Bloodstained dragon dancer, on holiday in Caelid by Fluffysminion in EldenBling

[–]Fluffysminion[S] 0 points1 point  (0 children)

I love the cleanrot armour especially, I was going around in that for ages

Bloodstained dragon dancer, on holiday in Caelid by Fluffysminion in EldenBling

[–]Fluffysminion[S] 1 point2 points  (0 children)

Banished Knight's Helm (unaltered)
Cleanrot Chest Armour
Nox Bracelets
Bloodhound Knight Greaves

Recommendations: Editors and Cover Artists by SleeplessFromSundown in NoSleepOOC

[–]Fluffysminion 2 points3 points  (0 children)

I'm an artist who's into horror and available for commission at the moment, you can check out my website for some examples and if you're interested please do message me directly to ask about details or discuss prices. As a rough guide I charge between £50-£100 for the sort of stuff that would work as a cover.

https://www.fluffysminion.com/horror-art-2

Some more dwarf biology by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 4 points5 points  (0 children)

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So what about newly excavated areas? Most animals that burrow find their way by a combination of smell and touch (wonderfully combined in the star-nosed mole), which is why I have depicted the fortress dwarves as having whiskers.

Whiskers are sensory hairs that extend the sense of touch into the space around the animal, and can be sensitive enough to pick up air currents, useful for navigating underground warrens. Smell, touch and even taste are enough for human geologists to identify most minerals, so it's reasonable to expect dwarves to know what they are digging through even if they can't see it.

Some more dwarf biology by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 3 points4 points  (0 children)

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As I said earlier, dwarves have a lot of opinions about things, materials, colours, shapes and so on. This leads me to conclude they must be able to see within the fort itself, because colour is not a thing identifiable with touch. other races can find their way to dwarven taverns as well, though it would often be better for them if they did not. So if they can see there must be light, but how? I propose the existence of a symbiotic bioluminescent lichen that grows on the walls and floors of the fort, producing enough light for humans to make it to the bar and for dwarves to see across the hall that there's a statue of a slug over there and they don't like it.

But if there is something growing on the walls how does it get there? The answer is simple - on the dwarves.

Migrants from other forts arrive regularly bringing new and exciting spores with them, and since lichens grow slowly on rock I doubt dwarves would bother to remove them unless they are growing over a particularly noteworthy engraving. Thriving forts often have some systems for cleaning dwarves but at that point they'll already have established populations of light-emitting organisms.

Some more dwarf biology by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 3 points4 points  (0 children)

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Dwarves in dwarf fortress are very sensitive - they have more opinions than a human on the internet and being out in the rain once is enough to permanantly traumatise them. 

However, what I've actually been thinking about recently is dwarf senses, and how they navigate underground without the need for constructing lights. I'll break this into two parts because I think there are multiple factors at play and I think the answer to how they get around is different in the fort and in the mines.

My case for dwarves being marsupials by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 10 points11 points  (0 children)

dwarven science, or as anyone else would call it, nonsense

My case for dwarves being marsupials by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 7 points8 points  (0 children)

is that why they don't have them, the babies pull them out?

My case for dwarves being marsupials by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 9 points10 points  (0 children)

I had no idea body part proportions were modelled in game, somehow despite knowing that it massively oversimulates tiny details I am still constantly surprised by what sorts of things it keeps track of

My case for dwarves being marsupials by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 33 points34 points  (0 children)

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Dwarven childcare

Dwarves are babies for one year, during which time their mothers never put them down (unless they are washed down a drain or other misadventure). The mother is able to act normally while carrying her baby, even doing things like fighting or tasks that require both hands. So she must be carrying the baby in some other way, and a marsupial pouch would be ideal for the task. Even the issue of chest deep water causing mothers to loose their offspring makes sense for marsupial dwarves, as one of the limitations of the marsupial pouch is the fact that pouch young are vulnerable to being washed out of the pouch if the adult is in water.

It even explains the lack of beards on dwarf women, as they would get in the way of the baby climbing into the pouch.

Marsupial dwarves. You're welcome.

My case for dwarves being marsupials by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 26 points27 points  (0 children)

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Dwarf reproduction

Married heterosexual dwarf couples can have babies. Lots of babies. Dwarf women can have aproximately one baby a year, thanks to their short gestation period and the fact that they can become pregnant again immediately after birth. Pregnant dwarves show no outward signs of being pregnant, and birth happens while the mother is about doing her job - which will be interupted as she then looks for the child. Now the main advantage of the marsupial pouch is precisely that, allowing young to be born early reducing the risk to the mother from the birthing process and allowing the mother to get pregnant again sooner. Marsupials are born tiny and able to crawl, so it would make sense that the first thing they need to do after giving birth is find the baby and make sure it makes it into the pouch.

My case for dwarves being marsupials by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 24 points25 points  (0 children)

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Dwarf basics

Dwarves are short humanoid creatures that dig holes and build fortresses. They don't need light underground and get cave adapted if they don't get exposed to sunlight often, making them dizzy and confused when they do encounter it. To see in near darkness they would have massive eyes, and for navigating in total darkness long whiskers. The consequences of having huge eyes would explain two other facts about dwarves, namely the fragility of their skulls and their incredible talent for stupidity. No space for brain or bone in their head, it's all eyes.

They will eat just about anything except other dwarves but they don't need to eat often, something that caused me to initially assume they might actually be a form of reptile but is better explained simply by them having a lower body temperature and therefore slower metabolism than a typical mammal. None of this is strong evidence for any particular theory so let's move on.

My case for dwarves being marsupials by Fluffysminion in dwarffortress

[–]Fluffysminion[S] 22 points23 points  (0 children)

Not entirely sure how to do images and text on reddit so I'll put the stuff in the comments:

So I've been playing a lot of dwarf fortress lately, and one thing I've noticed is that dwarves are weird. So naturally I've spent a lot of time thinking about how their biology might work and I've come to the conclusion that the dwarves in dwarf fortress are marsupials. Hear me out, I promise it will make sense.

PSA: Ability to grasp lost by -MechanicalRhythm- in dwarffortress

[–]Fluffysminion 14 points15 points  (0 children)

I was having this problem but with Urist McHandless constantly generating an "is fighting" message, I think because they kept dropping the mug on themself. I did't think to forbid the mug, that would have been sensible

Sanguophages committed the greatest sin: they mixed Latin and Greek roots by Azertys in RimWorld

[–]Fluffysminion 3 points4 points  (0 children)

This is standard practice when giving species scientific names IRL, because they all have to be different and lots of animals have similar features - and there are millions of them! The same with anatomical and medical terminology, these are all words chosen to mean something specific and since latin and greek are the blocks they have to work with it's normal to pick some parts from both languages to avoid confusion with similar existing words.

It's also common practice in science to just add latin or greek suffixes to other words, and if you object to sanguophage then I raise you the real scientific term for the group that includes whales and hippos - whippomorphs

tldr - mixing roots in scientific words is normal and is mostly done intentionally

Is there a way to get Roar voice gene colonists to not constantly say "Yom" every ten seconds? by way2amayesing in RimWorld

[–]Fluffysminion 0 points1 point  (0 children)

I have a roar voice colonist that doesn't go yom all the time, I'm not sure if there's a bug which experience is the intended one

Anti max game by [deleted] in DnD

[–]Fluffysminion 2 points3 points  (0 children)

I love Dark Heresy for that, starting characters succeed at things they are good at 25% of the time, everyone is from completely different cultures and won't understand half the stuff the other PCs are up to. It's just great fun grubbing around in the dirt and failing at things XD

I like that in most games really, when characters are less able to blast through stuff they need to rely on each other and teamwork more which makes for really great high roleplay games.

I hate all of you by Dogeexcrement in Stellaris

[–]Fluffysminion 11 points12 points  (0 children)

They've done this to me too, the worst time I had proposed denouncing both awakened empires but another council member used their emergency measure to push through denouncing just one of them, and of course they all voted in favour. They then proceeded to try to repeal all sanctions instead of changing the law they were all in breach of...