Then I think we should get the monitor lizards for the 4x4 room.

We shuld also keep the eel in the shrine room. See if we can use the Rimworld method of acquiring more allies.
 
Does this mean the feature is permanently removed? Because if that's the case then it changes things.

Also, more spikes for the spike hil!!
To add to what @KlinkerKing said, pretty much every Feature can be eradicated - it's typically more difficult (sometimes absurdly so), but babies are as vulerable as they are important. Of course, hostilities in the shrine are difficult, to say the least...
 
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Wait, how many tiles will the Eel Cage occupy? I imagine its less than the wheight class of the eel since its kept contained but I'm not sure.

Also found a synergy, put the coral castle on top of the mound and get the holes upgrade. Assume compete tactical control of the mound for an extra deadly hill of spiky death.
 
Wait, how many tiles will the Eel Cage occupy? I imagine its less than the wheight class of the eel since its kept contained but I'm not sure.

Also found a synergy, put the coral castle on top of the mound and get the holes upgrade. Assume compete tactical control of the mound for an extra deadly hill of spiky death.
It'll only occupy 1 tile.
 
Crab-e Diem is an upgrade that was purchased before. It lets you pick an expand creature option in addition to your regular upgrade, instead of having to use the upgrade to expand. (Expand means you get more creatures, identical to the ones you have)
Ah okay, my dumb brain was confusing "Expading" the dungeon, with "Expand the [Creature] tile".

Maybe change to "Grow"?
 
So... i would like some clarifications.
1) the Mound....did it had any effect against our crabs when the eels reached it?
2) i... did not notice the black sand anywhere... was it just an attractiveness bonus?
3) the nursery.... if i read that right, we could play mix and mach with all the heritable traits we apply to it? Does our already existing heritable traits are automatically applied to it from the crabs and lobsters?
4) if im at heritable traits, climate adaptation at the crabs makes them able to go out of the water, right?
If it's a Dungeon Creature, the Dungeon can evolve it. Dappled is not yet a Dungeon Creature, but that doesn't mean she can't become one.
5) how? please tell me how can we convert them!
6) Can the forge be used in battle? like, stick an enemy into it?
Edit: 7) if we put the castle on the mound, will it be an obstacle to those who enter the flooded room? like, they will need to go slowly to not get caught in it or something?
 
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1) the Mound....did it had any effect against our crabs when the eels reached it?
Nope. The crabs made it there before the eels did, and the eels are basically flying in underwater situations, so no bonus or malus.
2) i... did not notice the black sand anywhere... was it just an attractiveness bonus?
Soon™️. It had effects on this update that aren't necessarily obvious, and it will have more effects once the crabs really figure it out.
3) the nursery.... if i read that right, we could play mix and mach with all the heritable traits we apply to it? Does our already existing heritable traits are automatically applied to it from the crabs and lobsters?
Any time you purchase a heritable trait, you will be able to add it to the nursery tile, and use them to create new combinations. Existing traits will not be retroactively applied.
4) if im at heritable traits, climate adaptation at the crabs makes them able to go out of the water, right?
Correct.
5) how? please tell me how can we convert them!
Well, for starters she definitely needs to not die. Beyond that, Creatures can generally only become Dungeon Creatures by (mostly) willingly joining the cave, so it'll be a process.
6) Can the forge be used in battle? like, stick an enemy into it?
o_O Well, that's a creative use for the forge, but mechanically speaking there won't be any vantage gain from having it, or anything like that. Not to say that Sparta-kicking someone into it won't happen, but just having it in the room isn't a combat bonus.
7) if we put the castle on the mound, will it be an obstacle to those who enter the flooded room? like, they will need to go slowly to not get caught in it or something?
Sort of. They'll need to pass more or less right in front of it, and some sizeable Creatures (say, a whale) might have to knock it down to fit.
 
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Soon™️. It had effects on this update that aren't necessarily obvious, and it will have more effects once the crabs really figure it out.
Interesting, very interesting.

[X] Plan: Civilization, at last...or the beginnings, at least (72 depths)
-[X] [Eel] Keep her alive, but contained. (Spend 5 Depth, acquire Eel Prison)
--[X] Placement (Tile, must be Underwater/Shrine) Ask Nulumi if we can put the eel prison in the shrine room, if the answer is yes, AG 20, if its no, AK 21
-[X] [Recycle] Message in a bottle (???)
-[X] [Crab Construction] That's not a castle… what do you mean it's a forge? You want us to do what with geothermal vents?!?
--[X] Write in Location (Tile - Must be placed in the Geothermal Spring room) AK 23
-[X] [Feature] Crustacean Nursery (28 Depth) - A tile full of baby (weight class 0) crustaceans - The nursery does not have a limit on heritable trait slots, and can (with an expand) create a weight class 1 tile of any crustacean type you currently own for the standard cost of such a tile. This new tile may spawn with any combination of heritable traits applied to the Nursery, with the normal restrictions. This Nursery cannot defend itself, and 2 hostile actions will eradicate this feature. This tile can be placed inside the Shrine.
--[X] Placement (Tile) southeastern tile of shrine room, AI22
-[X] [Upgrade] Spiny Shot (22 Depth)
--[X] Placement (Creature Tile(s) - Spiny Lobsters/Nursery only, no extra cost for multiple tiles) all 3 Spiny lobsters and the nursery
-[X] Expand Spiny Lobsters (17 Depth) flooded room

I went with the forge so we may make glass with the black sand.
Spiny shots, because its a ranged attack that we really lack. and another group of spiny lobsters because why not?

on the recycle option... message is mystery box that can be anything. Hopefully Skali can read it, otherwise trade it with the kids/supervisor of the adventurers guild.
As for the sea cucumbers, they are interesting, because they could hide some of the crabs/lobsters... not to mention toxic defenses, going by wikipedia, at least. also they are scavengers and help making the sea floor healthy which could fit with our recycle stuff. once we figure out agriculture :V
 
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We don't need to do this. Lobsters take 4 free tiles and the flooded room has 8 available. It doesn't say anywhere they have to form a square.
i know, but the room is 3x6, with the spiny lobsters taking up 4 of the available 6 in length and 2 from width.
its more of a precaution, in case we cant make them spread out.
on that note, @KlinkerKing would we need to expand the flooded room for another group of spiny lobsters to fit? can we expand it in width, pushing the eastern rooms away a bit?
 
i know, but the room is 3x6, with the spiny lobsters taking up 4 of the available 6 in length and 2 from width.
its more of a precaution, in case we cant make them spread out.
on that note, @KlinkerKing would we need to expand the flooded room for another group of spiny lobsters to fit? can we expand it in width, pushing the eastern rooms away a bit?
@Amilia is correct - Creatures don't have to form a square. The only restrictions are on quantity of tiles, shape doesn't come into it (and as such shape is now a back-end decision)

Expanding width the way you described would require filling in previously excavated areas. as of right now, we don't allow that, but who knows? maybe dungeon remodelling is coming :V
 
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[X] Plan: Forges and sea cucumbers go hand in hand, lobviously. 61 Depth.
Comments in spoiler fields.
[X] Keep her alive, but contained. (Spend 5 Depth, acquire Eel Prison)
-[X] Placement (Tile, must be Underwater/Shrine)
-23AM
If in any way the Eel could break out of prison, I'd like it to break out near 2 2x2 tiles of Spiny Lobsters. Good luck, madam Eel. May you join our side one fine day.
[X] Recycle: [X] Sea Cucumbers (???)
FOOD! Nobody talks about how Crabs and the like need FOOD! You guys haven't fed them at all, have you? Monsters. :c
Oh and I don't see much of a reason to go for another lootbox, to be honest. Sea Cucumbers should be more predictable in their uses.

Crab Construction
[X] That's not a castle… what do you mean it's a forge? You want us to do
what with geothermal vents?!?
[X] Write in Location (Tile - Must be placed in the Geothermal Spring room)

- 19AK
I can already imagine Snippy with a shiny sword leading the army of critters whenever, hopefully, we get some ore to smelt. Spipperino will look both adorable and cool. :D
Features
[X] Ornate Monitor
(Weight Class 2) (17 Depth) - Monitor lizards named for their ornate, gold and black camouflage pattern. Largest of the common split-tongued lizards, they are known for their sharp teeth and whip-like tails!
-[X] Placement (Room)
- Close to the entrance to the shrine in the new room that isn't flooded.
I think having a way to apply bleeding and keep it on tankier enemies would seem like the play. Plus we've just had trouble against scales so maybe a new type of ally and potential to have forged weapons could help. Also it's freaking sneaky ornate lizards, of course I'll want as many allied species as crabbily possible.
Upgrades
-[X] [Upgrade] Spiny Shot (22 Depth)
--[X] Placement (Creature Tile(s) - Spiny Lobsters/Nursery only, no extra cost for multiple tiles)
- All of the Spiny lobsters
Range seems very useful indeed. Nursery or no nursery, this seems very powerful regardless. I would have probably gone for the Nursery if it didn't seem that fragile and we weren't going to harbour a lady Eel.
Crab-e Diem (Pick up to 1):
[X] Expand Spiny Lobsters (17 Depth)

-[X] Placement
- In the flooded room somewhere.

Depth costs: 5 for lady eel's prison, 17 for Ornate Monitors, 22 for Spiny Shot and 17 for expanding Spiny Lobsterinos.
Total Depth cost: 61

EDIT: Removed the expansion sideways, so the cost is slashed by 13
 
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@TheCount can I convince you to move the Eel Cage to the shrine room? Since we'll have to 'recruit' her I think the shrine will help with that.
im.... honestly not sure thats a good idea.
Shrines are always air pockets, if they need to be. Basically, the deities will not allow for fuckery, and if an eel enters the Shrine, it will simply swim through the air as if though it was water. If it's flooded, Delvers that need air to breathe will simply have Water Breathing while in the Shrine.
Not sure if imprisoning someone in a shrine would count as fuckery. QMs, can we get an answer to that?

Range seems very useful indeed. Nursery or no nursery, this seems very powerful regardless. I would have probably gone for the Nursery if it didn't seem that fragile and we weren't going to harbour a lady Eel.
Yep, ranged IS awesome, but the nursery can be placed in the shrine room, it was even called out explicitly. Hopefully, the Shrine itself will be enough defense.
But i understand the need for muscle. i just want to get the nursery now, so any inheritable trait we get later on is archived, so to say.
 
Not sure if imprisoning someone in a shrine would count as fuckery. QMs, can we get an answer to that?

Fuckery in this case is more about trying to abuse the peace/do not fight aura of shrines to gain an advantage in a fight - no lurking outside for an ambush, no popping out for a ranged attack then popping in to avoid retaliation, that sort of thing.

You could always write in trying to ask Nulumi herself what she thinks....
 
Fuckery in this case is more about trying to abuse the peace/do not fight aura of shrines to gain an advantage in a fight - no lurking outside for an ambush, no popping out for a ranged attack then popping in to avoid retaliation, that sort of thing.

You could always write in trying to ask Nulumi herself what she thinks....
then, lets just do that.
changing vote a bit.... there

Thank you for the quick answer!
 
[X] Plan: Civilization, at last...or the beginnings, at least (72 depths)

I really wanted the monitors but I also don't want to expand when we have a big room currently sitting empty.

By the way, QMs, would we be able to add air pockets to our non-flooded rooms so our terrestial monsters don't have to crowd the shrine room during high tide?
 
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