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Author Topic: Smoking leaves as dwarven activity  (Read 624 times)

Waterlimon

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Smoking leaves as dwarven activity
« on: December 01, 2018, 03:04:29 am »

Not necessarily tobacco, some exotic leaves will do.

You can then build a smoking room for example and trade the ingredients, also a workshop for preparing the stuff.

A little economy around smoking will arise. Keeps dwarves warm in gold biomes?

I mean, theyre already alcoholic so...
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GoblinCookie

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Re: Smoking leaves as dwarven activity
« Reply #1 on: December 01, 2018, 06:58:13 am »

What about all that smoke?
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therahedwig

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Re: Smoking leaves as dwarven activity
« Reply #2 on: December 01, 2018, 07:27:36 am »

I imagine the exact same thing as all of the smoke from wood burning/ore melting/blacksmithing/brewing alchohol/cooking/more that I forgot, not the mention refreshing air for oxygen, vapours from the various chemical processes happening in the workshops and vapours traveling through convection from magma. Maybe this game isn't very interested in simulating the airy stuff right now, and I am not sure why its Waterlimon's job to justify smoke when nothing else does.

FWIW, Smoking did show up in the old devlist(it's one of the first things to show up in The Hobbit, after all), and Toady mentioned in one of the DFTalks that they did want it, but it somehow slipped between the cracks for mentioning in the current devlist.
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FantasticDorf

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Re: Smoking leaves as dwarven activity
« Reply #3 on: December 01, 2018, 08:42:56 am »

Also health controversy might steer Toady away i might think based on the content of the smokables and links to ill health.
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Cathar

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Re: Smoking leaves as dwarven activity
« Reply #4 on: December 01, 2018, 09:12:16 am »

Procedurially generated plants with procedurially generated syndroms please.
Effect vary depending on use. Wether you cook them, smoke them, eat them raw, etc. You'll have to smoke all of it before you find out which one makes you happy without ablating your liver.
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sketchesofpayne

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Re: Smoking leaves as dwarven activity
« Reply #5 on: December 02, 2018, 06:33:37 pm »

The solution is a generic "luxury good" or "comfort item" interaction for dwarves.  Just a good that produces happy thoughts when consumed that is not food or drink.  For example a chocolate bar, chewing gum, sweets, coffee, or tea.

Then if a player wants they can mod in tobacco or similar items.

Right now they only get material 'good thoughts' from nice clothes or trinkets.
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Bumber

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Re: Smoking leaves as dwarven activity
« Reply #6 on: December 03, 2018, 01:28:14 am »

Also health controversy might steer Toady away i might think based on the content of the smokables and links to ill health.
Very much doubt it. If dwarves in LotR can smoke a pipe, then there's no reason for him to avoid it. The public is already aware of the health effects.

Drinking yourself to death is bad too, right?

Addendum:
Bloat43, THINGS TO SMOKE, (Future): Things to smoke, pipes, smoke circle events and so on.
« Last Edit: December 08, 2018, 04:46:06 am by Bumber »
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GoblinCookie

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Re: Smoking leaves as dwarven activity
« Reply #7 on: December 03, 2018, 09:27:33 am »

I imagine the exact same thing as all of the smoke from wood burning/ore melting/blacksmithing/brewing alchohol/cooking/more that I forgot, not the mention refreshing air for oxygen, vapours from the various chemical processes happening in the workshops and vapours traveling through convection from magma. Maybe this game isn't very interested in simulating the airy stuff right now, and I am not sure why its Waterlimon's job to justify smoke when nothing else does.

FWIW, Smoking did show up in the old devlist(it's one of the first things to show up in The Hobbit, after all), and Toady mentioned in one of the DFTalks that they did want it, but it somehow slipped between the cracks for mentioning in the current devlist.

My point was that we are talking about whether dwarves would smoke at all, so it is relevant even if it is not in as a mechanic presently.  Owing to the smoke, I think the answer would be no; same applies to all troglodytitic creatures. 
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therahedwig

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Re: Smoking leaves as dwarven activity
« Reply #8 on: December 03, 2018, 09:55:00 am »

I totally would want to talk about it with anyone else but you, because you are so entrenched in your environmental determinism that there's not much of a point to discuss it. I still do not think it is Waterlimon's job to justify things the game itself does not justify.
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GoblinCookie

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Re: Smoking leaves as dwarven activity
« Reply #9 on: December 03, 2018, 10:02:36 am »

I totally would want to talk about it with anyone else but you, because you are so entrenched in your environmental determinism that there's not much of a point to discuss it. I still do not think it is Waterlimon's job to justify things the game itself does not justify.

What's wrong with my environmental determinism?  ???

The game is unfinished.  This means stuff that there are no specific mechanics for yet, does still matter when considering what new things to add into the game. 
« Last Edit: December 03, 2018, 10:05:00 am by GoblinCookie »
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UristMcVampire

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Re: Smoking leaves as dwarven activity
« Reply #10 on: December 03, 2018, 01:40:09 pm »

Procedurially generated plants with procedurially generated syndroms please.
Effect vary depending on use. Wether you cook them, smoke them, eat them raw, etc. You'll have to smoke all of it before you find out which one makes you happy without ablating your liver.
+1
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Ninjabread

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Re: Smoking leaves as dwarven activity
« Reply #11 on: December 05, 2018, 01:33:49 pm »

What about all that smoke?

Same as IRL, they go smoke outside.

That or you designate them some smoking rooms/zones in well ventilated areas.
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Grand Sage

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Re: Smoking leaves as dwarven activity
« Reply #12 on: December 06, 2018, 08:13:56 am »

I totally would want to talk about it with anyone else but you, because you are so entrenched in your environmental determinism that there's not much of a point to discuss it. I still do not think it is Waterlimon's job to justify things the game itself does not justify.

What's wrong with my environmental determinism?  ???

The game is unfinished.  This means stuff that there are no specific mechanics for yet, does still matter when considering what new things to add into the game.

As far as i recall, there is nothing about simulating smoke and ventilation in the Dev page, so no, it doesn't really factor in at all. Also, toady did for example make necromancers before myth and magic, so it''s not like that sort of thing stops him.

On another note, your point about if dwarves smoke at all is legit, but I'd argue that it's a cultural thing. Like, the humans may have introduced them to it or something.
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kontako

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Re: Smoking leaves as dwarven activity
« Reply #13 on: December 06, 2018, 08:31:26 pm »

Procedurially generated plants with procedurially generated syndroms please.
Effect vary depending on use. Wether you cook them, smoke them, eat them raw, etc. You'll have to smoke all of it before you find out which one makes you happy without ablating your liver.

Holy moly, yes please.
Incorporated as part of a procedural alchemy system, perhaps?
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Grand Sage

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Re: Smoking leaves as dwarven activity
« Reply #14 on: December 07, 2018, 08:39:37 am »

Loving it! the alchemy skill is already in the game, so why not!
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