23rd Obsidian 1051, late Winter.
It BeginsRoofed over the entirely too long and narrow aqueduct from across the way, so no airborne griblies could get in, dug a ramp down into the ice on a pond that was almost above the farm-area, then across into the sand, then a channel down over the centre of said room. Waited for the spring thaw, and got treated to a lovely sprinkler-effect, and by complete fluke, the whole pond emptied into it, filling it almost perfectly, leaving 1/7s, with a couple 2/7s floating around. Once that evaporated off, it left enough muddy sand for two decent-sized plots, which should sustain booze/cloth production for a fair while yet.
I also moved the refuse stockpile inside, behind airlocks, so bones don't disappear on season change, and miasma shouldn't be able to get out too much.
Started digging out ore veins for passages underground, also started digging out the hematite cluster, which is going to provide
plenty of space for wood/furniture storage.
Basic stockpiles for everything else got strewn around wherever they fit, till I can find somewhere to put them, after I've sited the workshops properly.
Rather concerned by a gaggle of snailmen wandering around on the surface, but they don't seem aggressive. Yet. Working on mechanisms/cages to liberally trap the entrance.
15 Slate 1052, Mid-spring.
Incoming Stunties!The first Migrant wave of my year, 20 Dorfs wander in off the plains, looking dazed and confused, and not a little nervous of the Snailmen, who STILL haven't made an aggressive move. I still don't trust those slimy buggers though..
Five of new
meat useful members of society have various armour/weapon skills, so I'm tagging them as *Reservist, till I manufacture some weapons/armour for them. Unfortunately, the wave put me over the cap for not requiring a Quartermaster, yet
beneath the cap for actually having one available on the Nobles screen.
A stonecrafter, couple of jewellers, an extra miner (When the Quartermaster gets enabled, so probably after the next wave), a couple of leatherworkers (One Grand Master already.. If you're going to get into the leather biz, she's your Dorf), and one of each of the Smith types, to round it all off. The rest were chaff, cooks, milkers and such. Oh, also a FisherDorf. This guy quite possibly saved my bacon..
25 Slate 1052 Mid-spring.
Ahh.. MUCH More Comfy!Finished work on our Glorious Comrade General (Head Foreman actually, but still. Airs, graces, and all that) Minty's quarters, compact, cozy, yet engraved with pretty things. Such as a Hydra, two Griffons, anvils, gauntlets, swords, and about twelvety-hundred engravings of.. Squares. What was she, brought up in the 60s?
14th Felsite 1052, late spring.
Ain't Gonna Talk to You no Mo. (Also, Elves!)Athel Besmarudil, Crafter, got taken by a secretive mood.. And claims a Metalsmith's Forge.. The only ore I've found or smelted yet are iron, no flux found for steel unfortunately.. And her only Metalsmithing skill over dabbling is High Master MetalCrafting.. I swear, if it turns out to be something like a spiky iron piccollo... First place she goes to after picking up an iron bar? The refuse stockpile.. Good thing I moved it indoors. Even BETTER thing that the brook seems to have mussels in it. Or one of the murky pools.. Whatever, at least she won't die due to lack of shells..
An Elven Caravan turns up less than 30 seconds later.. Time to hawk all those mugs I've been making, let's see what they've brought to trade..
While I was waiting for Snook the Easily Distracted to stop hauling seeds from the impromptu dining area to the seed-stockpile by the underground fields, Athel finished her legendary, shiny, artifact.. Amulet. Well, at least it's got spikes on. And she's now legendary +5, according to DT. Meh. It'll go in the artifact-display pile, whenever I get around to digging it out. Till then, it'll have to stay in the finished goods stockpile, conveniently located near the trade depot. And awful close to the entrance, which is only guarded by a single leashed wardog...
Anyway, Snook finally wanders over to the Trade Depot, to see what the hippies have to offer in exchange for our fine Dwarven beer-steins (Mugs sound so.. Pedestrian to me.).. First page is promising, with a gazelle for D$60. The rest is typical Elven dross.. But I bought up a load of seeds, and some dye, just incase someone wants to start a textile-industry up.. Also bought a crate of cloth, for bags and such.. I noticed we were running a little short..
Deal done, I turn Snook's labours back on.. Let her get as distracted as she wants by shiny things..
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Okay, here's something I should've asked when I signed up.. What service do people recommend for uploading pictures, that allows hot-linking on the DF Forum?
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And by special request from Existent, some pretty pics of Nutfallen in it's current state, 10th Malachite, 1052, Midsummer. I'll even be nice and annotate them. Feel free to ask for clarification as and when required.
First up, the entrance-level. Note the disused aqueduct trailing off to the bottom. A later Head Foreman might want to extend it further south and east, till it hits the brook.. But it'd probably be easier just digging through the sand, then piercing it with a channel or two. Especially as it's about 7 or 8 shift-arrows from the entrance south to the brook.
Top right, we have the budding farm, two individual plots, laid one north of the other, with a seed-only stockpile adjoining.. To the left of the aqueduct, we have the now-interior refuse stockpile, with included airlocks. The Trade Depot, bottom left, got moved in a bit, to make room for the start of the cage-trap field.
The rest of the level is food stockpiles, assorted other stockpiles, and the industry I haven't moved downstairs yet.
Oh, one additional point of interest on this level.. See the ore-stone just to the north of the northern-most bit of the refuse stockpile? That's the entirety of RCIX's quantum-stone stockpile. I hesitate to guess exactly how much stone and ore's stacked there, but I deleted that zone, and moved it downstairs next to the current, still-temporary workshop zone. I've not had the heart (or the idlers) to make an effort at shifting the actual ore/stones downstairs yet..
Okay, the storage level.. As you can see, the Magnetite's getting close to mined out. I always forget how big those clusters are.
But anyways.. Once it's mined out, that's going to be a fantastic place to keep a massive stockpile of, well,
anything, really.
The sharp-eyed amongst you may have noticed that I seem to have cut a corner between the ramp up/down and the magnetite. Not so, I was merely following the Lignite vein. Of course, there's nothing in the rules that say I can't widen the veins out to a minimum two Urists wide to aid pathfinding, is there?
Bottom right s the current wood-stockpile, with embedded (literally) carpenter's workshop. I'm thinking of throwing the wood burner's place in the cave wall there too.
The smoothed walls are for the individual pods of the various nobles and Dorfed Forumites. Each bedroom has been named, for ease of reference. Even Existent has a room of his own, when all the other
suckers workers have to make do with beds randomly strewn around the entrance-level
Of course, me being the modest man that I am, I decided to one-up the lot of you, and have my rooms engraved. Actually, thinking of it, with all that magnetite, lignite and wood around.. No, no.. Ignore that, nothing to see, move along..
Bottom left is the interim dining-room, that until recently doubled as the Fort Bookkeeper's office.
And finally, the bottom level.. Again, looks like I've been cutting corners but I've just been following the veins. Not as much extra mined out down here, as I was concentrating on mining out the magnetite, and it was FAR easier to designate onion-layers of that, rather than two or three bits of each limonite or lignite vein down here. Eventually, this is probably going to be either workshops or living-quarters, I thin. We'll see.