Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 [13] 14 15 ... 28

Author Topic: [Scrubbedcreams] Terrifying Glacier (Community Reclaim) - Needs Overseers  (Read 32113 times)

Conan

  • Bay Watcher
  • I'm running out of stone!
    • View Profile

I'm pretty sad though that I missed out on all the fun.

However, it was good for the fortress, so what the hell, I like making economies better anyways.

Farmerbob

  • Bay Watcher
    • View Profile

I'm pretty sad though that I missed out on all the fun.

However, it was good for the fortress, so what the hell, I like making economies better anyways.

I intentionally plan on missing out on all the fun, lol, but I do plan on seeing what I can do about creating a nice deathtrap for the clowns when we do decide to let them loose.
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Farmerbob

  • Bay Watcher
    • View Profile

2 Granite: First impressions.

I, for some reason, have been asked to take control of this place., having recently arrived, I was given a tour to show me the places I had not seen yet.

Sprawly.  Lots of long tunnels that take a long time to get anywhere.

Dangerous.  Does nothing fly here?  Why is there no roof over the upper fortress courtyard?

Ghosts!  I saw at least two, just today!  I was told they are the ghosts of Tosid Gutidmuthkat and Kadol Dorenmigrur.  I will see to it that they are placated at once.

Led Olinikal, our only prisoner is currently starving.  As my first action as overseer, I found a dwarf, Onul Uristkathil, who claimed to be an animal dissector, and made him the honorary prisoner and wounded dwarf feeder & waterer.  I took away the burdens of all types of hauling from him, as I know myself how long a trip to move a stone can be, and we don't need dwarves starving while other dwarves move rocks.

I've been told that we have plans to train up a military, and start mining adamantine.  Err.  Maybe the mining part, but with the fort looking like this, we don't need a military, except for a few.  We need organization.  We need individual quarters for everydwarf.  We need a secure topside, structure-wise.

The next overseer, if they are of a military mindset, is welcome to build up our military as best they can.  I will provide them the industry and safety to do so.
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Conan

  • Bay Watcher
  • I'm running out of stone!
    • View Profile

Oh yeah, that prisoner.

It really was annoying. About 40 or so idlers would rather let him starve then give him food and water.

I resorted to desconstructing the chain. That let him free long enough to quell his needs.

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile

Dwarves can use useless artifact gems to make useful artifact furniture? Cool!

Led Olinikal, our only prisoner is currently starving.
I thought I set up a food and drink stockpile in the prison for that? Nobody seemed interested in feeding and watering her during my turn either. Anyway, if you set up a two-tile drink pile and a one-tile prepared food stockpile, both of which pull from the main stockpiles, she'll take care of herself once the hauling is done. Dwarves are unbelievably lazy about prisoner care. :/

It'd be pretty neat to have a prisoner live through a *checks* 482-day sentence.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Farmerbob

  • Bay Watcher
    • View Profile

The central keep is now sealed from the air.  there are doors leading in from the roof, but that's a minor concern.  Elves on Eagles won't be able to hover overhead and shoot at us anymore.

After staring at the piles of garbage surrounding the keep for the last couple weeks, I decided it's time to do something about it.

Every single item that was outside is now inside, except a few pieces of clothing that some of my fellow dwarves have chosen to claim, without choosing to actually collect them.

During operation clean up the outdoor litter, the militia killed about 30 skeletal Yetis.  I have no idea where they were all coming from.  It was bizzarre.

Despite my attempts at caution, apparently someone found something with forgotten beast goo on it.  We lost half a dozen dwarves and several pets to their feet rotting off before getting the outbreak cleared up.  The beast goo seems to have been cleaned up.

The dwarvenhome sent a caravan shortly after the outdoor cleanup was completed.  We bought pretty much everything they brought, using wooden elf armor, wooden weapons, and random junk that nobody recognized as having been made here.

Roughly 150 new bins have been made since I started getting on the blacksmiths about storage bins.  Every one is currently in use, and we still need more.  I think one more caravan should clean out all our elfcrap.  I'll do what I can to organize the finished goods into "Useful" and "Not Useful" piles.

Some snazzy new rooms are being designed, and I will be assigning them to our dwarves most hard hit by the deaths of their friends and family.

I have yet to figure out how this "mist generator" thing is supposed to work.  I may have to design another that makes sense to me.

Led Olinikal has died.  Apparently he starved to death while we were selling wooden elfcrap to the mountainhome representative.  I had an opportunity to see his crimes, he won't be missed by many.
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Farmerbob

  • Bay Watcher
    • View Profile

Oh, also, I am able to report some success in adamantite mining.  Carefully smoothing and carving notches in the stone to verify it's solidity before mining it out is paying off.  Did I mention that Adamantite makes me very happy :)  I get good thoughts just from people making adamantium wafers, the strand extractors are calling me Mayor Easytoplease.  I think everyone else hates me after the whole fiasco with the outdoor collection, skeletal yetis, and people's feet rotting off.

They should get over it.  I'm trying to make the fort more survivable in the long run, and I think it's appreciated, even if the cost is high.

Just finished an animal holding pen behind the butcher shops as well.  The ammo stockpile will be moved under the ceiling, as having it exposed to enemy arial archers would be... silly.
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Conan

  • Bay Watcher
  • I'm running out of stone!
    • View Profile

To turn on the generator, just go up two levels from the burrow. There'll be a lever. It controls two bridges controlling the output flow.

Farmerbob

  • Bay Watcher
    • View Profile

To turn on the generator, just go up two levels from the burrow. There'll be a lever. It controls two bridges controlling the output flow.

Tried it.  No effect at all.

That's a weirdly hypercomplex mist generator in any case.  I'll see what I can do about getting one together that's a lot simpler.
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Conan

  • Bay Watcher
  • I'm running out of stone!
    • View Profile

It's not complex, its just over two z levels instead of one.

The top two pump it backwards towards the water wheels and the bottom two pump it over the empty space, and then the top two pump it back, etc.

Farmerbob

  • Bay Watcher
    • View Profile

It's not complex, its just over two z levels instead of one.

The top two pump it backwards towards the water wheels and the bottom two pump it over the empty space, and then the top two pump it back, etc.

I've pulled the lever, and no mist is generated.  Either water was allowed to leak out, or it's a system that allows evaporation.  I'll try to design one that's a little bit more "next player" friendly  :)
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile

That's a weirdly hypercomplex mist generator in any case.  I'll see what I can do about getting one together that's a lot simpler.
It's technically two separate mist generators linked to the same power source.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Farmerbob

  • Bay Watcher
    • View Profile

OK, got a new generator design that I'll play with.  It works in a test world I created.

It uses more pumps, but it's entirely contained on three levels, cistern, power/dwarf, and 1 z overhead, is perpetual, and loses no water.  I'll have to add a lever to empty the water so it can be turned off and another manual pump to load water back in, but that's no big deal.

I'm only paying this much attention to making a mist generator because I'm not entirely certain all the beast goo is gone.
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile

It's not necessary to drain the water to switch a mist generator off.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Farmerbob

  • Bay Watcher
    • View Profile

It's not necessary to drain the water to switch a mist generator off.

Ya but thats a pretty obvious way to do it - the lever in the one we have does nothing at all that I can see, lol.

In any case, I decided to patch ours rather than rebuild it.  I built an 8-tile pond fed by 6 separate pond zones next to one of the lower pumps, put a floodgate by it's input and output sides and linked them to a labeled lever by the pond.  When you want mist, just open the floodgates, and you will get mist.  If you want mist to stop, close the floodgates and after a while the mist generator will fail.
Logged
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)
Pages: 1 ... 11 12 [13] 14 15 ... 28