Here's the deal: We are gonna make Armok's Spire. Hammers in traps hit very hard, and throw creatures off the tile.
Thus, any creature thrown from a great height will make a nice splat.
Thus we will fill at least four weapon traps with ten copper/silver hammers each, Put them atop a very tall tower, and throw creatures to splat on the ground outside the dining hall.
If they dodge they go off anyway. RIP. Any creature that makes it through the traps is allowed to terrorize the fortress again or what have you.
http://dffd.bay12games.com/file.php?id=12171Alright. Turn complete.
I dug up more fortress, and dug into two cavern layers.
I dealt with the creatures down there and now we have tons of animals.
I setup statues to warn and slow building destroyers, aka trolls and forgotten beasts.
It should be noted that moving the rock by hand is a rookie mistake.
First of all, you need wheelbarrows. That will pace your stone movement to 1 hauler per wheelbarrow.
Second of all, never move the stone too far from the mason's workshop. It's worth it just to let the mason do some extra hauling, or set a much smaller stockpile around the workshop.
Third of all, I want someone to finish my minecart setup. It should be used to move stone from the back of the fortress to the mason's workshop.
Fourth of all, it's usually better to let the mason's workshop hold all the blocks and just move them later. but we have over 150 blocks in bins by my estimate.
Aka its worth slowing down the mason's work shop and just plain building another if necessary.
It's time to start construction.
I dug a temple of the sun, set to all gods. I crammed in some bedrooms in my favorite fashion, but the fortress isn't as well defined as I would like.
We lost two dwarves to cavern creatures, one migrant recruit and one master miner. I've disciplined the underground for now. But we need a more thorough entrance for both layers.
Three wide and ten long at least, with a bridge and some cage traps and a door at both ends.
And just enough room to block off the back of the entrance with masonry.
Also, there was in fact cactus wood. Now there is no cactus wood.
More construction plans:
There is now a 'central pillar' noted down. This is not meant to be a thoroughfare, but instead a temporary access for moving fluids.
Fluids when pressurized will fill up to the same level, any distance away as long as it is connected. Thus when my turn rolls around again I will fill in various non-engraved portions of the fortress with obsidian, using the central pillar.
The whole purpose is to move the pumpstack of water or magma away from the center of the site.
Make more interesting patterns when mining please.
We have the tech to make steel but desperately need magma forges. It should be noted that adamantine will require magma forges too.
I never dug up the volcano, but we now see Adamantine and a really short magma pit.
Long term Goals:
Fix FPS.
Magma forges, magma is exposed in the bottom cavern, but I don't think we dug the volcano proper. Still we need it in the fortress Asap.
Make copper hammers.
Make high quality mechanisms
Make Armok's spire outside the dining hall.
>actually make an outdoors dining hall.
Dig interesting patterns.
Secure the watersource and dig a 2 layer well on the fortress level. I dug half a well without remembering how slow it is to go down 20 Z-levels.
Search up the whole cavern before draining or moving any water.
Easy goals:
Finish my minecart setup and move the stone out of the catacombs into a pile next to the mason's workshop.
Setup highly defended cavern entrances.
Discover the third cavern.