I played my 0.30b fort some more.
Plasma globs evaporate after loading the game and unpausing.
Dishes just got imprisoned for a 100 days for violation of Puppysmileses production order and can't get her baby, Witty Charmer, who crawls away. I wonder if he will survive that long without his mother. The violation is horseshit, because I specifically ordered plywood cages to be made. Dishes won't shut up about her missing baby. Ugh, DF (in)justice.
The traders will be leaving soon... and I almost forgot to trade with them. Hey, they brought silk
Hm, the traders have "bronze coal box" for 500 bits. I'll take it, I guess. W00t? I have a stack of 54 food worth 21000. It consists of 4 stacks of exceptionally or masterfully minced quarry bush leaves. Quarry bushes are the best cash crop ever! I'll trade it to the caravan, I guess. Maybe they'll bring something interesting next time. They don't even have any pets or slaves with them. Hm, they have -steel medium calibre ammo box- for 36000. I can afford it, but I think, I'll pass. Looks like the "weird" items, like boxes not made out of "unopened boxes" come from import.
The pump gym is up and running... Although ridiculously over-engineered. The biggest issue with it is high water run-off. There should be fewer fortifications at the edge of the map, further away from the pumps and protected by raised bridges / floodgates. Actually... scratch that. The correct design is to not have edge-of-map fortifications and instead cut off the water input from the river with a raised bridge. That way it will be a closed loop system. It might even be feasible to connect it to the main water reservoir, contracting two projects into one.
Badge is preparing our first expedition. The reaction propagated to just two ponies who were moved to the hospital (good thing that it is so close) and Badge just stands around inside the workshop.
One problem about this mod's workshops, especially ones that are supposed to propagate interactions is that they have so many unwalkable tiles. Do those obscure view?
Well, on the plus side Badge has no health problems now. On the minus side he looks like a blue mechanism and stands in one place even after the workshop was deconstructed. He also dropped all his items to the ground. He finally turns into a pony, stumbles around a bit and goes back to pickup equipment after I re-enable his squad. Mission accomplished. I don't see any loot, but that's OK.
Watching the expedition made me miss a radiation storm coming right through the camp. I didn't sound the alert and now some ponies are sick. Oh well.
Witty Charmer is getting thirsty. Meanwhile Dishes is standing on a pile of food and getting hungry, thirsty (there is a grate with clear water within her each) and drowsy, but she wouldn't shut up about her baby. I think she is on a hunger strike or something.
The pump gym proves to be everypony's favourite and it is quite full most of the time, even though there are 10 pumps. It also drains my FPS like crazy. I stop the pumps and disable hauling on Fishing Rod. The hospital is full of ponies who got caught in a radiation storm.
11 Immigrants arrive and some of them are good. In fact they pretty much compensate for the previous wave.
Ah, Silvertonge needed some rough gems for a strange mood and went berserk. I forgot about him. Well, intercept! The security deals with the problem before he harms anypony.
Dishes is still 50 days before her release and starving. She won, I let her go. The hospital got emptied as the ponies were diagnosed and released. Dishes is released (by deconstructing her chain), finds her baby, goes to get a drink and is hauled back to prison by Backflip. Witty escapes her again of course. I deconstruct all prisons.
It took some tries, but I get my first Nurse Redheart. It is of course pastured in the hospital. It walks close to the wall and not in the middle of the beds, where it should be. For now I won't make more anc conserve resources for Power Armours.
Carrot organizes another expedition is search of a miracle cure. 4 ponies are unconscious this time, so maybe it will even provide some salvage. My in-fluff explanation for miracle cures is that if there exists the technology for robobrains, stasis chambers, mind-machine interface, cybernetic implants and the like, advanced surgery and healing nerve damage should also be on the table. We are not like those wastelander butchers who perform medieval surgery on their wounded.
Come on game, give me something to use the military on. I have 80+ population, almost 10 veterans and twice as much expendables. If this goes on, I may have to go to the caverns, but I don't yet have power armours and one flamefthrower won't be enough against ghouls.
The wall and fortifications above it are finished for some time. All that's left are more complicated gates, with traps and mines. For example the EMP mine should be in a special airlock, just for the Rangers. Preferably invisible to soldiers above so that I can send just newbies with training weapons to mop up. Hm, maybe it would be easier to mine this thing out than to construct it?
Should I use my last limited explosives to make more mines or more rigged sprite-bots?
The military is re-organised and is now 30 ponies strong, with 19 part-timers, used for expeditions. Hopefully this system will provide replacements for soldiers in a few years. Part-timers are to train all the time, with half their squads present. Oh, and internal security is going to be handled by Deadeye and Headshots. They will just beat misbehaving ponies with their rifles. Hopefully nothing fatal.
A caravan has arrived.
Carrot was healed by the expedition. No loot again, I think. He too dropped all his clothes on the ground and went away naked.
The first basic spell hologems are ready, but their making is delayed due to various hickups. We have rage and disorientation, but sompepony keeps hauling bins back and forth and it slows production to a crawl. Still, it is time to partition the Unicorns into schools. I guess I may need a spreadsheet for this. On the plus side, each spell can have it's own terminal and profile, so after the initial setup, this will get easier. There are a few magic apprentices, but the only adept had Conjuration and died to a Minotaur Reaver. Actually Conjuration adept would have been fine as that means learning all basic spells on level 2.
Alteration: Backflip, Lotus (A_App), Headshots | Buttercup (2nd), Scroll | Billows, Compass (R, A_App), Granite, Mother Butterfly (2nd), Puppysmiles, Plywood
Destruction: Pierce, Hammertime | Bits, Bookworm, Books | Bone necklace, Epic, Machine Stitch, Parsnip, Pencils, Socks, Telltale
Illusion: Friendly Fire, Steak, | Big questions, Traps | Catapult, Form, Marble Blocks, Pellet, Plank, Witty Charmer
Restoration: Lotus (2nd), Bloody Pulp | Buttercup (R_App), Ink | Clay Sculpture, Compass (2nd), Mother Butterfly (R_App), Pen, Sthethoscope, Sunny Days
The pasture interface is quite clunky when there are so many animals and robots around.
Dishes was beaten to death by Backflip. I guess I just can't win with justice. the prison is rebuilt. Witty Charmer is very unhappy and wanders around on his own. Maybe I shouldn't have appointed Badge as the executioner.
Evening Tale prepares for the next expedition. Pierce is going to be last, then. After that I'm going to review the health of everypony else.
One salvage yard seems to be unable to cope with the amount of salvage we have.
Now that we have chainswords, they should probably be in WMT and similar crates.
> Star Metal.
A natural choice here is T3 weapons: more deadly than T2 would be, even with starmetal chains.
> > I have to wonder if we might eventually have the option of forging Combat Armor (CA) out of other material besides steel?
> I can add the options for those to the prismatic forge, but they wouldn't provide much of an advantage over security barding.
And be just as heavy. Security armour slows the ponies down, but Combat Armour can hurt their speed much more. It is a good thing armour user can be trained.
> It's odd that you're experiencing failures in the upgrading reactions. I assume you're still using a Linux version of dfhack, so it may be related to that, but otherwise I'm not sure what the problem is - the reactions work fine in my own Stables. Have you tried pasturing the base creatures directly next to the worker tile or in the workshop?
I'm using WINE and am pretty sure the problem has nothing to do with my OS. I pasture a few different animals / robots directly adjacent to the workshop and in line of sight, assuming only walkable tiles don't block LoS. It may be a problem with range and duration of the interaction or too many unpassable tiles in the workshops. So far it worked in less than half the cases. Does anyone else have this problem?
> > I'm really sad that leather barding is absolutely useless.
> Leather isn't a viable form of protection.
Yes, for one, it failed to protect the previous user. (That was a joke.) Well, leather is better than nothing, but metal is much better and it should be so. This isn't Fallout, where leather armour can be quite OK. On the plus side, you can burn it for small amounts of ash.
> Fun Tip: f you have migrants and clothing problems, you can murder halfall the newcomers for their clothes.
I don't have to kill them on the purpose. They die in quantity anyway. Actually one metric I use for how good a DF player is is the number of deaths to his subjects: the lower the better, but I digress. If you want to mass kill migrants, better check their skills and cutie marks first. There is an occasional gem among all the socializers.
> So would making things out of low quality salvage be considered a huge waste of resources?
Pretty much all you loose is scrap ore, so if you have plenty, it is OK to cut LQS to plywood or burn it. If you make items directly out of scrap, they are heavy and plywood is lighter and over twice as efficient.