Nothing too exciting happened. I have had no crashes since not opening Dwarf Therapist. I even let it run a couple months without saving and reloading and it's been stable. Still too many variables to draw any conclusions yet. I'll try DT again at some point, but the important labors already have their experts, and there's enough peasants for all the hauling and construction tasks I've been designating, so I'm going to just keep going without it for some time to see if adding more fluid flow and the like might be a factor. Also, setting the pop cap to 200 has kept migrants away, and processing migrant waves is probably the #1 thing I do with DT.
Two war dogs were killed after starting fights with wild elk. Each did incredibly poorly in their respective fights.
A roc showed up, and was easily dispatched by the swordsdwarves, but only after killing a couple war dogs effortlessly. I'm thinking war dogs are more of a meat shield sort of animal than a combat ally. So far, the elves have brought a giant versions of a bobcat, koala, raven, hamster, coyote, badger boar, wild boar, red panda, and grizzly bear. But no breeding pair of any of them yet. Some casualties and debris from the waterfall entry project can be seen just above:
One of the doctors entered a strange mood and needed a bunch of vermin remains. All the cats were set loose from the food stockpiles, but weren't able to produce any. As he ran around babbling, he got cornered in 1 of the burial chambers and was sealed away.
The pasture was relocated, given a wall, a drawbridge seal, and an emergency stash of food and drinks so any dwarves trapped with their pets to wait out a siege can still have a good meal and get tanked. Across the gateway, construction has begun on a more efficient wood storage layout in conjunction with a higher capacity clear glass block making industry.
Some hallways were widened, other stockpiles expanded, gradual smoothing of walls and creating guild halls took place as construction on the main entryway is still heavily bottlenecked by the slow production of clear glass blocks. The magma workshops, though next to the sand collection points were a couple days' trek from the pearlash production. New magma workshops were delayed due to a bunch of refuse jamming up the minecart magma filling system that didn't burn away very easily.
The human caravan brought with it a bronze utdar. Some sort of large hand-held 55-string instrument with a metal body. The strings are made from flashing sparks. I'll try to sort it out of the melt metal object stream if it hasn't already been turned into bars. I bet someone can really shred with that thing.
The first test of the waterfall entry had a happy accident: The waterfall deflector turned out to be a bit undersized for the flow, resulting in some forward spillage onto the entry bridge below. But it never got more than 2/7 deep due to the fortifications there, so I now have a dwarven shower of sorts.
Unfortunately, I neglected to link up the retracting bridge to test the deflector bypass / goblin washer system. This has given me some other ideas to try though.
The population is still up at 271 with 122 pets/livestock and running at a solid 40-45 FPS right now.