common practice in every developed economy before the IR.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on June 06, 2010, 02:18:00 pm
I'm totally for any kind of excrements, and I don't quite get it how theres no problem with cutting people open and preparing their intestines while they are still partially alive or equally weird and brutal stuff is no problem, but common shit is.
I totally want to organize a sewage system together with automated field fertilization and drainage.
I understand some people don't want it, but some people also don't want sieges or dwarfs eating or skill rust, etc.

Just, how will dirty water act if it comes in contact with clean water?

THIS IS AN EXCELLENT QUESTION AND THE REASON WHY I MADE THIS THREAD.

I do not know. I suppose every 1/7th of a filth tile could contaminate a full 7/7 water tile, or such, with filth washing down the sewer's flow. It depends on how Toady goes ahead with liquid combining code, something which he has had on the to-do list for quite some time. I would rather like to see filthy water dilute out to nothingness given a large enough receiving body. Dwarven waste treatment plants anyone? I can see it now, massive embark-tile wide cisterns constantly filling and pumping with a precise recipe of filth and fresh water, carefully measured out in reservoirs, that completely neutralizes the filth before it is pumped back into the fresh water system so many fathoms above.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on June 07, 2010, 02:39:01 pm
I'm totally for any kind of excrements, and I don't quite get it how theres no problem with cutting people open and preparing their intestines while they are still partially alive or equally weird and brutal stuff is no problem, but common shit is.
I totally want to organize a sewage system together with automated field fertilization and drainage.
I understand some people don't want it, but some people also don't want sieges or dwarfs eating or skill rust, etc.

Just, how will dirty water act if it comes in contact with clean water?

THIS IS AN EXCELLENT QUESTION AND THE REASON WHY I MADE THIS THREAD.

I do not know. I suppose every 1/7th of a filth tile could contaminate a full 7/7 water tile, or such, with filth washing down the sewer's flow. It depends on how Toady goes ahead with liquid combining code, something which he has had on the to-do list for quite some time. I would rather like to see filthy water dilute out to nothingness given a large enough receiving body. Dwarven waste treatment plants anyone? I can see it now, massive embark-tile wide cisterns constantly filling and pumping with a precise recipe of filth and fresh water, carefully measured out in reservoirs, that completely neutralizes the filth before it is pumped back into the fresh water system so many fathoms above.
Now I want sewage. You made it dwarfy.

/thread
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: sonerohi on June 07, 2010, 03:10:25 pm
I think the point sonerohi was trying to make, though in a quite silly way, was that the 'guts' body part should contain filth if it is indeed added. This could deepen the wound system, as it could cause massive infection should the guts be pierced and filth leak out internally.

Of course, he could have said that, but no. He went with "waste gun".
Shh, I'm trying to salvage something out of this. :P

C'mon, not a one of you thought about stomping on someone's intestines to splatter everything out at someone?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Maggarg - Eater of chicke on June 08, 2010, 11:16:37 am
Capture elves and goblins and imprison them in the cesspits.
That should give them time to reflect on their sins against dwarfkind.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 08, 2010, 11:37:12 am
I think the point sonerohi was trying to make, though in a quite silly way, was that the 'guts' body part should contain filth if it is indeed added. This could deepen the wound system, as it could cause massive infection should the guts be pierced and filth leak out internally.

Of course, he could have said that, but no. He went with "waste gun".
Shh, I'm trying to salvage something out of this. :P

C'mon, not a one of you thought about stomping on someone's intestines to splatter everything out at someone?
No...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: caknuck on June 08, 2010, 03:53:28 pm
After catching up with this thread, I have thought of a few additional reasons to implement poop...

1) Forgotten beasts will be a little more awesome: "Beware of its acrid feces!"
2) Potash makers will become more useful. Change their title to Fertilizer maker, add a reaction to combine potash and manure to make fertilizer. You can also add the ability to fertilize crops with potash, manure or fertilizer.
3) I don't advocate giving adventurers the ability to squeeze one out whenever they want. Consider it abstracted into traveling. However, adventurers exploring sewers should have the option of flinging poo.
4) Poop gods? "Consider feces."
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Libelnon on June 09, 2010, 05:47:10 am
I've done sewers. Admittedly on an aboveground fort, which flowed under the street and had grates in the street leading down to it. Idea being just for the aesthetics. It wouldn't be too difficult to link it into the houses, and it didn't take long to channel out a 3 wide channel and a 5 wide tunnel above it underneath the roads.
Turned out to be a great place for my trapper. Olms and rats galore down there.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Catastrophic lolcats on June 09, 2010, 07:05:43 am
As a new player I really don't see the harm in this being added at all.  Though it would make perfect sense to have it as an init setting for those that don't want it or don't want to have to worry with designing fully working sewage system. It would be nice if the whole "producing waste" task happened only when dwarfs are on break. Somehow I could almost forgive my pump operator (saving the fort from excess magma fun) abandoning his job to attend to his bodily functions rather than just being bored with work.
I won't say too much since what I think has already been said over and over.
Although one of the things I found strange with Dwarf Fortress is that it is very easy to have a self sustainable fortress, the whole producing waste makes a self sustainable fortress just that bit harder to reach which seems fair to me. That said dealing with waste should be simple enough, either dig some holes and pit it with buckets or make a complex sewage system that can attend to the needs of a full population of boozers. I'm a bit iffy about animals creating filth though, they're already annoying enough with their children and their hatred of high frame rates.


2) Potash makers will become more useful. Change their title to Fertilizer maker, add a reaction to combine potash and manure to make fertilizer. You can also add the ability to fertilize crops with potash, manure or fertilizer.
3) I don't advocate giving adventurers the ability to squeeze one out whenever they want. Consider it abstracted into traveling. However, adventurers exploring sewers should have the option of flinging poo.

For 2) that makes sense and could open up the opportunity to have a lower class dwarf that has to live his life digging through sewage to fertilize crops. The benefits are higher crop yield but at the cost of higher rates of disease among these unhappy labourers (might even help to create a crime system where unhappy poor rat hunters dwarves turn to stealing).
As for 3) This seems to be the main thing people seem to have against the idea of sewage in dwarf fortress. I agree with the whole "only producing waste while travelling since it makes enough sense" I don't think the whole "crap as a weapon" should be added only since it just seems strange to throw sewage at something that lives in sewage. I doubt throwing some sludge at a monster is really gonna stun it enough to consider twice about biting off your face, might even make the thing angrier. Besides the point of the filith is to add an extra layer of thought to designing rather than something that is meant to be "hi-larious".
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Libelnon on June 09, 2010, 12:48:18 pm
Speaking of which, they managed this in stronghold 2, with gong and the gong pits. Not that the game was great, but the idea could be bastardised into DF.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on June 09, 2010, 12:57:31 pm
After catching up with this thread, I have thought of a few additional reasons to implement poop...

Filth. Implement filth. As a water contaminating flow. Not as poop, poo, feces, urine, pee or manure. It would be impossible to pick it up and throw at people. It would be impossible to extract from creatures. It would be impossible to found a religion on.

Such silliness. Anyway, my engineer brother-in-law tells me modern sewers are entirely gravity powered. Its going to be fun figuring out how to keep filth moving through the system without graded aqueducts.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 09, 2010, 01:06:19 pm
It would be impossible to pick it up and throw at people.

Why? There are historic examples of dumping "filth" on people during sieges and so forth.

Seems a rather arbitrary and prudish restriction when we can pick up living creatures and hurl them at people but not poop.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Libelnon on June 09, 2010, 01:26:22 pm
After catching up with this thread, I have thought of a few additional reasons to implement poop...

Filth. Implement filth. As a water contaminating flow. Not as poop, poo, feces, urine, pee or manure. It would be impossible to pick it up and throw at people. It would be impossible to extract from creatures. It would be impossible to found a religion on.

Such silliness. Anyway, my engineer brother-in-law tells me modern sewers are entirely gravity powered. Its going to be fun figuring out how to keep filth moving through the system without graded aqueducts.

Simple. People keep waterfalls flowing, do they not? Pump it into a river, and then draw water from the river further upstream to power the sewers. It's what I did. If all else fails, dam up the river and run it through the sewer directly.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Zangi on June 09, 2010, 05:24:03 pm
After catching up with this thread, I have thought of a few additional reasons to implement poop...

Filth. Implement filth. As a water contaminating flow. Not as poop, poo, feces, urine, pee or manure. It would be impossible to pick it up and throw at people. It would be impossible to extract from creatures. It would be impossible to found a religion on.

I can go with this line...

Default hardcoded ethics:
[FILTHY:UNTHINKABLE]

Any way to mitigate the 'LOLPOO' potential is welcomed.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Josephus on June 09, 2010, 07:11:27 pm
It would be impossible to pick it up and throw at people.

Why? There are historic examples of dumping "filth" on people during sieges and so forth.

Seems a rather arbitrary and prudish restriction when we can pick up living creatures and hurl them at people but not poop.

Not to mention tipping arrows with the stuff and shooting people with them.

Speaking of which, is that planned? It would be incredible to tip your arrows from a bottle of Forgotten Beast blood, making them Arrows of Face-Melting +1.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: nenjin on June 09, 2010, 08:42:01 pm
Not to mention loading corpses and severed heads into catapults to spread disease...or Pungi pits (pits with ****-covered spikes) used in Vietnam.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on June 10, 2010, 12:23:52 am
As a new player I really don't see the harm in this being added at all.  Though it would make perfect sense to have it as an init setting for those that don't want it or don't want to have to worry with designing fully working sewage system. It would be nice if the whole "producing waste" task happened only when dwarfs are on break. Somehow I could almost forgive my pump operator (saving the fort from excess magma fun) abandoning his job to attend to his bodily functions rather than just being bored with work.
I won't say too much since what I think has already been said over and over.
Although one of the things I found strange with Dwarf Fortress is that it is very easy to have a self sustainable fortress, the whole producing waste makes a self sustainable fortress just that bit harder to reach which seems fair to me. That said dealing with waste should be simple enough, either dig some holes and pit it with buckets or make a complex sewage system that can attend to the needs of a full population of boozers. I'm a bit iffy about animals creating filth though, they're already annoying enough with their children and their hatred of high frame rates.


2) Potash makers will become more useful. Change their title to Fertilizer maker, add a reaction to combine potash and manure to make fertilizer. You can also add the ability to fertilize crops with potash, manure or fertilizer.
3) I don't advocate giving adventurers the ability to squeeze one out whenever they want. Consider it abstracted into traveling. However, adventurers exploring sewers should have the option of flinging poo.

For 2) that makes sense and could open up the opportunity to have a lower class dwarf that has to live his life digging through sewage to fertilize crops. The benefits are higher crop yield but at the cost of higher rates of disease among these unhappy labourers (might even help to create a crime system where unhappy poor rat hunters dwarves turn to stealing).
As for 3) This seems to be the main thing people seem to have against the idea of sewage in dwarf fortress. I agree with the whole "only producing waste while travelling since it makes enough sense" I don't think the whole "crap as a weapon" should be added only since it just seems strange to throw sewage at something that lives in sewage. I doubt throwing some sludge at a monster is really gonna stun it enough to consider twice about biting off your face, might even make the thing angrier. Besides the point of the filith is to add an extra layer of thought to designing rather than something that is meant to be "hi-larious".
Such a wall of text about the presence of poo.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 10, 2010, 12:48:12 am
Bottom line is that if it goes in, it should go in just like any other feature. Fully implemented. There should be no prudish artificial limitations on it, just put it in correctly or not at all. Its not for you to say what people can or cannot do in their game.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Silverionmox on June 10, 2010, 03:13:48 am
After catching up with this thread, I have thought of a few additional reasons to implement poop...

Filth. Implement filth. As a water contaminating flow. Not as poop, poo, feces, urine, pee or manure. It would be impossible to pick it up and throw at people. It would be impossible to extract from creatures. It would be impossible to found a religion on.
Well, the Egyptians put the scarab in a prominent place, because of its behaviour of making little balls of dung and rolling them around for its offspring. Also, crocodile dung was a popular ingredient in many medicines.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: j0nas on June 10, 2010, 04:19:10 am
Wow, you guys are really serious about this shit.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on June 10, 2010, 04:30:22 am
Wow, you guys are really serious about this shit.
I see what you did there.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: MetalSlimeHunt on June 10, 2010, 04:38:26 am
Wow, you guys are really serious about this shit.
I see what you did there.

There's no need to get anal about this.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Mir on June 10, 2010, 05:02:05 pm
Bottom line is that if it goes in, it should go in just like any other feature. Fully implemented. There should be no prudish artificial limitations on it, just put it in correctly or not at all. Its not for you to say what people can or cannot do in their game.


I think this is a laudable philosophy. I wholeheartedly agree for what little my opinion is worth. I'm ambivalent to the presence or lack of waste mechanisms. I think they're interesting, but there are many other interesting things that could be done first and add just as much Fun to the game.

When discussing Dwarf Fortress with the unexposed, one of the things I always bring up is how it's far more like a simulation, unlike most games which seem to function on an 'emulation' level. It seems to me that by fully developing each concept put into the game, you get a depth and flexibility that is sorely lacking in most modern games. This is precisely what keeps me coming back to DF. The graphics suck, the interface sucks, but the game itself is amazing, deep, and full of a million different ways to create Fun.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McDepravity on June 10, 2010, 09:26:23 pm
Speaking of which, is that planned? It would be incredible to tip your arrows from a bottle of Forgotten Beast blood, making them Arrows of Face-Melting +1.
Well, we have all these extracts like golden salve and gnomeblight for a reason, i believe. And IIRC Toady mentioned something like this in his notes about future of poisons.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Medicine Man on June 11, 2010, 12:37:45 am
Wow, you guys are really serious about this shit.
I see what you did there.

There's no need to get anal about this.

Don't get all sh!t faced.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Libelnon on June 13, 2010, 04:14:55 pm
Watch this space. I'll MAKE a fort with a sewer in .06 just to smite you haters. XD
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on June 13, 2010, 09:41:38 pm
Watch this space. I'll MAKE a fort with a sewer in .06 just to smite you haters. XD

I've had sewers since .40d, but I'd love to see the solutions you come up with.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Akjosch on June 14, 2010, 04:05:46 am
Yeah, I already build a sewer and excess water layer every other layer. In my last fort, I even had a dozen or so goblins from a failed ambush milling around there for a few years. I prefer not to think about what they ate all the time ...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Libelnon on June 14, 2010, 04:25:59 am
Yeah. Be glad it wasn't FUNCTIONAL.

I had one such fort in 40d where my refuse stockpiles ended up in the sewer areas. And an artefact stockpile. And multiple traps and the like. And a guard dog to keep annoying thieves out.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Solace on June 14, 2010, 02:52:07 pm
Sewer management would be an evolving challenge that increases with size and complexity along with your fortress; plus stuff might end up living in there, giving you a reason to have an army even if you wall yourself off from the world.

On the flipside, we'd probably have to wait until liquid mixing is implemented, and more official purification things are made. Throw all the blood, corpses, and trash into the sewer, throw down some oil and booze, set the whole thing on fire. Why not.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Libelnon on June 14, 2010, 03:03:32 pm
Sewer management would be an evolving challenge that increases with size and complexity along with your fortress; plus stuff might end up living in there, giving you a reason to have an army even if you wall yourself off from the world.

On the flipside, we'd probably have to wait until liquid mixing is implemented, and more official purification things are made. Throw all the blood, corpses, and trash into the sewer, throw down some oil and booze, set the whole thing on fire. Why not.

ooh, smokey.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Medicine Man on June 14, 2010, 10:50:21 pm
Sewer management would be an evolving challenge that increases with size and complexity along with your fortress; plus stuff might end up living in there, giving you a reason to have an army even if you wall yourself off from the world.

On the flipside, we'd probably have to wait until liquid mixing is implemented, and more official purification things are made. Throw all the blood, corpses, and trash into the sewer, throw down some oil and booze, set the whole thing on fire. Why not.

*urist mcmaniac has caused an explosion!*the fortress crumbles into darkness
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on June 15, 2010, 11:04:12 am
mmm... you know, in real houses, the plumbing in multiple floors is often built overlapping one floor's bathroom with another, so that the same vertical pipes can carry everything.

I guess a toilet that pushes waste sideways is a little much to ask, but you could pretty easily create a pump-stack for the flowing clean water from a lower resevoir, and then have it cascade down, filling up lower water basins when levers or switches are pressed.

Provided you have all the latrines built around a few key locations on the x/y axis  (which isn't hard, considering how vertical .31.x is) you could have all your plumbing built on about 4 major toilet areas.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Buttery_Mess on December 21, 2010, 05:07:59 pm
I'd just like to chime in and say that I would approve of more liquids, sewage being one. Oil would be another. Hell, mercury might even be fun.

It would be nice to have a sewage system just as somewhere to put all the damn vomit, pus, and blood.

And also, then pour it on your enemies. Then pour oil on them. And then lava. And then water.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Di on December 21, 2010, 06:12:35 pm
...and a dwarf would say "bring it on"
The OP whenever long ago it was written, it contains right things. It presents new challenge most players aren't used to, so it may be unwelcome. But hey, the swap to 3D had also put up new challenges and look at all those FB plague threads now as well, these have become a great aspects of play now.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Deimos56 on December 21, 2010, 06:51:03 pm
My, it's been a while since this thread re-appeared. :o

Personally, I'm okay with it, as long as the feature can be disabled if you don't approve of it. That way we don't have to argue about whether or not we want it. Instead, we'll probably end up arguing over whether or not we have it active, but that's not the point.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NSQuote on December 22, 2010, 12:28:28 am
I like the OP's reindition of "filth", but cleaning MUST be fixed before anyhing like that. Until then it gets a resolute no, to be revisited when more important thigns are finished

However, I do LOVE the idea of a sewer for disposal of rotten food, dead animals, general refuse, and, of course, annoying nobles. Wash away all your troubles into the "bowels" of the earth (hurr) or invade a small town through their waste disposal service and wreck their "filth" (durr).
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: TheSummoner on December 22, 2010, 12:35:04 am
I for one welcome anything that will add a new layer of complexity and danger to fortress design.

I can see it now... On the surface, a castle. Below it, a Dwarven city. Further down, an intricate sewer system. In the deepest bowels of the earth, a cavern area I carve out to replicate that one boss arena from Conker's Bad Fur Day... You know the one I'm talking about. With a bit of luck I'll be able to capture a specific type of forgotten beast down there to complete the design...

The forgotten beast Saramekurzikath has come! An enormous blob composed of filth with a wonderful singing voice. Beware its noxious secretions!

Yeah... I want to make that happen. Translate the name if you like =P
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Scruga on December 31, 2010, 02:00:33 am
I'd just like to chime in and say that I would approve of more liquids, sewage being one. Oil would be another. Hell, mercury might even be fun.

It would be nice to have a sewage system just as somewhere to put all the damn vomit, pus, and blood.

And also, then pour it on your enemies. Then pour oil on them. And then lava. And then water.
Achievement unlocked: Master Necromancer
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on February 20, 2011, 08:39:56 am
Well, it's a new release and threads discussing sewage are back on the Suggestions board. Time to dust this one off, fire it up for a month with some fresh blood, and see what wonderful new ground we'll be covering.

Spoiler (click to show/hide)

Jugs of distilled urea for tanning and fertilizer (http://www.extension.umn.edu/distribution/cropsystems/dc0636.html), anyone?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Buttery_Mess on February 20, 2011, 09:25:56 am
It's tricky enough to find places to store water, let alone sewage. But, finding something to do with sewage would add a fun and interesting level of depth to the game.

Dump it into the river? Pump it up to the surface and spread it out until it dries? (It should still create miasma >:D) Mix it with magma to make dirty obsidian? Keep digging larger and larger cisterns to store it all in, and hope the problem will just go away?
Spoiler (click to show/hide)
The possibilities are endless!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 20, 2011, 10:11:07 am
Making gunpowder (specifically, saltpetre), making Lant (http://en.wikipedia.org/wiki/Lant) (functionally ammonia distilled from urine, used in cleaning floors and laundry, dyeing fabrics, a general-purpose acid for most chemistry, and it was also used in ale and as a glaze for hard pastries.  Yes, they put it on food.  That's recycling, sucker.), and most importantly as Fertilizer.

Urea, the prime component of urine, is the world's most used fertilizer.

I've talked about this extensively in the farming threads (http://www.bay12forums.com/smf/index.php?topic=76007.0), and oddly enough, it's never really drawn any ire.  I've had people who were very upset or heated about different parts of the proposal, but never the fertilizer sections.  This implies that either a very odd distribution is going on in the playerbase, or that the sort of people who get into a rage over things like putting urine into the game are the sort of people who will never read a long suggetsion thread, excepting possibly one titled "add sewage already", although I sort of think they only read a couple pages of that.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on February 20, 2011, 10:26:08 am
I recall Toady is interested in taking some of those farming suggestions and working them into the game. Hauling buckets of filth to farm plots seems like a perfectly good means of fertilizing.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on February 20, 2011, 10:33:43 am
I recall Toady is interested in taking some of those farming suggestions and working them into the game. Hauling buckets of filth to farm plots seems like a perfectly good means of fertilizing.

i'd love to see a quote supporting that. and if this sounded like sarcasm, it's not.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 20, 2011, 10:55:10 am
i'd love to see a quote supporting that. and if this sounded like sarcasm, it's not.

From a Reddit article (http://www.reddit.com/r/IAmA/comments/cuvnl/tarn_adams_creator_of_dwarf_fortress_his_response/):
Quote from: ToadyOne
I like fertilizer, animal tracking and sewers. I dislike potty breaks. This is an example of realism that I think has a lot of potential for trouble. Potty breaks in adventure mode might be realistic, but there are immersion issues there. He he he, I mean in the sense of the player being kicked out of their groove. The other kind of immersion wouldn't be so bad, because sewers are common adventure environments. In dwarf mode, dwarves already take a lot of time out for self-maintenance, and this would be a more senseless kind, compared to something like eating.

Against which, Silverionmox and I have been proposing making dual-purpose breaks to streamline the process a little.  That is, I've said the dwarves go to relieve themselves after downing a full keg of dwarven ale, as part of the routine for going on a drinking break, instead of having a totally separate timer.  Alternately, Silverionmox has said they can just go before they take their sleeping breaks.

The difference being that you simply put your latrines near the booze supply and dining halls versus putting the latrines in the residential districts.

Either way, it gets around the Fortress Mode problems of breaks. 

In adventure mode, it could be handled similarly - you just take the time to do your business before nap time, possibly even off-screen when it fades to black.  The only reason adventurer mode would need to track adventurers doing their business (unless Toady is sadistic enough to send bogeymen to attack you when you literally had your pants down in the outhouse) would be if you were in a player-generated site, and were doing something like making your own lant as part of the adventurer skills arc. 



EDIT:
And this is something that I had linked in from the FotF thread, which occured before the "new" Improved Farming thread.  Toady saying some of these things is what triggered me to start really pushing the thread along and eventually sort of become its leading spokesman, it wasn't said in response to the thread I made:

Quote
Quote from: Tormy
Any plans to make farming more difficult?
Quote from: Kilo24
How difficult do you want farming (and feeding a fortress in general) to be, both for an experienced player trying to get everything working and for a new player learning the ropes?  Will trading be able to wholly replace a dwarven fortress food industry at home?
Quote from: Kogan Loloklam
Will the new villages result in greater amounts of farmland required to feed individuals? If so, will there be "farmers caravans" that come to the fortress with food you can buy?

Nothing specific beyond the new dev page has been settled.  I think having dwarves outside the fortress yet associated to the fortress might end up being the focus of food production for established forts, so it might often come down to surviving the first years, and you shouldn't just be able to blast out the necessary food with a random plot you plunk down somewhere.  In a more isolated fort (settled on a glacier in the middle of nowhere, say), with no outside dwarves, it should be more work to support 100 dwarves.  The new balance in adventure mode would require, say, 60 or so of them to be fairly dedicated underground food-workers, though the ratio hasn't been established for underground agriculture yet.  A large dwarven fortress-city with expansive aboveground and underground offscreen settlements probably won't have a lot of food production onscreen, and you'd be engaged with near-constant trade/taxes/etc. with your offscreen buddies.  There would need to be conversions between edible offscreen/onscreen resources, because in adventure mode you'd got people eating hundreds of items a year and in dwarf mode it is 8 or whoever.  I don't like the feel of dwarf taking a barrel full of plump helmets to eat per sitting, or even referring to the food in those terms, but there's weirdness any way you do it, I think.

Quote from: Kilo24
How important will farming be, both for a NPC settlement and for a fortress?  Will it be a flat-out necessity for large cities/fortresses, or can hunting and/or fishing in a reasonably wildlife-heavy place be sufficient?

I think it'll be necessary for large cities that are inhabited by people that need to eat a normal amount or else starve in some weeks.  Goblins might not fall in that category.  A human capital would likely only be supportable with farming, though I'd consider any real world counter-examples from the right period.  What were the biggest fishing/hunting-fed settlements back then (that didn't also get a lot food from crops and livestock -- theirs or otherwise)?  Does the answer change much if livestock is included but not crops?

Quote from: NW_Kohaku
[when] crops can actually be differentiated significantly, how many crops would you start allowing?  Instead of having a dozen plants everywhere (and one for each of Good, Evil, and Savage), can we get tropical-jungle-on-silty-loam-specific fruits where it's possible for one fort to see an entirely different set of crops for its whole existence than another fort?

Sure, I'd prefer to have more.  I'm not sure what the underground distinctions are going to be though.

Quote
Quote from: Eduren
So will there be a way to harvest crops from these new fields? Will taking from them make the owners hostile if you are caught?
Quote from: dree12
I see that the new farms look like shrubs. Will we be able to gather[p] those shrubs? Because that seems a little overkill, because it can feed 200 dwarves each year if they regrow.

You likely won't be able to found a dwarf fortress in the human villages, but yeah, they are just plants.  Once you can grab plants in adv mode, they will be available, although whatever farming changes go in will likely make them not as useful a lot of the time.

Quote from: Xenxe
Judging by the shear amount of farmland for those villages posted in the screenshots does this imply any farming changes like making things take longer to grow?

I'll most likely be matching plants up roughly with whatever real-world analogs there are for the humans when I get to the actual farming updates.  I'm not sure about dwarven crops.

Also, just look at the Devpage, down near the bottom.  Improved Farming was #10 on the ESV, so it's part of that, and Toady put up soil moisture, soil nutrients, flower and tree farming, weeds, and pests as something to work on.

That stuff on the devpage probably has more to do with the old Improved Farming thread before I really started pushing it to become more advanced after reading upon on those things and becoming excited about it.  As far as I know, Toady hasn't read the new thread I made to reformat the idea, yet. 
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on February 20, 2011, 11:47:57 am
i think it could be abstracted in adventure mode, though
i don't think potty breaks should be a problem, in the current version dwarves no longer interrupt jobs to attend to their needs, and hopefully in the future dwarves will have some mechanisms to try and attend to all of their needs in one break, example: a dwarf gets thirsty and stops for a drink, and since he's taking a break, despite his hunger meter not being in the red yet, he stops by the food stockpile to grab a bite. similarly he can go for a breakfast and a morning drink after waking up, and possibly washing that kobold blood splatter from his beard and taking a leak in the communal latrine before going to work
this could lead to an interesting new mechanic: having dwarves take their breaks at similar times, modeling a day\night cycle(that would last several months) with lunch breaks at noon and sleeping time at night... dwarves could have a default schedule that you could edit for certain individuals or squads, and possibly even burrows, to address special needs, with the risk of bad thoughts for excess working hours etc...
having control of your dwarves schedules would open the doors for some interesting mechanics, like a more realistic cooking, where prepared food would cool and spoil if not eaten fast enough, so your cooks would have to cook on a daily basis for a specific number of dwarves (they'd do this automatically for every dwarves in their burrow\entire fort)
this seems material for a new suggestion, though, have you addressed this in any of your megathreads, kohaku? if not i may start a new one...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Buttery_Mess on February 20, 2011, 12:15:43 pm
You'd be able to drink the blood of your enemies and then piss on their corpse. Who doesn't want that?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 20, 2011, 12:34:15 pm
hopefully in the future dwarves will have some mechanisms to try and attend to all of their needs in one break, example: a dwarf gets thirsty and stops for a drink, and since he's taking a break, despite his hunger meter not being in the red yet, he stops by the food stockpile to grab a bite. similarly he can go for a breakfast and a morning drink after waking up, and possibly washing that kobold blood splatter from his beard and taking a leak in the communal latrine before going to work

Yeah, Silverionmox had a few suggestion threads to this effect where that was what Silverionmox and I went back and forth and pretty much settled on.  I have similar hopes, but Toady has not given any signal that he is considering or opposed to such things, so like so many things in the suggestion forums, *shrug* who knows?

this seems material for a new suggestion, though, have you addressed this in any of your megathreads, kohaku? if not i may start a new one...

I'm not sure I classify my own threads as "megathreads" per se, since I consider megathreads to be things like Jiri Petru's Interface thread, where multiple competing suggestions are put into the same thread as alternative options to one another.  My threads are all a single proposal that just have a lot of detail and text.

Anyway, there have been day and night schedule suggestions before, although I haven't been in support of that, particularly, since I've never been a big fan of that particular concept, and kind of like the idea of dwarves all having asynchronus schedules due to never seeing the sun, anyway. 

That said, I have talked in several threads about ways to work in different ways to either script dwarven behavior and priorities or to make dwarves more autonomous and their decision trees more complex in those regards. 

The I, Dwarfbot thread (http://www.bay12forums.com/smf/index.php?topic=63109.0) and the thread it spun off of, Class Warfare (http://www.bay12forums.com/smf/index.php?topic=61620.0) had the most on these sorts of concerns in threads that I started.

Here's a Silverionmox thread: Combined Breaks (http://www.bay12forums.com/smf/index.php?topic=64515.msg1507862#msg1507862).  This was produced after another, which talked about time dialation regarding sieges, but I can't remember a good search term to find that one.

I'm having trouble finding some of the others... I must not be remembering good search terms.

There was also this thread which covered scriptable dwarf actions (http://www.bay12forums.com/smf/index.php?topic=75630.0).

I'm annoyed by my inability to find more threads than this, however.  It's unfortunately much easier for me to remember the search terms to my own posts than other people's, since I remember the exact terms I use, but apparently can't remember the terms other people like to use for the same concepts.

You'd be able to drink the blood of your enemies and then piss on their corpse. Who doesn't want that?

Anyone familiar with the concepts of sanitation or who possesses taste buds?  Then again, we already can drink the blood, it's just peeing on the corpse that is new.  Frankly, it's the drinking the blood that creeps me out.

I'd hope there would be some way to discourage casually drinking blood or randomly desecrating bodies going into the game at some point, though.  Preferably through disease or developing a reputation for being a psychopathic freak, although having the ghost of the victim you killed be fine with just being murdered, but to then desecrate the body may get you haunted.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on February 20, 2011, 12:49:03 pm
eh, it seems you guys have that suggestion covered then, but

dwarves all having asynchronus schedules due to never seeing the sun, anyway.

yeah, livingi underground may justify asynchronous schedules, but humans all live outside on the sun, and apart from the sleeping schedules at night, most culture's schedules differ from each other despite striving for synchronism within, so i'd say the sun plays only a part and isn't the whole reason.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on February 20, 2011, 12:51:04 pm
but humans all live outside on the sun
That seems uncomfortable.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on February 20, 2011, 12:52:12 pm
yeah, they're a strange kind
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on February 20, 2011, 02:07:37 pm
I don't see the need nor fun in adventurer mode bathroom breaks. I can see dwarves needing to swing by the shrub or latrine once every few drinks or meals, and as always, support init.txt or worldgen disabling. I've already spilled the details in the OP, but it bears some repetition after nigh a year.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 20, 2011, 02:43:18 pm
I don't see the need nor fun in adventurer mode bathroom breaks. I can see dwarves needing to swing by the shrub or latrine once every few drinks or meals, and as always, support init.txt or worldgen disabling. I've already spilled the details in the OP, but it bears some repetition after nigh a year.

Well, in doing some searches on the subject, and rereading the start of this thread, I think Toady One sees some need to keep things consistant between modes.

[In response to a list of suggestions for livestock, including one being "fertilizer"]
4. They just drop it everywhere?  Everyone will might be doing it after a while... night soil, and so on.  But it's a dangerous door to open, especially if the room on the other side is full.  If a god turns you into a horse in adventure mode, would you suddenly start dropping the bomb?

Obviously an old quote, but it gives the idea, especially in conjunction with the Reddit one.

Toady One doesn't seem to want to make people in Fortress Mode do their dirty business, but exempt Adventure Mode from doing the same.  It means some sort of elegant sidestep of the issue (as much as this topic can retain any elegance) needs to be created if we want to ensure preventing Adventure Mode from being even more depraved than it already is doesn't stand in the way of Fortress Mode getting the benefits of waste management.

Having a "you go potty break only when you need to sleep" or "you need to use the toilet after downing a barrel of ale" function may or may not be enough.  A "you do the deed when the camera is off while using the sleep function, and theoretically also do all other hygene functions and strip out of platemail armor for bed" function makes some sense.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on February 20, 2011, 02:59:10 pm
eh, it doesn't really add a logistic challenge and it isn't something that consumes an item... it can easily be abstracted, it's not like you spend most of the game time zoomed in on the adventurer. time goes much faster when you sleep or are in travel mode, so it's easy to imagine this stuff happening off screen...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: PTTG?? on February 20, 2011, 05:00:35 pm
I don't see the need nor fun in adventurer mode bathroom breaks. I can see dwarves needing to swing by the shrub or latrine once every few drinks or meals, and as always, support init.txt or worldgen disabling. I've already spilled the details in the OP, but it bears some repetition after nigh a year.

You have my full agreement.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Durin Stronginthearm on February 20, 2011, 05:13:51 pm
I had a dream last night in which I was playing a version of DF that had excretory functions in. Then suddenly I was in a supermarket with my workmates and the cast of Battlestar Galactica throwing poop over the aisles. I woke up retching.

Sooooo, no faeces in DF, plz.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 20, 2011, 05:27:54 pm
I had a dream last night in which I was playing a version of DF that had excretory functions in. Then suddenly I was in a supermarket with my workmates and the cast of Battlestar Galactica throwing poop over the aisles. I woke up retching.

Sooooo, no faeces in DF, plz.

This is always the problem with these "debates"... The reason they never go anywhere is that no matter how many arguments for their use go in, there's always the response that comes down to "but if it is possible to throw poo, DF is over", without any hint that they read the arguments that came before.

You do realize that people already brag about killing creatures by throwing vomit correct?  How is poo-flinging so much worse than vomit-flinging?  Or, for that matter, flinging massive collections of fly brains or body fat melted out of people, or that mod where someone made succubi that lactate poison and attack people with their breasts, or any of the thousands of disgusting or purile things that this game already allows? 

Why is poo the one and only thing that cannot be in a game, no matter how much more sense it makes to involve fertilizer production and lant production in the game than it does to have dwarves all collectively vomit the instant they go outside?  Building sewers and composting piles and industries around lant add so much more to the game than vomit does, and frankly, I find urine quite a bit less gross than vomit, at that.

Can we make a compromise, remove vomit and put urine in?

Or does it not even matter, because you won't even read the response to your post?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: mrtspence on February 21, 2011, 12:45:28 am
I would love the idea.

Anything to add another layer of complexity to this game. It would be awesome designing working sewage systems, seeing it come to fruition, and then cunning gobbos ambushing you through the latrine pipes!

Anything to make the game I love for its complexity and depth more complex and in-depth!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Buttery_Mess on February 21, 2011, 04:31:04 am
To be frank, I think the main reason why sewage ought to be in is that irl sewage disposal is massively important in the establishment of civilisation. You can't form big, healthy cities without sewers. Knowing where the water will eventually end up is almost as important to know where it comes from.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Durin Stronginthearm on February 21, 2011, 05:27:13 am
Or does it not even matter, because you won't even read the response to your post?

I did a long reply to this, but deleted most of it because I can't be bothered getting into an internet pissing contest. The one thing I will say is, the part of your post I have quoted is a pretty twatty thing to say (and actually makes me less likely to read your posts, so well done for the own goal there).

I read every post that replies to me, but I'm not particularly interested in engaging with someone that can't be civil, or jumps to assumptions without actually knowing anything about me.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 21, 2011, 10:19:04 am
Or does it not even matter, because you won't even read the response to your post?

I did a long reply to this, but deleted most of it because I can't be bothered getting into an internet pissing contest. The one thing I will say is, the part of your post I have quoted is a pretty twatty thing to say (and actually makes me less likely to read your posts, so well done for the own goal there).

I read every post that replies to me, but I'm not particularly interested in engaging with someone that can't be civil, or jumps to assumptions without actually knowing anything about me.

Maybe I "jumped to an assumption", but my assumption that you didn't read it was correct by your own admission.  So again, what's the point in trying to convince someone who won't bother to read the argument?

It seems to me as if you just threw your own assumptions about what people wanted to do into the thread, and when you were called out on it, were quite "uncivil" about it, yourself, blaming the one who called you out for your previous actions.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Areyar on February 21, 2011, 11:09:02 am
I'd rather first have non-player entities eating and drinking before they start producing poop and pee.  :-\

ps. please moderate yourself, this is not constructive.  >:(
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on February 21, 2011, 11:30:38 am
I'd rather first have non-player entities eating and drinking before they start producing poop and pee.  :-\

ps. please moderate yourself, this is not constructive.  >:(

Non-player entities currently are eating in worldgen, and the suggestion isn't even to produce poop and pee. Its to create a liquid contaminant called 'filth' that dwarves in fortress mode generate a 1/7 tile of in a designated latrine zone or toilet built over a hole in the ground, once every couple of meals. This generates challenges in fortress design similar to dwarves needing water. If I may be so blunt, I suspect the people resisting this suggestion do not grasp exactly what is being suggested. To be sure, a lot of prior suggestions along this line literally amounted to dwarves hauling little globs of shit around. But this suggestion is different. It's measured and reasonable, focused on creating an engineering challenge and not random gross humor. I encourage everyone to read the OP.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 21, 2011, 11:32:44 am
I'd rather first have non-player entities eating and drinking before they start producing poop and pee.  :-\

If you mean other civs on the worldmap during worldgen, then they already have food production, hunger, and starvation.

If you mean things besides dwarves in the fortress, we just got grazing animals, and are expected to get hay and some sort of mechanics for feeding carnivorous creatures fairly soon, as well.

Talking about what should be a higher priority than another thing isn't really relevant in most suggestions threads, anyway, since the point is not that they need to be put in more than something else, but that they should be put in eventually.

Frankly, I'm not too keen on the notion that we should have actual fluids that can occupy whole tiles instead of just items or contaminants, but if we want to get a complete simulation of farming, we need to model the cycle of nutrients from soil to plant to animal to waste to decomposer back to soil.  If we want (al)chemistry, then we need chemicals.  Putting sewage into the game is going to be necessary for more advanced portions of the game to be possible.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 21, 2011, 11:40:49 am
ps. please moderate yourself, this is not constructive.  >:(

Good enough a change? 

I can't leave something like that well enough alone.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on February 21, 2011, 11:55:12 am
Well that's where our views digress, I suppose. I think keeping track of 200 dwarves individual bi-monthly solid and liquid leavings becomes a serious CPU chore and not a lot of fun (cat poop in my hallways? NOT ON THE MICROCLINE TILE!), and given the alterative of playing with flow dynamics in sewer design, I advocate the latter. It should be possible to abstract tanning, alchemical and agricultural sewage inputs into buckets of filth rather than specifically jugs of urine or barrels of manure. I understand that you want a very advanced agriculture simulation and keeping the two seperate will be important for the nutrient cycle, but in a compromise with computing limits and player sensibilities, I think abstracting it to filth flows is the way to go.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kogut on February 21, 2011, 11:58:04 am
I am against it - not because people will start drowning elf caravans in their sewers.
It can be implemented as
- liquid therefore killing FPS
- item - what would be stupid without improved hauling

And I think that it would be good to implement it as it would force me to stop wasting time on DF forum 8).
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on February 21, 2011, 12:12:19 pm
Streamlining liquid pathfinding would probably come with the territory of mixing flows, but I appreciate that you present a rational reason. However, I've personally not seen fortress-killing lag from water flows. I suppose I could build a fortress to test...
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 21, 2011, 12:13:13 pm
Item stacking/hauling rewrites needs to go in, regardless of all other factors, and really should be the highest of all priorities besides really game-killing bugs.  Again, however, comparing what should be a higher priority than what isn't really what we should be talking about.

Well that's where our views digress, I suppose. I think keeping track of 200 dwarves individual bi-monthly solid and liquid leavings becomes a serious CPU chore and not a lot of fun (cat poop in my hallways? NOT ON THE MICROCLINE TILE!), and given the alterative of playing with flow dynamics in sewer design, I advocate the latter. It should be possible to abstract tanning, alchemical and agricultural sewage inputs into buckets of filth rather than specifically jugs of urine or barrels of manure. I understand that you want a very advanced agriculture simulation and keeping the two seperate will be important for the nutrient cycle, but in a compromise with computing limits and player sensibilities, I think abstracting it to filth flows is the way to go.

I thought we were talking about "yellow filth" and "brown filth"...  (Or was that just Toady, and you're talking about consolidating?)

So anyway, what you're saying is that it's too much of an FPS drain to have specific items that get dropped into chamberpots or cesspools, but that having a new liquid flow is less of one?  I'm not sure that will be true, as liquid flows aren't exactly the most efficient algorithms, even if having a few hundred items will certainly add to FPS drain, as well.

I think it's certainly still possible to have latrines and even sewers, just that it models contaminated water, and not a full fluid all to itself.  (Sewers don't even flow without some dilution by water, I don't think.)

As for "NOT ON THE MICROCLINE", that would be the same whether it was a fluid or an item, wouldn't it?  You'd either have the ability to get animals to go in places that are acceptable, or they'd just go wherever, and fluid or item has no bearing on this.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Askot Bokbondeler on February 21, 2011, 12:15:55 pm
all features have the potential to affect the fps, and all features usually include changes to the game mechanics to accommodate any incompatibilities

i can easily see filth as a contaminant dwarves would either drop on running water, a designated pit, or in a constructed bucket that the lowliest dwarves of your fortress would haul to the gong pit... i don't se it hurting fps or requiring a major hauling overhaul
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Areyar on February 21, 2011, 03:59:10 pm
Personally I am pro faeces.

I think a contaminant is the way to go, coupled with contaminants being more effectively transported or diluted by water.
Abstraction is also very important. One can try to simulate everything, but that does not make for a good game or even a good simulation.
I'm not sure tracking individual nutrients would be fun or usefull, a generalized fertilizer suffices.
As far as 'filth' probably just accumulates on everything alive and needs to be cleaned off in order to remain presentable (and healthy!). 

The best place to first test generation of filth in large quantities and effluate I suspect would be the butchers'. (need bucket of water to clean workshop of blood and other fluids, need drainage possibly, soap?)

Tracked blood/puss/etc should have a chance to turn to a generic grime.
(I don't really care that much really whose blood my dorf is covered in past the fourth spatter.
As an aside, this spatter could be somehow condensed into lightly spattered/spashed/covered in GRIME[click to expand] : dwarf blood spatter: left foot left toe, dwarf vomit: beard, dwarf vomit : left ear, etc)
Maybe converting various contaminants into grime will put a load on CPU, but wouldnt it also reduce computingload in the long run?

It does put a damper on CSI Dwarf Fortress though. :P
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on February 21, 2011, 06:43:35 pm
Yes, my initial proposal was for generic brown-colored "filth" to be a consolidated substance. I see little point in seperating them; sewage is sewage. As one substance it halves the CPU load regardless of how it becomes implemented. I do think it should be a flow in and of itself, so simple pit latrines will eventually fill if they have no outlet. Chamber pots, etc I also see no need for. Dwarves are a fairly communal sort, so building public bathrooms seems simple enough. It also reduces jobs and objects (chamber pot emptying might well be the new coin hauling oherwise). Water diverted from a brook or pumped through some other system will be one way to clear the latrine pits, letting it evaporate into miasma and filth contaminants on a floodplain is a more primative option. The truely lazy could just atom-smash it all away under a bridge or some other clever mechanism. And since you could toggle it off, much like we toggle temprature, sieges and weather, people with slower computers who couldn't handle a simple water channel going from an aquifer, under the latrine zones and to the edge of the map can simply do without.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 21, 2011, 07:45:20 pm
Well, I suppose I wasn't thinking specifically about the problem of having to give a player a toilet that overflows.  In terms of ways of doing this with items, this would require some sort of limit on how much material can be placed on a single tile.  If we are talking about a chamberpot, it's as simple as having a "full" tag, but a latrine that leaves waste in a ditch would encounter quantum stockpiling problems.

The only thing I can say to that is "fix the quantum stockpiling problem", (making it so only X units of material can fit in a single tile, and will refuse to allow any more items or creatures in when that "full" state is hit) which would be yet another pre-requisite to doing this, alongside some of the other stockpiling and stacking problems.  Of course, just to point this out, now we're comparing "make Toady do work on stockpile issues as a prerequisite" versus "make Toady do work on fluid code as a prerequisite", so the demand that Toady do some prerequisite work is still there (and not necessarily easy to compare) either way.

That said, I'd honestly just as soon not have a liquid that you really could drown a goblin in, but I suppose it is necessary to have such a thing if we want to make a player seriously consider sewer construction.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Kogut on February 22, 2011, 03:23:53 am
That said, I'd honestly just as soon not have a liquid that you really could drown a goblin in, but I suppose it is necessary to have such a thing if we want to make a player seriously consider sewer construction.
I have sewer in my fortress. Filth implementation is useful for farming (and "I want to kill x in horrible way" people), but not necessary for sewers.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Areyar on February 22, 2011, 04:08:43 am
hmm.
I'm still prefering contaminant that can contaminate water, I think contaminants already do this and the amount is sort of tracked as well.
Possibly the highest concentration of contaminant possible could be 'harvestable' or turn into a seperate fluid. But I dislike creating a seperate fluid for one that is just a highly adulterated version of water.

Unless a 'sewage-liquid' has special properties, I don't really see a need for it.
-creates miasma.
-spawns vermin?
-can trigger syndromes as contaminant or imbibed.
-excelerates rotting. (-miasma could do this too)
-rivers/pools of filth/slime in the happy place.
-um. use as clay. paint. sell as food. :P

Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Jacos on February 22, 2011, 05:20:20 am
1) Build massive tower.
2) Build latrine on balcony.
3) Forbid door.
4) Make sewage pipes to drop filth underneath balcony.
5) Build trade depot under balcony.
6) Wait for Elves to come.
7) Unforbid door.
8) ?????
9) HOOZAH!
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: zwei on February 22, 2011, 07:32:07 am
Any word on modding it in with new egg/nestbox system?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Nikov on February 22, 2011, 05:04:40 pm
That wouldn't do anything except make useless 'dwarven eggs' that need to be quantum-dumped.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Lungfish on February 27, 2011, 06:17:09 am
To be frank, I think the main reason why sewage ought to be in is that irl sewage disposal is massively important in the establishment of civilisation. You can't form big, healthy cities without sewers. Knowing where the water will eventually end up is almost as important to know where it comes from.
Agreed! It seems a distant goal, but sanitation would be a fantastic challenge for that fortress that has everything. If the Romans did it, could my industrious dwarves? Having one's own latrine would make for a happy thought, while waiting in line for the public facility would be a good chance for striking up a conversation with a friend and improving social skills. Poo also makes good fertilizer, and all those animals running around pooping would add a reason to have dwarves dedicated to cleaning. Cleaning isn't really easy. You should be able to be a legendary cleaner.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: forsaken1111 on February 27, 2011, 07:53:44 pm
That wouldn't do anything except make useless 'dwarven eggs' that need to be quantum-dumped.
If I recall, the result of modding the egg's shell to be a liquid was a spatter of contaminant sitting on the floor rather than an egg. Could work?

(Of course the dwarves would never ever breed then.)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Areyar on February 28, 2011, 05:51:17 am
Then you'd mod in a custom reaction that takes
[CLAY_MAT]:5 and
[BOOZE]:1
to create 1 dwarf child, that then adopts a parent like cats do. :)
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McCheeseMaker on February 28, 2011, 07:57:20 am
I doubt dwarves can create life... not even implying the philosophical problems, a reaction-produced child would have no genetics information.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Granite26 on February 28, 2011, 08:07:30 am
I doubt dwarves can create life... not even implying the philosophical problems, a reaction-produced child would have no genetics information.

Maybe dwarf genetics are software, not hardware?
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: NW_Kohaku on February 28, 2011, 08:29:52 am
I doubt dwarves can create life... not even implying the philosophical problems, a reaction-produced child would have no genetics information.

Philosophical problems?  From a race that butchers mermaids because their bones are the most valuable? 

Anyway, the game creates creatures wholecloth from nothing all the time - see sieges and starting migrants.  In fact, in Worldgen, most of the characters have no data in worldgen, and only get stats once your adventurer actually goes to meet them.

A lack of genetics information isn't something the game can't find a way to dodge around.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Silverionmox on February 28, 2011, 01:01:27 pm
I doubt dwarves can create life... not even implying the philosophical problems, a reaction-produced child would have no genetics information.
You can always include a few drops of blood of various persons in the recipe... Or alternatively consider it a homunculus/golem/living doll like Pinocchio etc. Plenty of options in mythology.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist_McArathos on March 01, 2011, 01:04:49 am
Considering that DF is a management sim regarding medieval-esque civilization, I think waste management is honestly an incredibly essential part of it.

There should be an init function to disable it, sure, but it shouldn't be ignored. What's an adventure story without a trek through the monster infested city sewers?

I agree with the way Nikov outlined it: it handles the issue nicely, while keeping to a medieval/Roman level of tech, without being overly graphic.  "Urist McDwarf was disgusted by filth recently" is no worse nor graphic than "annoyed by flies" or "disgusted by miasma".  We don't need to hear about the grody bits anymore than we need long renditions about flies going in orifices or the exact patterns of blood and ruptured organs on the walls.

This is, after all, a fantasy world simulator and the sewers, undercities, etc. of fantasy are a well established trope.  Vast sewage labyrinths aren't just the realm of fantasy anyway: major cities like Paris boast huge sewers dating back centuries that rival any dungeon in breadth and scope.  As for their importance in a siege, consider the case of Prince John and the castle he lost in France back in the 13th century.  Chateau Gaillard was built by Richard I to be an impregnable fortress to guard his holdings in Normandy, but when ol' John took the throne he added a latrine to the Chapel for whatever reason (maybe he had a taste for Indian food before Mass, who knows?).  When the French laid siege to the castle, one French soldier found the new tunnel from the latrine to the outside, climbed in with a few others, and opened the gates from within.  The castle could have lasted years, plenty long for relief to arrive from England, but John lost his ENTIRE CASTLE due to a poorly thought out sewer system.

That's IRL, not somebody's silly little game fortress.  It brought down a castle, which led to a series of defeats that ended with the signing of the Magna Carta, the document which paved the way for civil rights as we know them.  Pretty big impact, no?

I like the idea of my dwarves being more fantasy-ey (complete with vaults and a sprawling sewer undercity complete with criminals, banished outcasts, and whatever roaming beasts and monsters make their way in), and the idea of having to prepare for all manner of problems with sieges.  Enemies are crafty, and anything that models that further is fine by me.

I also agree with having an INIT option like FITH: YES/NO for those who either find it gross and juvenile, or don't care to deal with dorf potties.
Title: Re: Nothing Sacred Left: Add Sewage Already
Post by: Urist McCheeseMaker on March 01, 2011, 05:08:46 am
Stuff
Moar stuff
This guy makes a good point. Let's have those latrines.