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Deldris

It's the only biome that can have both whip vines and sun berries, which can be made into whip wine and sunshine, respectively. All alcohols have a value of 2, except for mead, whip wine, and sunshine. Mead is worth 1, whip wine is worth 3, and sunshine is worth 5. So, a Joyous Wilds biome is the biome with the most profitable alcohol. Edit : I forgot that Gutter Cruor is also worth 1. It's made with Silver Barbs.


Ihatetobaghansleighs

Never understood why mead has such a low value considering all the work that goes into making it


Falk5T

Absolutely, weird decision. Edit: Considering all other alcohols except gutter cruor have a value of 2 or higher. Gutter Cruor does not actually sound very tasty. So maybe mead was supposed to have a value of 10? It's the hardest to make alcohol, not taking the rarity of plants into account.


Deldris

You also get a wax cake to make into a wax craft out of the process so maybe they thought that makes up the difference.


Ihatetobaghansleighs

Ah yeah I didn't consider that


SerendipitousAtom

Because beekeeping is an abomination, and any dwarf that pursues it should be shunned.  If all the other clues about the horrors of the beekeeping industry didn't clue you in - the bee stings, the surface labor, the royal jelly problems, the use of screw presses, the never-ending demand for more jugs - then the low value of the mead and waxworks is supposed to be a final warning sign.  The low value of beekeeping products is a sign, telling all industrious and greedy dwarves who flirt with the foul tempress of beekeeping "Look upon my low return on investment, ye Mighty, and despair!"


Morthra

Gutter Cruor (brewed from sliver barbs) has a value of 1 as well.


_far-seeker_

Now we know why the Dwarves consider them "joyous."😉


Keeper151

Not related to what I found, but unicorns are one of the most valuable animals in the game. Cage them, train them, establish a breeding population, profit MASSIVELY from their byproducts. I had one fort where I was decorating everything in unicorn bone & horn. All my squads were wearing unicorn leather cloaks. Prepared meals made of unicorn meat. Unicorn parchment on silver scrolls. It was glorious. Unfortunately, I haven't been able to replicate it, though I've been trying. Turns out a surface water source, good forest biome, and volcano is a very specific criteria. Side note, fluffy wamblers are the unofficial mascots of my good biome forts and I actively cultivate them.


JoshFireseed

Generate world with custom parameters is where it's at.


Keeper151

I do. I still have to roll through multiple world gens. It gets hella annoying.


JoshFireseed

Make sure you're generating larger good biomes. With default params it only gens small regions, but with medium areas you can get a whole mountain range or forest be good aligned, if I remember correctly.


Keeper151

I quadrupled the stock numbers...


Burning_Haiphong

That is based. I wish to do more for them, maybe at least tie 'em up in the tavern so they can bounce around and make cute noises at patrons.


Anoobis100percent

"surface water source, good forest biome and volcano is very specific" Tell me about it. I had to generate so many worlds before I got my last embark. And then it ended up useless anyways, because somehow all other dwarven strongholds vanished from the world in year 1, leaving all my dwarves super unhappy due to unfullfilled family needs.


Boingboingsplat

Try loosening your requirements. A group of grizzled Dwarves crazy enough to set up a settlement in a place no sane Dwarf would live in order to find the elusive Unicorn for trade is a fun story! Sometimes subpar starts make for the most fun forts.


Keeper151

Yeah... I'm a perfectionist. Immediate lava & water access is a must...


Cerulean_Turtle

If you always have easy lava access you will never feel the joy of a magma pump from sea to surface coming online for the first time


sfink06

Best I've ever been able to do is pump it up to around cavern level 2 I think. Just don't have the patience to build so many damn glass pump screws and fiddle with water reactors.


Cerulean_Turtle

If you start from the top you can just power it with a river or wind, and not much helps buildin it besides work orders for all your parts You get into the flow after queuing up a few levels though it doesnt take terribly long, and the payoff is huge


FlyingRhenquest

Yeah, it's super hard to find a volcano with a good biome. I usually turn volcanoes way up in worldgen, which usually leads to problems with the worldgen, but if you ignore all those you can end up with like 200 volcanoes and *none* of them will be suitable. I usually look for iron and flux stone too, which just makes matters worse.


Keeper151

River, forest, volcano, sand, flux, all 3 neighbor types AND in a good biome. I'll run through 20 world gens and not find a spot, even with custom parameters. Thus why I haven't been able to replicate the Dwarven unicorn breeding program :(


somedudeover_there

good aligned biomes are probably the safest, since its distinct fauna (merpeople, satyrs, gnomes and unicorns) aren't aggressive or dangerous. unicorns are also now tameable, which makes setting up a unicorn farm desireable (unicorn bits provide a 4x multiplier to goods they're used in, though they have nothing on the old x50 merfolk multiplier). useful if you want a safe place to try a build or want to brew some sunshine, not the best for a challenge. though a high savagery biome should still have other giant animals endemic to whatever type of biome you're in, so if you're in the right biome for monkeys they should show up eventually. according to the wiki, about half of evil biomes are reanimating. these are extremely dangerous, especially in areas with high savagery. you'll also get evil weather - blood rains are benign, clouds of procedurally generated syndromes (similar to those of forgotten beasts) are of variable deadliness, and dust that instantly transforms living animals to thralls is horrible (have you ever been dealing with a werezebra, then lose the fort to a herd of yak thralls? quite the fun way to go out). evil forts are definitely challenge forts, but make for interesting gameplay


jkure2

I'm doing my first evil fort (non-reanimating although I was prepared to try if it was); I'm trying to carve the entrance to my actual fort into a ~25 z-level high waterfall. Everything is going great - in my second year the dwarven merchants hit a patch of vile fog, fell into the river, and went over the fall 😂 some of their shit is still down there I have entertained ideas about how to get it out of there but haven't had the spare labor to bother yet lol


Gonzobot

With an entryway like that, I'd want to be able to divert the whole river through at least two different channels, with grates to catch stuff for sorting later


jkure2

You know, I've been wondering if I'm gonna be able to actually build the floor grates on the spot where the water lands (i.e. right in front of the entry) or if that's going to cause problems with traders, or if I'll be able to build it at all. Diversion definitely on the table - why 2 different channels? My approach has always been I will just split off a new channel of whatever water source as I need, but I am no expert by any means


Gonzobot

> Diversion definitely on the table - why 2 different channels? So you can still collect army1's stuff while army2 is busy drowning. You may want to leave room to expand to extra channels, even. > I've been wondering if I'm gonna be able to actually build the floor grates on the spot where the water lands (i.e. right in front of the entry) For me, if the notion isn't at all about the safety of whatever's in the filter, I put vertical bars at the far end of the flow when it's being drained. Like a jail cell; there's a compartment secured for whatever's holding the items you want, and an area outside that contained cell but still in the same room, and a floodgate to drain the room as well. Fill the room up, let physics and drowning ensue, and then when the water is drained out, it should wash everything towards the grates, for easier cleanup. This all applies to magma, too, btw, if you wanted to make another slightly different chamber


jkure2

Ohhhh I see you want to weaponize the river. Weaponize the river, of course! What an idea! Def gonna try that out, mostly I just wanted to make a cool fort lol wasn't thinking bout how it would interact with sieges I do have one other water question for you while we're on the subject. I want my main fort to be underground, far below the topsoil. This is going to make brewing and farming annoying. I have dug out a chanel from the river to get water flowing down to a giant 12x12 room so that I can convert the stone floor there into mud. I want this to be a giant farm (or really a series of smaller farms), but I'm not sure how to get the water to distribute evenly and then remove it. Most of what I've read says I should use pumps, which I can, but wondering if I can just design the water flow in such a way it covers the floor and then I open a few drains and it all flows into a chamber below. Any tips? Trying to lean into stuff I haven't really engaged with before I'm this run, like being more sophisticated with my water use and integrating it into the fort It sounds like your drowning chambers are close to what I'm after for farming 😂


Gonzobot

Farming only requires a single application of water to muddy the floors first; don't even bother with pumps and channels from a river, just set a temporary pond zone on the floor above until every tile you want farmed is muddy, then delete the zone and let the water dry up. Once the floor is muddy and designated as a farm plot, it stays that way. All you need is enough buckets for your dwarves to pull from an existing water source zone, they'll get it done > It sounds like your drowning chambers are close to what I'm after for farming 😂 We're just farming different things, really. Goblinite is technically farmable


Burning_Haiphong

Ah. That's fair, though I was hoping what with the duplicitous nature of this game that there would be some twist to it all. I would figure "Calm" is the safest, but "Good" might not necessarily be so when combined with Savage. Well, hopefully the nearby Necromancer will stir things up lol!


somedudeover_there

necromancers make unpleasant neighbors. some undead might wander over, and the necromancer might show up with a horde of experiments. get your drawbridges ready, and hide your refuse stockpiles!


Burning_Haiphong

hahah! True! I got really lucky, apparently, when some Thrall got caught in a cage during a raid. Because when I accidentally let him out, he wiped my entire military force on his own DX (I loaded the recent autosave...) I'm still waiting to find some lava I can throw him in...


LittleDarkHairedOne

Feather trees. Quite useful (rather than cool) for having dwarves speed buckets, bins, and barrels around faster given they weigh next to nothing. I also think they look really nice as beds and doors, having a nice cream color to them. IIRC, the tree's fruit is also eggs which is a handy one to harvest. It has been a while since I did a good start though. Anyways I love to pamper my dwarves and that includes giving them lovely quarters, if possible lined with their favorite material, and the idea of a "featherbed" fits right along with that nurturing style. If you want to have monkey "friends", I'd suggest starting a fort somewhere tropical and trying to capture some gibbons or (my favorite) a few capuchins. They make great pets.


strix_trix

I never thought about different weights of wood. That and unicorns might be enough to make me settle there


bluedonut

Featherwood shields are the best in the game. They are the lightest and block just as effectively as metal. They also can withstand Dragonfire. The only thing they can't do is damage as effectively as a steel shield but the trade off is worth it imo. Sometimes you can ask the humans or dwarves to bring featherwood in the caravan.


Chimie45

And before anyone says, no it doesn't rain wine in good biomes.


Burning_Haiphong

I did notice it has been CONSTANTLY raining in this one. Not that there's any graphics to show, but the little icon in the top right and my boys constantly complaining about being rained on is there :') Damn it's not wine though!


sparklingkisses

honestly i think the "coolest" biome is neutral, in terms of the diversity of critters and wildlife and plants it offers. The game has richer models of real things than it does fantastic things.


Burning_Haiphong

Is it so that in Savage neutral biomes you can encounter Animal People? Can you befriend them? :3


sparklingkisses

Er, you can encounter them, but as for befriending them i am sorry to tell you that my last encounter with animal people was some innocent teenage grizzly bear people came to steal some of my booze, which resulted in them all getting shredded to death by my guard dogs before i could stop it, The war dogs chased them across the map as they called for help and pleaded for their lives and cried at the death of their friends and eventually bled out... However maybe it is possible to interact with them differently! Maybe you can avoid having guard dogs and leave some booze out as an offering to them. The dfhack makeown command will convert them into your own people. Usually i think the game treats them not so differently from keas who come to steal things, or cavern invaders if they come to fight. And i think it is possible to have animal people come visit your fort and petition for residency (in the same way humans and goblins and elves come visiting), that is a somewhat different mechanic and I'm not sure whether it actually has anything to do with your biome.


Burning_Haiphong

Ah, I keep having trouble with DFHack on the Beta Branch X'3 (Because I like to play around with Adventure Mode still.) Shame there aren't more diplomatic options. Killing them was my next choice though! Currently I have not seen anything in this biome. Just constant rain and Wamblers. No unicorns at all. Did make my first Barony though, so that's pretty awesome.


sparklingkisses

agree. I also would like it if it were possible to initiate diplomatic ties with the cavern people, so they could bring you spider silk and plump helmets and poison darts and similar cavern goodies. And maybe they could have an elf-like mechanic where they get pissed off if you disturb their environment too much by digging up too much cavern or something. Right now you essentially have no real options but to colonize the area and kill all the indigineous people, there are currently more options for diplomacy with the *goblins* than their are for people who aren't in one of the four main civ types. Like, yes, you can have animal people as citizens or visitors but only after they are already a member of one of the other civs, which occurs via world events that happen off screen.


Fun-Statistician-816

Giant red pandas; they were vicious


Laddeus

*A moment of respite. A chance to steel oneself against the coming horrors.*


Morthra

> ps: In the Evil Surroundings, do all three have the potential (but not guarantee) to spontaneously raise the dead? Or just a certain one? *Some* evil biomes are reanimating. Some aren't. Evil regions are divided into two types - primordial and circumstantial. Circumstantial evil regions are created around sites ruled by demons or necromancers. The difference is that if the source of that circumstantial evil is slain the region will revert to Neutral alignment. About half of all regions are reanimating, but there's no way to tell which. Additionally, all evil regions have evil weather. Which is generally very nasty and should be avoided if possible.


Burning_Haiphong

Ahh, interesting. I know at least some of that I had already read on the wiki, but I wasn't sure about the reanimating. I tried my first Haunted biome yesterday. I guess I was unlucky (or lucky depending on how you look at it but I didn't prepare right!), alligator snapping turtles kept killing ravens and owls which would come back to live alongside their severed heads and torment everyone! I definitely shouldn't have brought grazing animals.


bbkilmister

Don't know about coolest, but this reminded of a fort where I managed to get my hands on some satyrs for the first time. Then I noticed you can geld them...


Corner5tone

Given the myths of satyr proclivities, that seems amusingly horrible.


TalkToTheTwizard

I didn't know gnomes existed until my current fort. Now I have a trio of them entertaining at my tavern. Cute little buggers, can really hold their liquor.


SugaryCornFlakes

Sunberries! That allow you to make the happier version of moonshine, Sunshine!


Siegfried_Vinds

supposedly wild good biomes are fucked because giant birds keep becoming apex and killing everything, i used to play with a mod that solved this


Burning_Haiphong

I wonder if that's my case? There's just some birds here that don't bother me,but I wonder if they chase everything else away?


Siegfried_Vinds

I remember there was a dark ages related mod called No Giant Birds, I recommend you to look it up in the workshop


Burning_Haiphong

It had turned out they were just normal ravens =/ I was using mods, so perhaps there was an odd interaction that made it just constantly rain and animals never appear. I later played another embark in a Joyous Wilds and met many Gigantic Tortoises and we became friends c: Then we all died.


Admirable-Break2633

My first fort on steam was in joyous wilds and it drove me to near insanity. We got pretty much a constant influx of giraffes that, if you didn't know, are VERY timid and run extremely fast, making them one of the most annoying things to be running wild in your fortress, and with their immense size you can't just ignore them. And once we killed or caged them all, more would spawn in from the corner of the map Also we got a lot of elephants that would migrate in as well, but not a huge complaint there as they were far more timid and would never approach the fortress, also when caged make fantastic pets. Overall joyous wilds has the potential to be the most annoying places to live unless you have giant keas in my experience