A brief visit to the [n]oble / admin screen:
Uberfish started with some social skills so he was elected expedition leader. For now he gets stuck with all the administrative duties as well as personal responsibility for booze production. With a larger population it's good to split these up. The broker trades with caravans, the manager allows production orders to be sent from a master screen rather than individual workshops ([j]obs [m]anager to access this), and the bookkeeper keeps the stock levels in the [z]tatus screen accurate. From the noble screen I adjust the bookkeeper [s]ettings to the highest precision.
The manager and bookkeeper jobs need an office so I dig out a 3x3 room behind the brewery. Offices are [q]-designated from chairs and assigned to whichever individual dwarf needs one.
Speaking of the [z]tatus screen it allows you to manage animals, stone permissions, check stocks of everything, and also the Kitchen screen:
I changed one thing here which was to disallow plump helmets from being cooked, because I want to brew them into alcohol instead. Dwarves can still eat raw plump helmets if they feel like - I don't think that can be altered.
Moving a little further on in time:
- Uberfish is now counting plump helmets and wine barrels in his 3x3 office.
- I'm clearing out the hill ramps that would lead to the level above with [d]esignate [z]. If I omitted this step, creatures would be able to just walk down the ramps after the palisade wall is complete.
- The palisade is now close to completion, and dwarves have built a trade depot (the 5x5 building near the fence) which will let us trade with caravans.
- A kitchen was added next to the dining table where Kylearan is preparing some easy meals. With the still and kitchen, you just [q] them and set a repeating job (for drinks that would be [a]dd new task, [b]rew drink, [r]epeat) every once in a while and they'll keep cooking and distilling until they run out of suitable ingredients or barrels to contain the booze.
- The down stairs have been widened as part of the aquifer breaching project, and Cyneheard is working on pump components in the carpenter's workshop. This workshop also produces the other functional wooden items such as like furniture, doors, blocks, bins and barrels.
- Our palisade wall is complete and I've finished it with a drawbridge ([b]uild brid[g]e). It's set to raise up to the north so that when we raise it blocks the gap in the wall. The green control lever for this bridge is in Uberfish's office; [b]uild [T]rap/lever, [l]ever to set it up, and then [q] it to [a]dd new task - link [b]ridge. We now have our first functional security system!
Summer has arrived and 9 new dwarves immigrate! Typically, most of them have professions that are currently useless, and these are no exception. They'll gradually be reassigned to more useful jobs. Since currently any industry that involves stone and metal is locked out to us a few of them will just sit around idle for a while. This isn't a big problem because we have a lot of food from our farming operation, two of the newcomers (Jkaen and Brian) have hunting skills and two others (Adkebunkus and Brackard) fishing skills.
The new arrivals brought two yaks with them. One starved to death and I built a butcher's shop to get meat from the other. An extra kitten also got eaten.
In the meantime the aquifer project is in full swing.
The "double slit" method was used to breach the first two levels of the aquifer. The way this technique works is to dig two holes into the aquifer and use a pump to extract water from one hole and dump it back into the other, allowing workers access to the aquifer level where they can replace the porous stone and sand with solid walls that block water flow. For those interested a fuller description is here:
http://dwarffortresswiki.org/index.php/D...lit_method
In the screenshot dwarves are carrying out the slow process of replacing porous sand with wooden walls to stop water flowing out of the aquifer on this level. The dwarves will suspend the wall construction every time the water level goes above 1/7 (which is quite often) and it has to be manually restarted [q] [s].
A kobold thief shows up at the gate and bumps into Jkaen, but quickly runs away!
In the meantime, both the fortress' cats have adopted Ichabod and are following him around.
The aquifer is uneven and one of my two holes reaches the bottom before the other which means I had to improvise. I used pumps to clear water from one of the 2x2 shafts and wall it off. Below is a layer of solid rock, but the bottom of the shaft is still flooded with 7/7 water which I don't have pump access to. I have to build a well a couple of levels up in order to empty the shaft out. (Dwarves gather water from wells when available and I designated the other aquifer shaft as a pond in order to get them to fill buckets and dispose of the water there.)
Once most of the water is emptied out Ichabod can dig again. Due to the aquifer being uneven I dig down a couple of extra levels below the aquifer to be safe. We've hit the stone layer! Ichabod begins exploratory mining 7 levels below the surface.
Uberfish started with some social skills so he was elected expedition leader. For now he gets stuck with all the administrative duties as well as personal responsibility for booze production. With a larger population it's good to split these up. The broker trades with caravans, the manager allows production orders to be sent from a master screen rather than individual workshops ([j]obs [m]anager to access this), and the bookkeeper keeps the stock levels in the [z]tatus screen accurate. From the noble screen I adjust the bookkeeper [s]ettings to the highest precision.
The manager and bookkeeper jobs need an office so I dig out a 3x3 room behind the brewery. Offices are [q]-designated from chairs and assigned to whichever individual dwarf needs one.
Speaking of the [z]tatus screen it allows you to manage animals, stone permissions, check stocks of everything, and also the Kitchen screen:
I changed one thing here which was to disallow plump helmets from being cooked, because I want to brew them into alcohol instead. Dwarves can still eat raw plump helmets if they feel like - I don't think that can be altered.
Moving a little further on in time:
- Uberfish is now counting plump helmets and wine barrels in his 3x3 office.
- I'm clearing out the hill ramps that would lead to the level above with [d]esignate [z]. If I omitted this step, creatures would be able to just walk down the ramps after the palisade wall is complete.
- The palisade is now close to completion, and dwarves have built a trade depot (the 5x5 building near the fence) which will let us trade with caravans.
- A kitchen was added next to the dining table where Kylearan is preparing some easy meals. With the still and kitchen, you just [q] them and set a repeating job (for drinks that would be [a]dd new task, [b]rew drink, [r]epeat) every once in a while and they'll keep cooking and distilling until they run out of suitable ingredients or barrels to contain the booze.
- The down stairs have been widened as part of the aquifer breaching project, and Cyneheard is working on pump components in the carpenter's workshop. This workshop also produces the other functional wooden items such as like furniture, doors, blocks, bins and barrels.
- Our palisade wall is complete and I've finished it with a drawbridge ([b]uild brid[g]e). It's set to raise up to the north so that when we raise it blocks the gap in the wall. The green control lever for this bridge is in Uberfish's office; [b]uild [T]rap/lever, [l]ever to set it up, and then [q] it to [a]dd new task - link [b]ridge. We now have our first functional security system!
Summer has arrived and 9 new dwarves immigrate! Typically, most of them have professions that are currently useless, and these are no exception. They'll gradually be reassigned to more useful jobs. Since currently any industry that involves stone and metal is locked out to us a few of them will just sit around idle for a while. This isn't a big problem because we have a lot of food from our farming operation, two of the newcomers (Jkaen and Brian) have hunting skills and two others (Adkebunkus and Brackard) fishing skills.
The new arrivals brought two yaks with them. One starved to death and I built a butcher's shop to get meat from the other. An extra kitten also got eaten.
In the meantime the aquifer project is in full swing.
The "double slit" method was used to breach the first two levels of the aquifer. The way this technique works is to dig two holes into the aquifer and use a pump to extract water from one hole and dump it back into the other, allowing workers access to the aquifer level where they can replace the porous stone and sand with solid walls that block water flow. For those interested a fuller description is here:
http://dwarffortresswiki.org/index.php/D...lit_method
In the screenshot dwarves are carrying out the slow process of replacing porous sand with wooden walls to stop water flowing out of the aquifer on this level. The dwarves will suspend the wall construction every time the water level goes above 1/7 (which is quite often) and it has to be manually restarted [q] [s].
A kobold thief shows up at the gate and bumps into Jkaen, but quickly runs away!
In the meantime, both the fortress' cats have adopted Ichabod and are following him around.
The aquifer is uneven and one of my two holes reaches the bottom before the other which means I had to improvise. I used pumps to clear water from one of the 2x2 shafts and wall it off. Below is a layer of solid rock, but the bottom of the shaft is still flooded with 7/7 water which I don't have pump access to. I have to build a well a couple of levels up in order to empty the shaft out. (Dwarves gather water from wells when available and I designated the other aquifer shaft as a pond in order to get them to fill buckets and dispose of the water there.)
Once most of the water is emptied out Ichabod can dig again. Due to the aquifer being uneven I dig down a couple of extra levels below the aquifer to be safe. We've hit the stone layer! Ichabod begins exploratory mining 7 levels below the surface.