Whitemountains, yet another Spring
Goddamn projects take forever. It doesn't help that they're all logic shit that i have to invent things for all the time, but progress still takes place and the finished devices look pretty decent in the end.
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That was actually one of the simple things, a quasi-latch that gets permanently deactivated by an alternative pulse signal. The exact layout is so it can be run from a single 40-power windmill - it needs four rollers and four switchable gearboxes. I think it'd even work with a 20-power one, if wired correctly.
The bone stocks are still gargantuan and the current "weapons" count is nearing 2000 again - all but maybe a hundred of them bone crossbows. I'll have to play an adventurer after this fort sometime, the nearby human civ's towns should be completely full of *grizzly bear crossbow* by now. The dedicated dyer finally reached the point where that's her acknowledged job (judging by her position in the dwarf roster, the displayed profession is 'militia captain'); getting started with that job is very slow going.
A mood by a non-child, hooray! A weaponsmith, even. Grabbed an adamantine wafer, as planned, and became legendary. Bit of a bummer the dwarf likes warhammers, but not enough reason to forbid the adamantine and glitch the artefact to iron. I _did_ forbid most of the materials collected, though - four blocks, all nickel, and two 'stone', both (imported) native gold were claimed, so i forbade all 'duplicates'. I had the nickel blocks smithed so i can build some more magma pumps and the gold boulders were all laboriously ordered and bought from the dwarfs, there's no gold on site. Looks like i can draft a fourth dwarf to my "shitty artefact weapons" squad - so far, we have one warhammer, one mace and a short sword, all made from bone.