The second Nurse Redheart robot went crazy and attacked the wounded Library Card. It was over before any of the other security even got to the hospital. Library Card got pissed and cut the robot to pieces with her =Steel Chainsaw=, throwing in a few kicks and even biting it. She didn't get any new wounds from the fight, but is still hospitalized from her previous wounds. Strangely enough, the robot "bled to death" this time. The stable citizens have risen serious concerns about future robot modifications.
Meanwhile the flame-thrower turret started shooting jets of flame at the other turret. I told the marksponies to deal with it from afar, but the attack on the turret was interrupted by a flock of buzzards and the soldiers targeted the birds instead. To make things worse, Arableast was caught outside the wall with the only way being by the turret. He run around a bit, but wisely avoided it. The turret focused mostly on the birds. Soldiers hit it multiple times with rifle bronze bullets, but it just fractured the robot's casing, not doing any real damage. It's flames didn't seem to do much to the Buzzards either, so it was something of a stalemate. It sometimes tried to torch the other turret, but turrets are immune to fire, it seems. Apple Pie walked on top of the wall to have a better shooting position, but wisely he stood outside the range of flames. He preferred shooting buzzards to dealing with the problem of the turret, though. I told the newbies to position themselves on the wall, but not too close to the turret. They all had pellets and this is a better training opportunity than target practice. ((25 XP per shot over 10 for target practice, I think.))
Scorpion Bolt and Orange Juice came atop the wall, having steel and iron pellets, respectively. While medium calibre ammo just fractures the turret, the pellets simply glance away, but that's OK as long as the newbies don't run out of pellets and get stupid ideas about going melee.
After some shooting, Short Bursts finally managed to pierce the base, tearing apart the wiring and chipping the spark core. The area was filled with sparks. Orange, Radhog Scraps and Cream were late to the fight as another bullet from Trigger Happy hit the malfunctioning turret in the wiring again, making it burst into flames. Arablest survived the ordeal with no wounds.
((A robot bled to death again.))
(( I know that 5% chance of robots going haywire makes sense, but having this happen consistently is no fun at all. However, if I could guarantee that a flame turret or nurse Redheart will go berserk, I'd set up a shooting range and use it for target practice. Or if I could catch anything big in a cage, for that matter. ))
Prisoner executions commence. Looks like Brass has both a minigun and SATS. Good for him. Trueblood got wounded in the leg with an iron matchette by Razor Squirtcold, who put up quite a fight. With the next prisoner even Pesky Questions felt a surge of adrenaline. Otherwise there were no incidents.
7 New migrants arrive, including two foals. This brings the population up to 75. None of them are skilled at anything useful, except for Escort Mission who is passable with chainsaws and can join Brasses squad. Artillery Support joins Orange's BB squad, "just because".
A prismatic smelter and a prismatic forge are built. The smelter doesn't have a reaction to "melt a metal object", which is a huge disappointment. These don't require fuel, so are a boon, but don't replace the magma workshops completely.
The she-wolf gave birth to two pups. Good, it replenished the population and we may be unable to catch more for a while.
During an operation outside the wall to build a trap, as well as cut down trees, collect salvage and items from past combats, Warm Smile was shot by a Steel Ranger Scout and killed. Indigo got orphaned and wounded. A second Scout shot minigun at approaching Library Card, then run. A third killed a cat. A fourth killed another cat. There must be a pattern here. If so many scouts show up at once, then... Yet more cats discover a Steel Ranger ambush. Everypony is ordered inside immediately. Let the cats distract them for a while. They are quite agile and can dodge some bullets.
Trueblood and Escort Mission got caught outside. Well, too bad for them. The levers are pulled and the gate in the wall locked. Predictably, yet another Steel Ranger ambush shows up. The Rangers outside kill our two stragglers quickly and get under fire by a security turret. The experienced soldiers are told to defend the gate. Meanwhile a caravan arrives without their wagons. The bullets from the turret are utterly ineffective, but at least the Rangers don't fire back.
Psalms, the blind militia commander, manages to wound one with his first shot, then goes to "conduct a meeting". He quickly cancels the meeting, fires four more times, wounding another Ranger and goes away to "pickup equipment" with 12 more bullets still in his quiver. He is weird like that, but still very popular. Since the Rangers don't fire up the wall, the BB squad is told to take some pot-shots at them.
(( If I can build a trap that captures whole squads of SRs with a shooting galley behind fortifications above, that would be great training. ))
One of the ponies gets around to checking the cages after all this time and finds a slave who died of dehydration. Better late then never, I guess. Meanwhile the Steel Sanger seem to be leaving, so the alert is called off. Ah, no. Actually one squad left and the other went for the merchants. The ranged squads are positioned where they can take pot-shots at them.
Meanwhile Clay Fish entered a strange mood and claimed a craftpony's workshop. He took three logs and began mysterious construction. He made a figurine of the leader of our civilisation and instantly became a legendary wood carver. Too bad the wood is too scarce to make any use of his newfound skill.
(( He would be useful with a wood transmutation workshop. ))
Most of the Rangers turn out to be out of range for even glancing shots. They slaughter the traders, some of which are stricken with madness before they die. I take the risk in opening a gate to lure the Rangers closer to the wall, but after killing the traders, the Rangers just mill around. I think their leader died in the fight. We want to bury the bodies, but nopony is crazy enough to go outside now.
After over e year of trying to conduct a meeting with Psalms, a diplomat has left unhappy, but we are a corporate station now. Funny, but it happened during a cavern exploration expedition. Right afterwards a meeting happened anyway. In the caverns, no less, since Psalms was a part of the expedition to scout them. Oddly, the meeting was successful and we ordered some things, like tough carapace, salvage, robots, lye, charcoal, gunpowder and so on, but Psalms forgot to ask for saltpetre, magnetite and coal. Strangest meeting ever.
A magma pipe in the caverns is discovered. We got what we came here for. Unfortunately this is quite far away from the main staircase. There are some remains here, including quite dangerous creatures, like crocodiles. This place is not safe, to be sure. Some ghouls are also noticed, but strangely they don't attack. Heck, whatever rampages through here can handle even glowing ghouls, as one is smeared all over the floor.
Turns out we have enough baloons and stuff, so a party is thrown in the dining hall.
The cavern exploration is finished, except for the the NE corner, that is only accessible through a lake. This may actually work to our advantage, if we can expand the walled-off section. The military didn't engage anything and there were no losses. The mission was a success. A single kitten was lost in the cavern, but we aren't risking ponies to get it back. The place is too confusing and full of slopes.
Brass is called a "militia captain minigunner".
The Steel Rangers are still around.
A preliminary plans for the magma-powered factory are drawn. It is quite far away from the main compound, so it will have to include food and drink stockpiles, a second dining room, as well as a dormitory. A chimney to vent the fumes is also planned. ((Technically unnecessary, but come on. It's a chimeny.))
At the moment there are two worth-while projects: Walling off a section of the cavern for safe scavenging or scavenging and building a few things on the surface. Both need military protection and only one may get sufficient coverage. Ah, decisions, decisions. Of course the magma project will take a while as well, which may be good, because we are running out of stone anyway. Plus a part of it is going to be mined out in the marble layer. Wood and surface are going to be priorities now, I guess.
There is so much food and drink, that it is only prudent to stop farming everything except synth-reeds for clothes. Sadly, the caravans don't make it in here and we can't trade it away.
Library Card got out of the hospital. She doesn't have infection or a crutch, which makes her a good candidate to receive a minigun and SATS.
(( My FPS is down to 60. Not good. I may need to atom-smash a lot of trash. 20 FPS makes the game unplayable for me. I normally hit in in about 8 years and it is now year 6))
Outside:
Inside:
Hospital:
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STUFF:
I can't make plant fibre for some reason. It may be that I have no barrels... wait, I linked the workshop to only take from the wood stockpile, which obviously has no barrels, NVM then. OK, I told a barrel stockpile to give to the sawmill to and it can make fibres.
How do I make a plywood stockpile?
How do I make a plywood furniture stockpile?
Prismatic smelter has no reaction to "melt a metal object". The Prismatic forge turned out to be a gunsmith's forge that needs no fuel and can make scorpion Power Armour.
I can buy valley herbs and process them into valuable golden salve. I think this should be usable to make some chems.