So back to it. 7-19. Caravan has arrived. Depot was done the first few days of the season so we are golden. No liason, which is odd. He has come on this embark before, although I did a fresh gen of the map as opposed to restoring a backup. It happens. He'll probably show next year. Is annoying since I can't ask for things.
We got what meat we could out of the butcher, honestly didn't lose too much, mostly organ meat but at least no big stacks of generic meat. Bridges are built, surface5 is done except we are backlogged on mechanisms. The aquaduct almost all smoothed and at least I had the foresight to get the levers done and linked for it already so we will have water soon. I went with a bridge seal and a wall grate behind it to keep fish out, it's linked to a lever for emergency access. Smoothing is a real time waster this early on but it has to be done before adding water. On the other hand there is already so much unhauled stone lying around anyway. We'll get the top and right rooms of the guildhall dug before we turn on water (what's under cisterns), otherwise the cancellation spam will annoy the fuck out of us. Might be a good suggestion to add about digging that out first, maybe even bump their dig priority to 3 in the plans (the stairs 6 above will still preserve level integrity).
Replaced our apartment dig designations. I like this look much better, the 2 tile wide corridors transition much better from the 3 wide. I think this is really good.
I remember why I abandoned this embark, the lava may be shallow but the flux is deep. Marble below 2nd cavern is our only source. We have to dig a quarry. I'll have to buy steel items and melt them to get our first steel minecarts and anvils. Parts for 2 glass pumps are made. I use the pump and dump method. We'll dump the steel minecart into lower pump output, run lower pump a second, then run upper pump to pump the lava out. Cart is hauled and dumped into the channel, rinse and repeat. 3 trips per smelter/forge but never having to worry about fuel is so worth it.
Actually the caravan brought us 4 steel anvils, how nice. We'll melt down 2 for the steel for our minecart and we can use the other 2 until we can make more. Otherwise there is a crossbow ,buckler and xbow bolts, we'd have to melt just 5 bolts. Maybe we'll do that instead. I think I have to trade for the bolts 1 by 1 though, which is going to be too much hassle. The rest of their steel stuff is too expensive to trade for right now. Ahh! Actually they have a bunch of nickel cages, cheap and magma-proof. 1 cage is 1 bar. We'll use them for a minecart and save our steel.
They actually brought us 2 bins of leather for a change. This along with what we have should tide us over until the geese start maturing (provided the kea don't murder them all). We "seem very happy about the trading" after that so we'll need to do some more trading to bring them to ecstatic! Ecstatic means larger
hordes of freeloading cheesemakersmigrant waves and more
useless crap goods. There's no books
I usually like to start buying whatever written works I can so that when we establish our
outhouselibrary there is some
TPreading material. We'll grab some fruits and veggies to give our surface crops (and booze) some more variety. Definitely any cheap bags, full or empty. Can always use more bags. Fill out with some odds and ends like metal bars and cloth and then send them on their way. That only took 15 spiked wood balls. Not bad. I started crafting 25 sometime last season, but we came into this one with only like 10 ready. Obviously you need to get the construction stuff done first, but it's good to queue these up right after. They can be started in the fall and completed before the caravan leaves if you clear the carpenters other work.
Queueing up order surface6. So is there any real reason to wait until the bridges are linked? Oh, right, the traps. We want the bridges linked before we start building traps. We wait. Possibly I should have made the carpenter a mechanic as well, and let them both practice mechanics/carpentry. Maybe even not put points into herbalism. Mech 5/Carpenter 3 for both (I still like discipline and swimming on the miners and outdoorsdwarfs). Or maybe just 1 and the other Carp5/Mech3. Mech4/Carp4. I dunno. The shortage of haulers and labor in general early game is just not really something you can do anything about, other than making sure non-essential jobs aren't getting queued.
I remove metal furniture from the goods feeder and add it to the ore feeder; metal furniture is heavy and we want it picked up by wheel barrow. Actually most furniture in general is. We probably want to do some tweaking on this. Possibly split a strip off the goods feeder and assign 2 wheel barrows.
So juggling workshops around, I think even better would be move the bowyer up next to the wood/carpentry craftshop, put the misc craftsdwarf shop where the bowyer was (it is more central to cloth and metal piles)
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Copy paste messed it up a bit, but you get the gist. I wouldn't place all those extra forges and kilns of course, but they're just there to show where I was going with it right now. They'll be glorious magma of course! Shifted the dye maker next to the loom too, and then we could even get 1 more craftsdwarf down below if we felt the need. And the jewelers, lol I can't stop myself. 3rd mason up top there, stone being heavier than gems. We could squeeze 2 more masons in if we really wanted, and I'd probably do a QSP encrusting pile of some sort by the jewelers. That's the reason for 2 shops, 1 for cutting, 1 for encrust. I've used a bastardized version of
https://www.reddit.com/r/dwarffortress/comments/2n9p3u/mechanixms_guide_to_better_stockpiling_part_3/ in the past.
8-12 our 2nd wave has arrived. 8 and 2 reindeer calves (non-pet). So glad to not get pets, I really resent not being able to get rid of them being as FPS death is a thing. Although cavys have been known to spontaneously teleport into volcanos...No one impressive as a soldier, but then we're not ready still, and probably not even until 4th wave. woodcrafter 6, craftsdwarf. glassmaker 10 (FFS! always, always, always if I bring a glassmaker on embark I get a high-legendary skilled one without fail)/armor 1/fishing 3...lol...craftsdwarf. 10 bow/1 suture, not sure, he's lvl 1 axedwarf too...maybe he will be our 3rd outdoorsdwarf (can finally get those 2 fucking trees cut down). bone carver 6/glass 1/mechanic 1, craftsdwarf. That gives us 4 now. Completely unskilled but very weak...while I really need another laborer the 10 str, another farmer wouldn't hurt either...farmer. carpenter 6/bowyer 6/wood cutter 6, what is it elfday? this is the type of dorf that gives me a boner, all the skills in 1 profession group, smith 1 and strand extractor 5 too...obvious outdoorsdwarf #3. Ugh 16 str, well he will toughen up. I guess our 2nd useless fucktard bowyer will be a laborer. The 2 of them can chat about crossbows while they make soap
Gem setter 1/butcher 1 probably laborer. Wood cutter 6...LeSigh...too much of a good thing. I think laborer too. We still need a dr and clothier. /me facepalm...I think we'll make the bowyer 10/suturer 1 the dr because I'm sure there will be injuries before the 3rd wave. Winter is coming! Not great, but not horrible. It would have been nice to get a clothier and maybe another smith but I can work with this.
And my laborer lost all it's skills. Odd. I'm seeing the custom profs lose their icon (I assigned them icons) but this is the first time I noticed skills gone. I'm waffling on the dr or another laborer. We're going to ramp metal production up real soon. Actually we're going to make that woodcrafter a Dr. I'm likely to get a steady stream of craftsdwarfs and we don't want every Tom, Dick and Urist being a craftsdwarf, only the 4 best. Elfcrafter mostly going to be making wood bolts for training and nothing else anyway. If she wasn't so weak I'd make her a miner, artifact stone furniture would be better than an artifact wood trinket. So the former dr bowyer will become smelter or miner. We need more of both right now. Smelter. We're going to make the woodcutter a miner though. Annnndddd, I think we'll make the bone carver a smelter for the same reason as the wood cutter; we really only care about bone bolts.
I think it's better to make these kinds of "sacrifices" and try as hard as possible to keep dwarves in their assigned profession. If we made them craftsdwarves and then switched them out next migrant wave, the skills they started developing only to abandon for another profession have denied the other 2 the chance of becoming more skilled and well-rounded in their profession, and given us more
low quality crap valuable trade goods to get rid of.
1 Chef, 2 Craftsdwarf, 1 Doctor, 3 Farmer, 3 Mason, 4 Miner, 3 Outdoorsdwarf, 4 Laborer, 2 Smith. I'm satisfied with this.
8-14 we've breached the magma, without losing any limbs, always a plus. Marble quarry being dug out now. I've already quarried quite a bit of iron (and platinum too) while I was digging aquaducts. Pumps are being built, nickel minecart ready, channels dug and trackstops built. We are ready for magma and steel!
LMFAO! We've had our first idiot in a long while go swimming in the river. Urist McDumbass cancels install colony in hive: dangerous terrain. I find him bobbing around. I'm going to watch him for a bit to see if he recovers on his own before I teleport him out. Of course it is the new guy, and he didn't have swimming skill, but he is learning fast...hmmm...I think we are finally going to drop it from the embark profile. Discipline too for all the good it is anymore. I think it's actually broken, or maybe personality has more effect now. Some civilians don't give a fuck and they will go fisticuffs to the death, others run at first sight, doesn't seem to matter if they have discipline or not. And he got out; the river is shallow where it exits the map, on the other side. Let's see if he can get back.
8-22 and finally running surface6. The extra mechanics to do the linking while the main one keeps making mechanisms really paid off, otherwise we'd still be waiting. I'll be a lot happier to have surface defenses done. Especially before the dead of winter arrive, because I'm sure there will be necromancers.
9-15 First miner hit legendary, 2nd is not far behind. Filling the first smelter up. Walls are going up nicely. Queue orders for surface7.