BunnyBunches the Rabbit-Hut
06) Green light a lot of things07) Stomping the Learning Curb
Still autumn.
Bunnies are doing okay. A bunny birth of two little-er ones just happened.
They can use more pasture space once the evil tide recedes for a little bit.
My puppy-pet just grew into a full blown dog.
Best of all, my 4-way Migrant tubes are done. Now things can sneak onto the map and under it without becoming
wolverine bait.
And wouldn't cha know it, the migrants arrive right now.
Even though the migrant tubes are done, the floodgates haven't been linked yet.
Gotta improvise.
The first migrant shows up, and squats right in place. Great.
The undead wolverines are on the other side of the map.
So I create a meeting hall in the nearest tube (on the migrant side), and draft the first migrant to station at that meeting area.
He moves, and two other migrants spawn and follow him to that meeting area.
One citizen has arrived, and she deconstructs the floodgate to let the migrants in.
Then, all the migrants are still
stupid stuck in the meeting hall in the tube.
So I convert them to Masons and tell them to build walls deep in my fort. They finally start moving into my fort.
I have thusfar avoided any surface deaths !! This is good for the future of the fortress (the rabbits at least)
And in the last picture, you can see I have a lot of Cherry Opals in this fort (should mod in Cherry Blossoms too)
One of the Summer migrants was a Novice Jewller, so now he is working on wealth so I at least have something to trade with the dwarven caravan.
Very good.