While exploring, fishing, or doing other activities near water in Dwarf Fortress, you may come across these tiny creatures. They, too, like oysters, cave lobsters, nautiluses, and turtles,
will occasionally shed Shells that can be used to quickly stock up on various containers. As a result, many players throw away valuable inventory space on Mussel Shells because they have no idea what to do with them.
This walkthrough will teach you everything you need to know about dealing with Mussel Shells in Dwarf Fortress.
How To Deal With Mussel Shells In Dwarf Fortress
In Dwarf Fortress, there are two options for dealing with a large quantity of Mussel Shells. They can be put to good use in Craftsdwarf’s workshop, where they can be transformed into armor, jewelry, and other useful or tradeable Shellcrafts.
You could also create a Dumping Zone close to a volcano in which to dispose of the surplus of Mussel Shells. However, we suggest that you use them at Craftsdwarf’s workshop, provided that you bring along some Bone Carvers.
Mussel shells can be used to make a variety of useful crafts, some of which are highly sought after by Dwarves who use them as a beauty aid.
The abundance of mussels in watery environments means you’ll never want for Mussel Shells. Either put them to good use in the crafting you’re doing, as we suggested earlier or get rid of them; more of them will be available to you when you actually need them.
Well, that settles that. This concludes our Dwarf Fortress Mussel Shells guide. Visit our Dwarf Fortress tutorial page to learn more. Dwarf Fortress can be played on PC and macOS right now, and it’s a roguelike construction and management game.
Dwarven Stronghold Has Giant Cave Spiders
In Dwarf Fortress, you can meet a wide variety of animals, and today we’ll focus on the Giant Cave Spiders you can meet there. You’ll need a whole squad of Dwarf warriors if you want to kill one of these insects. However, you can learn to control these spiders and put them to good use.
When first introduced to Dwarf Fortress, Giant Cave Spiders are put to use in the production of Silk. The production of silk requires the capture and transportation of a Giant Cave Spider to your stronghold. Next, you’ll need to place a specific target in front of the spider so it can demonstrate its web-throwing skills. If you follow the steps carefully, you can harvest a large quantity of silk.
The domestication of your Giant Cave Spiders is unnecessary for the establishment of a silk farm. On the other hand, you could try domesticating some of these animals and using them as guard dogs for your castle.
We hope that this article was helpful in teaching you how to use Giant Cave Spiders in the fantastic game Dwarf Fortress. Also, you might want to have a look at our manual on fortifications. Wishing you the best of luck as you continue your expedition into the bowels of Dwarf Fortress’ underground cave system.
Don’t Set Sail Near A Water Source
Following the selection of a planet, the location for your future stronghold must be decided upon. You should be wary of a few potential pitfalls that could make playing in your fortress more challenging than usual.
First of all, if a site has a large underground aquifer, new players shouldn’t start a fortress there. Because dwarves can’t swim and refuse to enter the water, it’s pretty much game over if your fortress is flooded.
You can get by with shallow aquifers, but you’ll need to keep an eye out for flooding. Nearly a decade into the game, and I still don’t have a clue how to handle aquifers. You should set sail near a river instead.
Verify Your Biome, It’s Important
The evil and savagery levels of a location determine the types of plants and animals that can be found there. When we talk about the “evil” and “savagery” of a place, we’re referring to the degree to which its flora and fauna are haunted or generally gross, and the level of danger posed by its fauna, respectively.
The combination of these two factors defines a location’s biome. For instance, if a location is “benign” for its savagery value but “evil” for its evilness value, the resulting biome will be called “Sinister,” and you shouldn’t be surprised if the aesthetic of your game is similar to that of a horror film.
Even if the animals aren’t particularly dangerous, the area will be hostile to your dwarves. Pay close attention to the fact that some evil biomes have interesting features, such as acid rain or reanimating everything that dies as a zombie.
The “Calm,” “Wilderness,” or “Mirthful” biomes, as opposed to the “Haunted,” “Sinister,” or “Terrifying” ones, are the safest bets for permanent residence. Untamed Wilds biomes are neutrally evil but highly savage, so you might be fine with them if you can handle the presence of monsters like giant eagles.
One such playthrough is Boatmurdered, a succession game popular on the Something Awful message boards. When one player’s turn ends, another takes over control of the game by receiving the save file.
Each player took on the persona of the “new mayor” of the fortress and wrote an entry criticizing the previous mayor’s performance. This is the best place to start if you have no idea what “Dwarf Fortress” is about. (Consider the predicament of elephants in molten lava. Wow, did things get interesting in this run!
Glazedcoast, set in what may be the most cursed biome imaginable, is another of my favorite forum games. Everything that dies comes back to life as a zombie, and the dwarves all throw up right after boarding the ship. The player’s reactions to the challenges posed by this biome make for great reading. As far as I’m aware, this is the only valid reason to visit a hostile ecosystem in a game.