BunnyBunches the Rabbit-Hut
01) Embark02) 6 Flavors of Hell03) But mostly he just raged04) Water Water ... Is it safe to drink ??05) Risk vs Reward vs Frustrating Dwarves
I was extremely lucky with the drinks.
A series of fortuante events allowed my dwarves to drink from a top-side brook.
No undead interference. No ash interference.
And the ash from chapter 2 seems to have no ill effect on the brook besides the visual scare.
I received a revelation now; it is only a matter of time before I start losing the top-side to husk+wildlife.
1) Something dies top-side
2) It eventually raises as undead
3) It hangs around top-side, refusing to leave
4) It will eventually get covered in contagious ash
So I have my immediate primary goals all laid out for me.
A) Plant every seed I got and prep multiple brewery's
B) Make stone pots after the seeds are planted
My immediate secondary goals also have formed.
C) Free up the miners to dig immigrant routes to the 4 corners of the map.
D) Try to start walling up pasture space while the outside is still
tameE) Sneak a garbage compactor in there
The flooding of the farm is going, well, about as good as a flood can go
grrEventually it allows plottable
rocksoil.
I even call off my militia (inactivate the squad) to help speed up the planting.
When I deactivate them, some complain about being relieved of duty...
Thankfully, they're still roughly content to fine.
Given the choice, they all choose to plant the longest-growing sweet-pods first...
Need to micromanage to fix that. I need Plump Helmets and Pig Tails asap because they grow to brew faster.
Unbelievable. The dwarves just drank less than two weeks ago from the water source, and now they're thirsty again.
I guess the civilians are the ones who've had more time since thirst.
Did the latest patch make dwarves drink more ??
I act decisively.
My farm has a floodgate to stop the water. Some of the water is still puddled up behind it.
Stagnant of course, but it's still water.
...
On second thought, I just let them sneak out that way to the brook again.
It still looks safe. There is one skunk on the map, and no ash yet.
Yep, it's the civilians group that is thirsty again.
Here's the layout of the general area that I've been lucky with.
The skunk moves close to the south edge of the map.
If he leaves, I'm sure bloodthirsty abominations will replace him as my next "wildlife".
But thankfully, he turns sideways, and doesn't want to leave yet.
...
Finally, the civilian group is done with their second brook run to drink.
They hurry back inside so I can once again lock us off from the outside world.
...
And now a militia goes out to drink.
Well at least I don't need to worry aboue cave adaptation yet.
!! Migrants !!
They arrive on the evil side of the map.
I'm hella lucky all I have is a little living skunk d-----g around on my map.
Anything semi-sinister and my surface would be covered in dozens of undead-piece ash-spawns.
But I won't take this for granted. This luck will spawn a wondrous Rabbit-Hut... If I don't kill my dwarves first.
At least they brought a bunny and a puppy along with their charge into the Terrifying Dead Zone.
Congratulations, Migrants.
You all are now labelled as growers and brewers and stone crafters and masons, irregardless of your stats.
Now
stop going outside !!Wow. I'm in just as bad a mood now as I was at the end of last chapter...