Figured I'd share some of my favorite screenshots from Oxygen Not Included. Screenshots range across the Beta days of Spaced Out!, I know 1 & 2 were from a 1-dupe colony setup on the 3rd world of my cluster. The 3rd image is my "Baby Boiler" for Petroleum. 4 is Beetas and 5 I thought the way they all looked disappointed was funny.
I caught that “Soup Store” reference. I’m reblogging solely because of it
You kind of have to wonder, if 2B had been drawn out over a full season, just how long they could have sustained these two not speaking to each other
Disclaimer: Hey this gets dark real fast (0 to 60) and was written primarily to “Balance out the forces of the universe” After a friend of mine took a join project I’d been involved in and taken it off the rails into Wendip Territory (The stories ended up splitting into 2 stories written by two authors each instead of 1 story by 4). Anyways to balance out the force of the universe (and yes, I’m looking at you Graviti and Futur) I wrote this.
It gets dark so I tagged it as Depravity Falls, and spoiler alert, it involves death. So you’ve been forewarned.
It had been three days since Dipper had last seen anyone in his family. The thought was still fresh in his mind as he hollered into his walkie talkie hoping for Mabel to respond. It had also been three days since he’d last eaten as his stomach was reminding him. And well somewhere nearby he could hear some of Bill’s monsters roaming around, possibly planning on eating him. Unfortunately for Dipper, he quickly recognized the creatures coming up behind him as eyebats. With them coming from behind him, his only option was to exit the alley he’d been hiding in and hope that there was a shelter he could hide in elsewhere.
Dipper made a break for it, and saw on the other side of the street the Gravity Falls mall, which fortunately was an indoor mall, so that’d likely slow down the eyebats. After a quick dash across the street, and having to ignore a very annoying monster, Dipper made it inside the mall without being eaten or turned to stone. The mall looked terrible, there was a huge hole in the skylight, the whole place had graffiti everywhere, and the carts, tables, and chairs were all over the place. Everything looked so ruined and abandoned. Except for a single table with a plate of nachos sitting on it under a working light.
Oh thank god Dipper thought, it felt like weeks since he’d last eaten, even if it’d only been a few days. Dipper forgot about almost everything as he ran towards those nachos in complete bliss over being able to eat again. He ran over and grabbed the nachos off the table. Then he noticed the wire that got pulled with the nachos. He didn’t even have to time to scream before he saw the shotgun fire.
The gun had been aimed to hit an adult in the lower crotch to upper leg area. Wendy had figured when she set it up it’d stop just about any attempted bandit or thug from getting to her, and teach them a good lesson too, hopefully without killing the target either. However Dipper was decidedly not the height of the average adult and had instead been shot right in the chest. He screamed out in pain as the power of the blast knocked him of his feet to the floor. He knew right away that regardless of what happened next, he couldn’t survive this. Even before weirdmaggedon his injury was enough to be fatal.
He heard footsteps run into the room and saw none other than Wendy run into the room. Dipper’s head was still ringing from the blast, and he couldn’t clearly hear what she was saying as she entered. She seemed to look pissed, was probably screaming, and had a crossbow drawn in her hand. He then saw as her anger quickly turned to confusion and then horror upon seeing him lying there. Wendy ran over to him obviously upset over something, but Dipper couldn’t make out the words. She was sobbing as she picked him up. The whole world was beginning to get fuzzy, and the pain was beginning to lessen. Dipper was beginning to feel really warm. Really warm and comfortable. Before he lost consciousness, he heard what Wendy was saying to him “I’m sorry Dipper. I’m so sorry.”
Dipper lay there and his last thoughts churned away at those words. He couldn’t make sense of what they meant. What was she sorry for? He really couldn’t remember anymore. His eyes felt heavy but he never built up the strength to close them. Wendy watched as the last signs of life left Dipper’s eyes.
Oh hi. Um. Just ignore me. I’m just gonna leave this here. Uh, enjoy at your leisure.
you know how ladynoir and marichat fics will always have some tidbit about “Marinette gets Chat Noir macaroons of his favorite flavor”? Well now we know what that it is. It’s passion fruit. The lore has finally been delivered and the age old question has finally been answered. Ladybug/Marinette brings Chat passionfruit macaroons.
Hey girl...maybe share some shit for the rest of us?
Rating: T+
Characters: Dipper Pines, Mabel Pines, Bill Cipher
Word count: 1,604
Summary: An AU taking place in Take Back The Falls where Bill really does kill Mabel. Watch out because I made sure to make this INCREDIBLY feelsy.
AO3 version
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Reblogging for signal boost. To my like 1 follower.
Aka stuff I have extra of that I’m selling! I’ll be selling them at the price I purchased them for, with discounts via multiple purchases. I’m selling this now due to my trying to get enough money to afford the set I really want for my birthday in a few months, and to pay off various debts owed. Right now, all products for sale are Doctor Who products, but I’ll likely start selling others once I start getting them in. Price is exactly as I paid for them strictly due to the shipping costs here. Some of these I’ve seen sold for more, others sold for less. Best you know that now. Can be purchased via paypal, or I can place them in a listing on Ebay strictly for you. Just let me know the preferred method. Won’t ship until after I’m paid, will ship as soon as I can just afterwards! Dvds are shipped in envelopes, wrapped in bubble wrap, the figures will be shipped in boxes, mini boxes taped shut, and the boxes will be stuffed with paper and/or bubble wrap as protection. As a collector myself, I understand the importance. If you don’t live in the U.S., I’ll likely have to charge extra for shipping. Apologies on that count. Likely cannot accept payments or ship out for another week or two. Will place item on reserve if you request it.
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Here’s a thing I like about the train.
It seems like it comes to people who are looking to escape their lives in extreme ways. And it puts you through trials and simulations apparently meant to help you get the personal growth you need to return to your life, which is fairly positive.
And yet. Time doesn’t pass any differently on the train than it does in the normal world. So it’ll help you through your character arc, but if you don’t or can’t learn a lesson you’re stuck there. You could live out your entire life and die there on the train. Or finally crack it and return forty years later, your youth gone, the world changed and with everyone who ever knew you sure you’re dead.
Loving that creepy mixture of benevolence and indifference, mmm-hmm.
Next Day Reblog
(View the other chapters here [Chapter 1])
Chapter 2:
Another unexpected terrain… just as he’d predicted. Ford took a cursory glance around. At this point he was at dimension 4, and he still felt no closer to home. In fact, Ford felt like he’d managed to get further away this time. He stood in a forest full of white trees with pink leaves. Though the leaves were more similar to cotton in texture.
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Yeah, I probably should have prefixed that the most important one to stop insane dwarves is a craftsdwarfshop, as for new players, that's going to be the majority of their artifacts. Likewise, the threshold at which dwarves start having the moods is 20 dwarves, though I think it can be changed in world settings? I personally find artifacts are really good for sprucing up rooms for either nobles or value requirements, at least when you're new to the game, but that does tend to invite thieves...
Forbidding certain materials during a strange mood is really nice. It took me a while to realize I could do that, but yeah, if I notice an armorer or weaponsmith is having a strange mood, I ban all bars except steel, to... encourage them to make a GOOD piece of equipment. I've had enough of "Zinc gauntlets" for my lifetime I think. Likewise, I tend to ban all iron ores during strange moods for similar reasons. (Yes, strange moods can result in dwarves making artifact items that are normally impossible to make, like non-wood beds, non-weaponsgrade metal weapons/armor, or other... interesting objects. I've seen jewelers make cages out of gemstones before, was actually pretty awesome, because I set it up as my monarch's terrarium in his throne room.)
I don't know if magma forges losing magma still results in insanity, but I did forget that. Weirdly though, they'll use an unpowered magma forge fine from what I've seen, I think it's only if it has magma, and then doesn't suddenly, that they have an issue.
Yeah, the tree thing is REALLY IMPORTANT. Pick big trees, especially if you have a low cutting count... My elves said 5 trees. Damn savage wilds. I still find trading with them worthwhile, but that's usually because I just sell them junk items like stone mugs & low quality pottery. But that's because I love DF's trading system a LOT. So I tend to make a ton of trade goods. I once had a fort that had like 3-4 caravans a season. Elves tend to get my lowest-quality goods, so long as they aren't clothes, animal or wood based. My trade with elves is more training for my broker & craftsdwarves than anything else. I love buying out an elven caravan for a hundred shitty bracelets, rings, & mugs.
Playing Dwarf Fortress, and so are a few of my friends now, so I figured I’d document some common pitfalls I know of, and how to avoid them.
Strange Moods:
-Best way to handle these?
First, build one of each of the following workshops: Craftsdwarfshop, Carpenter’s, Stoneworker’s, forge (either kind), jewelers, glass kiln (any kind), kiln (any kind), bowyers, mechanics, leatherworks, & clothiers. This is all the different types of workshops a dwarf may claim. Don’t worry about fueling a workshop, moods don’t need fuel.
Second, ideally try to keep a supply of at least one of the following items: A boulder, a log, a block, a bone, a cloth, metal bar, an uncut gem, a tanned hide, raw glass, and a cut gem. This is roughly all materials a dwarf may demand for their artifact. Tbh, you *can* cut gems (or polish stones) when a mood occurs, but it’s easier to keep a few on hand prior. Generally they need one item based off the workshop type they claim, then the rest seems to be somewhat random/based on their likes. Each time they collect an item for their artifact, it resets the timer for insanity. Generally in my experience dwarves really tend to grab boulders a LOT. But that’s based off my total experience, my recent experience has been a lot of bars, so it depends on what the dwarf’s workshop chosen is. I’ve been having a lot more metal required because most of my artifacts have come from my metalsmiths
If they’ve been standing at the workshop for a while, bring up their menu and see if they’re crafting the object, or shouting. If they’re shouting, it will cycle through hints or outright stating what the dwarf wants for their artifact. Generally artifacts are WORTH getting a hold of because it gives the dwarf a significant skill boost & a high value item. Worst case you put it in a display case somewhere to boost room value
Animals:
-My animal starved to death!
This only happens to grazers. You need to set up a pasture somewhere with some kind of growth on the soil. At the beginning you’re going to be limited to the green surface grass. If you want to keep them underground, you’re going to have to dig into one of the caverns, which will trigger some sort of fungal growth on underground natural tiles within your fort. Surprisingly as it may seem, this is perfectly safe for your farm animals to eat. Generally a rule of thumb is, if it is egg laying, or smaller than a dog, it is not a grazer, and does not need soil/some grass like substance to survive.
-My animal starved to death in a cage. Why won’t my dwarves move it!
So, going with the above, a pasture zone must be marked, and then animals must be assigned to those areas. After setting up a pasture, click the icon with a plus over a horse to assign animals to it. Any semi-domesticated animal can be assigned to a pasture.
-Why won’t my chickens lay eggs
They need a nest box to lay eggs in. Generally place a pasture somewhere (I like to do it underground as I have yet to find a grazing egg-layer) and build nest boxes there. Dwarves will automatically harvest eggs from the boxes, including fertile ones which may make farming for leather/meat harder. You can seal the room and forbid entry until the eggs hatch, and then forbid them, or have no stockpiles accepting eggs. Then eggs will only be taken by cooks, and only when they’re cooking.
Migrants:
If you are struggling attracting migrants, a major factor is your exports. Basically fortress wealth, and wealth exported are two of the factors that determine your migrant waves, the last factor is the health of your civilization, which is basically just the population. Weirdly enough, migrants are built different, as I’ve played in dying civs (one SURFACE fort with 20 dwarves, this was the only NPC settlement for my Civ) and had migrant waves of 30+ dwarves. Basically the more high value goods you make, and the more you trade them, particularly with the home caravan, the more migrants you’ll get.
Children:
Dwarves only produce children if they’re married, and the parents have time to… get intimate. Fortunately the getting intimate is more “having idle time in a bedroom together” at which point, if it’s a married male/female pair, the female will become pregnant. The game does not display information on pregnancy at all, and all pregnant creatures will just carry on their normal business until they give birth, at which point a dwarf will abandon her current task to “seek infant” at which point they will pop out a baby, you will get a notification of this, and they will pick the child up and go back to doing tasks. Dwarves are capable of having multiples, and I have seen twins, triplets, and even a very weird case of quadruplets… which is its own story.
Trading:
Of the four types of civilizations that exist, you can trade with 3 of them. Elves trade in the spring, humans in the summer, and dwarves in the autumn. Each offer different advantages… mostly… to trading with them.
-Elves:
Generally the most annoying and least useful trading partners. Trading them anything made from wood or an animal product upsets them, instantly ending the trades, and sending them home. If this happens enough, they will declare war and begin sieging your fort. Generally elves are great for selling low-quality stone, (green) glass, or metal objects to. Silk and cloth can be safely traded, but yarn cannot. Generally it’s best practice to only trade rock, green glass, and metal objects to avoid offending them. Due to elves not sending merchant nobles to negotiate, they have no export requests for better trading, and you cannot request imports from them. Despite this, they can make an excellent source of exotic animals, cheap barrels, or offer a way to trade rock crafts for food.
-Humans
Humans know a good deal, and actually care about trade. Humans tend to reach out among the first outsider civs to trade with you. They don’t always send a merchant nobles, but once you have a baron or higher, they tend to much more frequently. Humans are amazing trading partners as they offer unique trading resources from dwarves. They have no offendable rules either, but they actually do defend their goods. They can be reliable for exporting in rare crops, seeds, or other materials, and they will happily trade you pretty much anything they have access to. So while you can’t get steel from them, you can get surface crops, more varied animals, and bladeweed dye and other fabrics.
-Dwarves
Without player intervention, you will only usually receive a Dwarven caravan from your home Civ. You can by contacting other Dwarven civs get other civs to send merchants to your fort as well. Dwarven caravans are much like human caravans, but carry steel. They also only carry crops and items unique to their Civ, which is usually pretty much exactly the same as yours. Dwarves do also send merchants to negotiate import/export deals as well, notably the outpost liaison being your factions representative.
-Getting new trading partners
Send a squad out to an uncontacted Civ and set the mission to “demand one-time tribute” civs either pay the tribute, or reject it, and it seems to have little impact on the civ’s opinion of you/your fort. Once this is done, they can start, and often do, sending caravans your way when the correct season starts.
-Getting better trade goods/merchant nobles
Traders bring more goods the more profitable trading was with you historically. So the more you trade, the more they bring. So if a trader brings nothing of interest to you, you buy nothing, and they leave, next year, they are likely to bring even LESS. So to prevent this, it can be a good idea to buy things even if they aren’t that useful. I commonly try to buy all the food I can from the merchants, as I can usually use it, and it encourages the merchants to take more items, which can end up being items like codexes/scrolls that I really want. Likewise the more successful the trades are, the more likely they are to send a noble for trade agreements. They don’t always send them though, so it is possible to miss them for a few years, even when trading seems to be going fine.
Hospitals:
-You will need a hospital before you think you do. But you do not need a Good one really. A basic hospital is something like a few beds & tables in a room together. You should also have a water source, some buckets, a textile industry, and some splints/canes. The only specialty thing you really need is a single traction bench. Just make a table, rope and mechanism, and combine them for a traction bench at a mechanics. Soap isn’t strictly necessary early on, nor is having security in the hospital. Bleeding out on the hospital floor is a major improvement to bleeding out anywhere else.
-Soap
It reduces infections and will lower mortality rates, but generally a hospital itself will do a more significant job at that. Still if you need to make it, you need at least 5 buildings roughly. Soap needs lye, which needs ash and needs to be made in an Ashery and a wood furnace respectively. Soap also needs either an oil, or a tallow. Oil is made at a screw press from certain plants, tallow is made at a kitchen from roasting fat. Fat is gathered at a butcher from butchering (animal) corpses
This is it for part 1. If there’s other questions or tips, I can do a part 2
A blog about colony management simulators apparently nowadays. Used to do some fan stuff back in the day, but haven't in a long time. Mostly about Dwarf Fortress right now. Might also feature Oxygen Not Included or Deep Rock Galactic
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