Finally time for an update, my bad.
Bloomery: III
Leather Whip: II
Bellow before Chisels: I
Smelt some copper: I
Grindstone: I
Bloomery: Remembering what you was taught in the academies and years of apprenticeship, you designed and built a bloomery, out of clay bricks and stone almost perfectly. If not for the fact that is is a bit small. You feel that this forge is also suitable for reheating iron/steel to control its content, but due to limited technology it is very wasteful. You also acknowledge that is a laborious process, especially what you have is highly impure bog iron.
Materials:
Stone: II
Clay: I
Pottery: II
Bellows: One
Technology:
Stonecrafting: III
Potter: I
Labour: 14
Allows Bloomery I Process I (Smelting):
Materials:
Iron Ore: I
Charcoal: II
Technology:
Furnace operator: III
Labour: 7
Product:
Iron: I
Slag: I
Bloomery I Process II (Iron Refining)
Iron: II
Charcoal: I
Technology:
Furnace operator: III
Labour: 7
Steel: I
Slag: 1
Bloomery I Process III (Steel Further Refining)
Steel: I
Iron: I
Charcoal: I
Technology:
Furnace operator: III
(any other) Metalworker: II
Fine Steel: I
Slag: I
Also okay for non-iron smelting. Just ask.
You then try to make a leather whip to appease the expedition leader, but you messed that up. At the end, he decided to use wrap that spoiled leather onto his quarterstaff, and ordered 10 strokes of beating. Ouch.
As a result you can do no further menial work for the month.
You bellows are fitted onto the bloomery, and if needed it could be reattached anywhere. They reminded you of the tools and would rather want some process before making you another set. In addition they will need more leather before making another one.
p.s. Oh the Mark Ia Furnace:
Materials:
Stone: II
Clay: II
Pottery: I
Technology:
Stonecrafting: I
Potter: I
Labour: 10
Allows Mark Ia Smelting:
Materials:
Ore/scrap (<= Copper, i.e. Tin, Silver, Gold, Lead, Mercury): I
Wood: II or Charcoal: II
Technology:
Furnace operator: II
Labour: 1
Products: I Metal, I Slag
General Fort Situation for the monthThe woodcutters caught a kobold and it is now held inside a cage for torturing and fun.
Miners dug more more rock, but the increased population means that the supply of copper has gradually increased.
An incredible 12 immigrants came to the fortress. The expedition leader "kindly" assigns you someone who has some experience in armorcrafting as an apprentice. There is also a potter and he claimed your furnace/pottery klin, and starting to churn out bricks as per directed by the leader. In addition, a Great (R12) Mason has come to the fortress.
Farmers are whining about the lack of farming implements and turned to your help.
Your leader got the kobold's knife but is not pleased without a proper weapon.
Total number of Dorfs: 24
In which Military dorfs: 1
In which axedorfs: 1
Weapon Stocks: 2 Axes, 2 Picks, 12 quarterstaffs, 1 Knife
Threat level: Low, wildlife and occasional sub-civilized isolated raiders.
Current problems: Lack of farming implements, lack of weapons, lack of armor
Workshops under your command:
Cheap Furnace
Mark Ia Smelter
Mark I Bloomery
Stone Forge
Apprentices: 1 Armorsmith I
Clay: ++++ Abundant
Stone: +++ Good
Wood: 0 Balanced
Charcoal: --- Shortage
Coal: +
Pottery: ---- Restricted
Leather: --- Rationed
Metal:
Iron:
Bog: +++ Good (note that Bog Iron is 1/5 as good as iron ore)
Copper:
Malachite: ++Okay / +++Still a lot left
Wood Burning: II Novice
Furnace operator: III Adequate
Metal crafter: IIII Competent
Blacksmith: IIIII Skilled
Armorsmith: IIII Competent
Weaponsmith: IIII Competent
Potter: II Dabbling
Stonecrafting: II Novice
Today is 1 limestone. What is the order for the month?Okay, we got iron, so I guess we can have something to do.
Also sorry for the delay.