First Active Comission:
Have the forges work on smithing all of the tetrahedrite that we have (Copper for traps, silver for hammers)
Need: traps 5x copper serrated disk, 5x copper large manacing spike
4th Granite:
Seed stockpiles are dug out next to farms, created stockpiles, turned seeds off of massive food stockpile
5th Granite:
I have let the remainder of the adamantine smithing remain, but all future smithing will be of copper serrated disks and menacing spikes (and the tetrahedrite ore of course)
6 Slate:
A child has been posessed
He claimed the workshop in the middle of the microcline stockpile... instead of the one right next to him.
13th slate:
some migrants have arrived
56 of them, including 29 children.... thats a lot more mouths to feed, but i need the workforce
of the workforge, five are fishers, three are hunters, and the rest arent worth mentioning
14th slate:
Reshuffling of the noble positions
New Chief medical dwarf (who actually has a diagnostics skill)
In order to organize the new industries, a new Hauler name has been bestowed upon many dwarves (18 to be specific. The criteria was: do they have any useful talents that we would use? No? then they suceed)
28th slate:
I have ordered 3 new miners to begin working on the designations that i have passed down (the two legendary miners do well, but are only two dwarves)
NOTE: There is a lot of job cancellation spam about missing plump helmet spawns, ignore it. Its caused by a dwarf picking up a seed bag and only using one seed, and everyone else doesnt know where the seeds went and give up.
2nd Felsite:
We have finally run out of raw adamantine strands. Im not touching that damn pillar, its an affront to the gods to mine it and im not going to be one of the overseers to doom their fort by being too greedy. One of the members of the millitary called me a coward when i proclaimed this and i had a short word with him after the meeting was over. I regailed him with stories of fortresses that had dared dig too deep and found themselves torn apart by the horrors of below. Unimaginably fast, incredibly strong, and near invincible. Oh, and numerous as the stars in the sky. Taking on one of these monstrosities is a challenge, but not impossible. Taking them on in the swarms that they perfer is suicidal. If the consensus of the fort is to die in the most gruesome way possible, i will continue to dig. After this speech, he seemed a bit mollified, if not entirely convinced.
4th Felsite:
That child that entered the strange mood a while back finally finished his construction. A microline flute, as if we didnt have many of those before... Perhaps he takes after the Mad One. Children need role models after all. I am just terrified that the child chose HIM for his role model...
NOTE: Good god, 75 children... thats a LOT of nonworking mouths to feed.
12th Felsite:
An elven Caravan arrive (i intend to strip them of all of their cloth and booze)
I have the rest of the fort that is not doing anything bring all of the trap components, random stuff, ect
13th Felsite:
After the rest of the fortress has moved the goods for trading up top, ive had the industries broken down. The looms are going above the processed plant stockpiles (for faster processing), just like the stills. The crafting workshops are going in the new containment area (so dwarves can be sealed if needed). Wood furnace is also going in the new workshop area. The Kitchen is NOT going down there, it is going in the new workshop area (for faster access to food, not just plants. A Barrel/pot storage area is also going down there.
Food Processing area
Processed Food/Container Stockpile
Additionally, a cloth stockpile and the clothiers workshops are going one level up.
So, to summarize, here's how the faming levels work. Keep in mind, Level 0 is the level that was used for a tree farm and that the levels go up, not down.
Level 0 - Farms/seeds
Level 1 - Raw plant stockpiles
Level 2 - Food Processing
Level 3 - Processed Plant/Container Storage
Level 4 - Looms/Breweries
Level 5 - Clothiers workshops/Cloth Storage
Level 6 - Clothing Storage
A handy tool for remembering how they work is that plants grow UP, and so do their products.
19th Felsite: A kobold thief showed up, got scared off by a dog, and ran off into the snowstorm
AN: Im still confused about that gigantic pit right outside the base, we've got floating ce and random mechanisms in it, with two levels of water at the bottom. As far as i can tell, that's fresh water, and im not touching it. Some voodoo sorcery must have caused it.
5th Hematite:
The damn broker gets off his ass and actually gets to the trading depot. We buy every single piece of wood off them, as well as all of their cloth (of which they brought seveal dozen bins) for five spiked silver balls (Of which we have 54 of). I don't know about these elven fetishes, and i don't wanna know.
18th Hematite:
More Migrants arrive... great... We are lucky this time, only one child and nine Dwarves. Since we desperately need more smiths, and since trap components dont require much, if any skill to make and still be just as effective, ive drafted them all into smithing.
28th Hematite:
Its like a swarm of Dwarves decide to actually do something smart and converge en-masse on the gigantic bar stockpile that has been clogging up the forges for a long time. Here's how it works. Copper bars get the level immediately above the forges, bronze, and gold/silver get the level above them. The few non copper, gold, or silver bars that we DO have will remain in the other stockpile. Ore is also going to be stored in those levels (same levels as bars, for consistency).
13th Malachite:
Everything is running much smoother now, industries far more productive than they were before. In celebration for this, i have had the newly constructed clothiers workshops create 15 of every type of clothes (its not like we are wanting for cloth, as we have FIVE HUNDRED AND SEVENTY rope reed fiber cloth)
Speaking of that, the orders for the copper trap components were finally coming to completion. The rough design of this is as such. Each one of those traps is filled with Five Copper serrated disks and Five Copper Menacing spikes. The serrated disks are incredibly effecive against everything that is not at last coated in copper armor, and the copper menacing spikes have enough force to penetrate steel (Oddly enough, only the spikes will penetrate steel, not the blades). This is a simplified setup of one of my past assignments, the fort of hammerlaw. That fort was continually under siege (for eight years straight), and not a single goblin made it past the first section of weapon traps (admittedly, it was a 2x16 corridor filled with those traps, but redundancies were put into place.
None of the adamantine weapons that were smelted under my term lay used, they are just sitting next to the forges that made them in a special stockpile.
22nd Malachite:
Another child withdraws from society, claiming a craftsdwarf's workshop
On another note, we have over a dozen yeti that have been caught by our cage traps... im not sure what to make of that. For starters, i never knew that there were yeti, and secondly, i didnt know that we caught enough to start a damn breeding operation out of them....