Autumn 257
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257.07.01
The Autumn of 257 is here. Will it bring a dwarven caravan? New faces for Cheesesplatter? We've been preparing food and drink on the off chance...
257.07.13
An unwelcome guest appears instead... The Cyclops Eruwa Imaseive Ayi Ola, wielding the infamous Mysterious Tube (an iron greaves sized for elves?).
She mashes all of the human murder hobos outside the gates before accidentally stepping in a cage trap. I did not know you could embed iron greaves in a wound...
The humans have the last laugh though:
257.07.15
The precarious single stairway that binds all of Cheesesplatter together is just too dangerous with so many unhappy dwarves. I routinely see dwarves jumping off to escape fistfights. It's only a matter of time until someone gets seriously hurt. We'll go to a lovely dual helix ramp for the central core. One small problem: The aquifer. All available pumps are deployed, and parts for several more are ordered.
257.07.24
The roof over The Hole is finally finished. It took nearly every free rock block we had. Hopefully, this will keep those giant birds out while we finish making the glass.
257.07.28
No migrants or caravan again. I don't know if the cyclops is responsible, maybe they just think we're dead?
257.08.01
Cheesesplatter has an animal problem. They're everywhere.
I fix the first problem by putting all the animals into a single place. The next problem is there's still too many. Obviously, the answer is magma. Fortunately, we have some on hand.
Interestingly, animals burn just hot enough to set other animals on fire.
The metaphorical cloud over Cheesesplatter is now a literal one.
Magma: It's Super Effective.
257.09.20
And the aquifer (single layer) is breached and the core route is (almost) complete. Everything is ready for the end of the month holiday.
257.10.01
And done. Winter 257 is here. Here's how the fort stands.
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Notes:
Year 256-257 successfully completed without losing anyone! All praise to the RNG for not punching heads into pulp or tearing the nerves.
I've removed my system of nickname based roles from everyone but the militia.
Frequently tantruming dwarves have been quarantined with burrows and locked doors. They've also been placed in squads for better movement control.
However, you'll notice they still get "Attend Meeting" jobs. These are a hassle, but they must be completed for stress relief. It appears there can only be ONE active job of this type, it blocks that dwarf from other jobs, blocks other dwarves getting the Attend Meeting job, and it will generate bad thoughts for dwarves that can't complete it. AND dwarves who couldn't get it because someone else had it. Opening a bug report once I find a way to easily replicate.
To control tantrums and limit damage, I'd temporarily assign tantruming dwarves to burrows or the military. Sometimes, this seems to break pathfinding for the dwarf, so they will stay in one place until they calm down.
To satisfy the 'Craft an Object' needs, I have been cutting fire clay into jewels. Clay is infinite and doesn't have a bag/bake requirement like glass.
Most of the named dwarves are in a good place:
Well... not Blitzgamer, who remains deeply traumatized by his time in the rain.
SQman is ecstatic. I'm convinced this is due to his ongoing refusal to wear pants.
Imic and Immortal-D were very helpful in completing the central core route in a timely fashion.
Lordy is the backbone of the booze and brokering industries. She also pitches in as a medic.
On a copy of the save, I had no luck with getting the caravan/migrants/liasons with any of the stuck merchants or civil war scripts. I'm not sure if something happened during Immortal-D's turn or if it's the deeply unhappy fort during my turn(s), but there haven't been any migrants since Autumn 255.
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Download:
http://dffd.bay12games.com/download.php?id=14479&f=Cheeseplatter_Winter257_v2.zipEdit: Updated the save with missing notes.