Midway through summer now and I have a question: Why isn't the BATTERY producing power/How do I activate the BATTERY? I need to get the milling started.
Also, does liquid escape through corners?
Water can escape through diagonals, yes.
:| This is very bad. It means I'm going to have to reengineer some of the ducts on my megaproject to correct for sloppiness. At this rate though, the fort is more likely to be powered by wind than water though, just so you guys know. ( The BATTERY, with all its connected appliances requires a whopping 1950 power, one set of the pumps, manually operated ( because someone fudged up the connections in the mechanisms that are supposed to power them anyway, which I have partially corrected ) only produces roundabout 500 power. ) As it is, the single functioning windmill produces only 40 power, so guess what fort is about to have a high z-level windfarm? ( Made nice and convenient due to the horizontal nature of windmills and the fact that being on the top z-level will provide virtually no obstruction to normal functions of the fortress. ) As a hint to what the mega-project is, it requires an obscene amount of flowing water ( and thus pumps and power ) but will also provide a lot of power and prevent a lot of tantrums. Not to mention looking really damn awesome.
( I encourage you all to use DFHack's clean and autodump destroy commands to keep the framerate at an operable level. ) I'd like to go ahead and sign up for another turn, because I'll be lucky to get the Windfarm and BATTERY functioning in this term, much less the entire megaproject. In the meantime, suggestions for powering our artifact millstone to grind dimple cups into midnight blue dye to use to dye tunics and make uniforms for our Peacekeeper squad are welcome. ( It might seem obsessive, but I
will make it happen before I allow this fort to die. I will save-scum and necro this thread a hundred times if need-be, but I will have a uniformed police squad and a giant, unnecessary contraption up and running forever on its own power without any need for Dwarven intervention. )
Other projects I have slated are: Starting a vampire farm/prison, starting a self-sufficient colony in the unused corners that will not be affected by whatever befalls the rest of the fort, and creating a safety room to eventually stash my backup incarnation in permanently as an immortal... I will just have to find a way to become immortal without resorting to vampirism. Also, since I'm making a windmill farm anyway and it'll probably be supported by skyhooks, I plan to make a skyfort. And, for the hell of it, I'd like to have a giant unnecessary sigil imprinted on MurderMachines via pointless construction, and am taking votes for what that should be now.
Anyone who wants to volunteer for any of these projects or add in their own list of Stupid Dwarf Tricks they'd like to do, please speak up now. ( I don't know how we managed to turn a fort full of effective death gods into an Elysium for doing Stupid Dwarf Tricks, but really... Congratulations to all of you who brought a fort all the way from Saint's obsession with Dwarven rum to my own obsessions with pointless construction. Each and everyone of you is some kind of genius and you need to make yourselves "MurderMachines" commemorative badges and proudly state to people who have no idea what you're talking about: "That's right.
I was there.
We made it happen.
WE ARE DWARF FORTRESS MASTERS AND WE ARE PROUD! (Anyone who actually does this and posts a video recording of this will receive some kind of special reward from me. ))