Part 07 has a lot more Let's Play than Tutorial, so I thought I would try transcription, to see how useful it may be.
00:00:01 Oh, I'm going to buy the whole caravan if they bring all the stuff I need.
So, goblets are -- Goblets, right there, number 5, right there, 154% means they're going to pay a whole lot more for the goblets that we're cranking out next year. That's a big boost.
So, now let's go down to our craftdwarf's workshop here and look here. We're starting to fill up a lot of bins.
I'll bet if we look at our stocks we're going to find that our mugs and goblets category here, let me find it here
Goblets. We have 75 of them already. We're just going to keep cranking them out. They're not going anywhere so, let's go ahead and ramp up our production. Make sure that all of our craftdwarf's workshops are working on mugs if they can. That'll get us a few more produced for next year. We'll sell those to the dwarven caravan for a bigger profit that we would normally
Well, I don't know that they actually destroyed a wagon did they? I saw the buzzards, but I don't think they actually got the wagon. I think they got one of the pack animals but. Oh, yup, there it is, it's all right there. So, that's everything they brought with them. Unfortunately they will blame us for this loss, even though it wasn't us, even though it was those terrible, terrible buzzards and we know that. It's basically they're going to *** with us because we lost that stuff. Now, that's the bad news. The good news is it's the dwarven caravan, I think. They don't object, basically, they will never go to war with you over this kind of problem.
So, the merchants bailed out, because they got attacked, unfortunately. So, no trade this year, and the horse is going to die and we basically treat the whole caravan as a total loss. I hope that wasn't a human caravan.
Yeah, we're going to go confiscate that stuff, I think.
I need to look and see how many buzzards are attacking that horse, to make sure it's just the one.
If it is just the one, then we're going to try to deploy the millitary to that area and finish the horse, finish it off. So, let's deploy our squads to a a nearby, but not immediately adjacent area.
There's a moment here where we pathfind really heavily.
We apparently got a mayor when I wasn't looking and he wants us to make shields. So, let's go ahead and have our metal works crank out a shield if they're not already. Wood stockpile's still making that. Let's make a shield. Our armoror will come along here momentarily and make a shield for us.
We also need to crank out some iron weapons as I recall. Let's double check our stocks real fast. We only have the 1 iron axe and the 1 iron hammer. ..?? make some iron spears. I thought we did. Maybe in my other fortress. That's why I'm getting confused.
00:05:00 Alright, so let's go ahead and do that. ..?? We want to make iron. And we'll make some iron war hammers.
The extra sounds are part of soundsense, which you install with the starter pack. It basically reads the game's log and provides sound events based on what goes on. It's nice for being able to keep track of events that you really want to keep track of, like finding new minerals.
So, now we're going to get a nice big fat migration wave. That's great. We were at 51 dwarves before and we're up to 60 already. We're going to need bigger waves than this if we want to stick around.
00:08:38 So, left lower leg went flying, right lower lung doesn't care.
And then it came down to ground level, and the hammer troops got involved.
Alright, so now we need to double check and make sure we have a hospital zone. Because I don't know that we actually designated this as a hospital. Of course we didn't, because we were in a big hurry that first night. I did a few things in a big rush. That was one of them. Shame on me. OK, so now we have - oops ..? hospital zone. There we go. That will get our people taken in for medical treatment.
We need to appoint a chief medical dwarf. We've got one of those. So, good. Oh, our chief medical dwarf is also our mayor, yay.
00:10:00 Our squads need to be taken off of duty and returned to their natural environment, if they can walk there. Looks like we're going to need to make some splints and/or crutches. Let's get that done.
We're going to want that soap now, which we haven't bothered to do. So, let's build soap maker's workshop. Where's a good spot temporarily? This'll do. Give it it's buildings. We'll build a couple of these, actually, because I want to make sure I get some soap out as fast as possible. Somebody should come along and pick up our need to make a soap maker's shop.
Let's check on our kitchen stocks and see if we've got that tallow. That's odd. That's very odd. Well, maybe we cooked all our tallow and fat in meals when I wasn't looking. That's entirely possible.
Cavy pup is butcherable. Don't need as many dogs as I've got, so I'll get rid of a couple of those. Keep the females, I don't need the males. I haven't actually seen the cats reproduce yet, which is interesting.
Yeah, you're imagining the dwarf fortress war hammer, I think, more than the real deal.
Now, that's interesing. Where *** did we find a giant mole at. Where would a giant mole even come from? Oh, I suppose it's possible it came out of the caverns. I don't think we sealed them back up. How's that for clever. I'll bet we didn't. I'll bet we dug that staircase down and left it right there, didn't we.
Because we still haven't buried that stupid corpse! *** Guys, come one! Oh, it's forbidden. That's on me ..?? Doh.
And now, having hunted the deadly giant mole, they will take it back to the butcher's workshop and reduce it to it's component parts, thereby supplying us with a large quantity of meat.
00:15:16 Cancels pick up ***, horrified.
Masterpiece iron breastplate. There you go.
Well, I've got the -- Fey mood is good, fey mood is nice. Regular crafter, though, that's not so good, but oh well, we'll make do. Probably going to be a bone crafter. ..? first thing to craft. Yup, bone crafter.
Oh, you noticed that, did you? They wander away from the body, but people collecting all the clothing have no problem? Yeah.
So, the caverns are actually a lot more dangerous now than they were in 34.11, potentially. Because you can't wall off chunks of them as easily as you could previously. Before, it was possible to find low sections in the caverns, but with the way new trees work, Toady's opened up the ceilings quite a bit. You know, you're not guaranteed to have caves that go up this high, this frequently. They would carry along at a fixed position usually, and not so vertically oriented. New mushrooms, new ceiling heights.
So, now we're going to have to think about a way we want to have a gatehouse down here to let our guys in and out. However, having collected everything out there we really care about at the moment, we're now going to seal off that tunnel to make sure nothing else comes in that way. I assume that's what happened. So, yay for giant mole and all, but ....
The giant mole actually passed out from exhaustion. Let's see. Looks like it didn't do much, beyond bruising it. Lots of bruises. Bruising the fat, bruising the skin. Not particularly dangerous. Awesome. The flying iron bolt strikes the giant mole in the third left front toe. Because that's the most important place to hit your giant mole, right in the third left front toe.
00:20:04 So, let's see. Our millitary guy here needs to be sutured, dressed, and put into an immobilization. His grasping is impaired and he has broken tissue. Looks like everybody else except the turkeys and one sheep is fine.
Well, light sources are below the level of resolution, but if it makes you happy to envision dwarfs with torches, there is a mod that will come out (presumably, if it's updated with dfhack), with dfhack, called
Rendermax, which basically treats every dwarf as a light source, as though they were carrying a torch, and dims the rest of the world a little bit, in addition to adding a day/night cycle to the surface. So, it changes the tint, if you will, of every tile affected, every few ticks, in order to generate lighting effects for dwarf fortress. Now, I remember trying it out, and I thought it was kind of a drain on my frame rate, but if your computer's really beefy, you know, maybe.
If Toady ever implements multithreading, then yeah, something like that would be awesome.
Alright, so let me open the floor up a little bit here. Anything in particular anyone wanted to see?
Well, no it doesn't dim it so much that you can't see everything. It just treats it as dim. So, I mean the game works the same. It's just your player vision. It's not even a fog of war. It's like someone turned it on to mood lighting in the rest of your fort.
Our puppy fall is dug out, but not finished. We need to go back and put in the statues and designate it as a room.
Drop a puppy? OK, sure. Hang on. I do want to dig out one more space here. I want to dig out all the way around this thing. The pit straight down is nothing more than channeling designations stacked over one another.
So, yay, a dog bone mace, which is basically a weapon trap in the making. The reason I'm going to use that as a weapon trap --
So, let's talk about that for a minute. I'm going to actually build that as a weapon trap right now, because it's useful for that. I'll use a mica mechanism, and I'll throw that [Afenmukar] in there and anything else of interest. Crossbows, axes. Nothing else is of particular value to throw in here. We're done selecting. The reason is because that weapon trap will be viewed by everyone who comes into the dining room. It will make everyone around it happy, and everyone comes into the dining room.