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		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Sample_Starting_Builds&amp;diff=185558</id>
		<title>v0.34:Sample Starting Builds</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Sample_Starting_Builds&amp;diff=185558"/>
		<updated>2013-05-11T03:44:03Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Hop in the minmax-y taxi */ linkified workshops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
This is a collection of '''starting builds''' (or embark setups) which individual players find useful and generally worth trying.&lt;br /&gt;
&lt;br /&gt;
These can be found in [[embark_profiles.txt]]. Each one begins with a [PROFILE] tag. To use a raw starting build, just copy the text and paste it at the end of the file.&lt;br /&gt;
&lt;br /&gt;
== Nagidal's Allrounder ==&lt;br /&gt;
&lt;br /&gt;
Recommended for newbies who want to play a ''defensive'' embark on sites with ''mild conditions'' (warm or temperate [[climate]], easy access to drinking [[water]], [[tree]]s and [[stone]]). &lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
&lt;br /&gt;
According to the dwarves' [[attributes]] you assign:&lt;br /&gt;
&lt;br /&gt;
* 2 Proficient [[Miner]]s (high [[Attributes#Endurance|endurance]], high [[Attributes#Willpower|willpower]], good  [[Attributes#Kinesthetic_Sense|kinesthetic sense]])&lt;br /&gt;
* 1 Proficient [[Mason]] (good [[Attributes#Creativity|creativity]], good endurance)&lt;br /&gt;
* 1 Proficient [[Mechanic]] (good [[Attributes#Analytical_Ability|analytical ability]])&lt;br /&gt;
* 1 Proficient [[Grower]] (good [[Attributes#Agility|agility]])&lt;br /&gt;
* 1 Proficient [[Wood cutter]]&lt;br /&gt;
* 1 Proficient [[Carpenter]]&lt;br /&gt;
&lt;br /&gt;
Make one of five non-miners at least an adequate [[Appraiser]] (the one with good [[Attributes#Memory|memory]] or [[Attributes#Intuition|intuition]]).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Keep all the standard stuff, sell some [[splint]]s, [[crutch]]es and [[quiver]]s to buy a couple of [[cat]]s and a dog or two. (The cats will eat the [[vermin]] trying to eat your food supplies.) You can also sell one of the battle axes or the anvil to buy even more stock or some more [[drink]]s and [[food]] if you wish.&lt;br /&gt;
&lt;br /&gt;
Some dwarven [[civilization]]s start with a [[steel]] [[anvil]] rather than an [[iron]] one which will reduce the amount of points you can use for the dwarves' skills and items. In this case, sell the anvil and rely on [[merchant]]s bringing you one.&lt;br /&gt;
&lt;br /&gt;
=== First year roadmap ===&lt;br /&gt;
&lt;br /&gt;
We deliberately did't take any [[cook]]s or [[brewer]]s. You can pick both from one of the first [[Immigration|migration waves]]. Also, we don't have any [[military]] to start with. The idea is that our mechanic and carpenter will build us many wooden cage [[trap]]s which will easily deal with the first [[ambush]]es, maybe even the first [[siege]]. Any useless migrants of the later waves will become our military.&lt;br /&gt;
&lt;br /&gt;
Your aims for the first year are: farming, traps, trade, healthcare (ordered by importance)&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
Start [[farming]] as soon as possible. Try to harvest the spring crop of your first year. Be careful not to produce too much food. Be sure to have some [[barrel]]s or [[large pot]]s reserved for drinks rather than stuffed with [[plump helmet]]s. Thirty tiles of farm plots are more than enough to start with. If you really want to farm more, try [[pig tail]]s and get the [[textile industry]] up and running once you have more dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Traps ====&lt;br /&gt;
Build a [[mechanic's workshop]] soon and let him churn out about 2–3 dozens of [[mechanism]]s. Your carpenter should produce roughly as much wooden cages before autumn. When you build traps, build them in a one tile wide meandring corridor—preferably outdoors. There should be no way around this corridor for the enemies. Use raising [[bridge]]s to direct the flow of all enemies heading for your fort's entrance through this trap corridor. Lower the bridges to allow your dwarves fast access to the fort's entrance bypassing the trap corridor. You should have at least ten traps up and ready by autumn. To deal with a [[siege]] in the later years without fighting you better have 40 of these traps ready.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
Make one of your first immigrants a [[Stone crafter|stone crafter]] and let him make stone crafts 24/7. You will need them as [[trade]] goods. Textile industry is also a good starter. If your farms produce enough pig tails, go for it and ship some fine socks to your mountain homes.&lt;br /&gt;
&lt;br /&gt;
==== Healthcare ====&lt;br /&gt;
Before you start thinking of having some military, build a [[well]] and a [[hospital]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specialized builds ==&lt;br /&gt;
These builds are good for starting [[megaprojects]] with minimal planning. &lt;br /&gt;
&lt;br /&gt;
=== All Miners ===&lt;br /&gt;
{{collapsible-pre|title=Profile|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:MINE 2]&lt;br /&gt;
	[SKILL:1:MINING:2]&lt;br /&gt;
	[SKILL:1:WOODCUTTING:1]&lt;br /&gt;
	[SKILL:2:MINING:2]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:3:MINING:2]&lt;br /&gt;
	[SKILL:3:PLANT:1]&lt;br /&gt;
	[SKILL:4:MINING:2]&lt;br /&gt;
	[SKILL:4:PLANT:1]&lt;br /&gt;
	[SKILL:5:MINING:2]&lt;br /&gt;
	[SKILL:5:CARPENTRY:1]&lt;br /&gt;
	[SKILL:6:MINING:2]&lt;br /&gt;
	[SKILL:6:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:MINING:2]&lt;br /&gt;
	[SKILL:7:FORGE_FURNITURE:1]&lt;br /&gt;
	[ITEM:7:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:19:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:19:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
	[ITEM:18:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:7:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:6:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:6:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
	[ITEM:6:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:6:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:REINDEER:MUSCLE]&lt;br /&gt;
	[ITEM:15:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:5:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:5:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:QUIVER:NONE:CREATURE_MAT:LLAMA:LEATHER]&lt;br /&gt;
	[ITEM:1:BUCKET:NONE:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
	[ITEM:1:SPLINT:NONE:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
	[ITEM:1:CRUTCH:NONE:PLANT_MAT:FUNGIWOOD:WOOD]&lt;br /&gt;
	[ITEM:1:LIQUID_MISC:NONE:LYE:NONE]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:FEMALE:CHILD]&lt;br /&gt;
	[PET:2:CAT:MALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:CHILD]&lt;br /&gt;
	[PET:1:BIRD_CHICKEN:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:BIRD_CHICKEN:MALE:STANDARD]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Each dwarf also has some other vital skill as well.&lt;br /&gt;
Remember, you can make adjustments to this before you embark, if you feel inclined to. I added a few animals here, which you can change before embarking.&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
While 7 miners are useful for building a fort quickly, it definitely isn't a good idea for every fortress. This profile doesn't include any crafting labors, which are usually helpful as an initial source of income. Brewing is '''highly''' recommended, unless you have a source of fresh water.&lt;br /&gt;
&lt;br /&gt;
===Hop in the minmax-y taxi===&lt;br /&gt;
By eliminating the [[battle axe]]s, [[pick]]s, and other equipment from the starting build, and replacing them with the raw goods to [[make your own weapons]] on the spot, massive point savings can be had. To illustrate, a [[steel]] battle axe is like 300 points or 500 points or something huge like that. Iron's more affordable but still up there. But all that steel gets you over silver or copper for a battle axe or pick is combat effectiveness, not wood chopping or mining. Bring along a [[copper]] [[ore]] and some fuel and you've just replaced that 300-point axe with 16 points of stuff.&lt;br /&gt;
&lt;br /&gt;
Taking this to the logical extreme of removing picks and all the fancy default embark stuff, the below build brings along one copper and one tin ore (enough for 8 bronze tools), some magma-safe rock to build your forge and furnaces with (remember - no mining before you have a pick!), some [[plump helmet]]s for immediate [[brewing]] and [[seed]]s+[[drink]]s (far cheaper than those purchased on embark).&lt;br /&gt;
&lt;br /&gt;
But what to do with all those extra points you ask? Well you could bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[zinc]] to at least ensure you can probably make [[bronze]], but I find by far the best use of the points to be a SHITLOAD OF COAL. [[Bituminous coal]] is only 3 points each at embark as basic 'economic stone' rather than ore. Bring along some 90 or so coal and not only are you set for early production, squad equipping, and buying out the first two years of caravans with metal goods without ever burning a piece of charcoal beyond your first, but with some care you'll have literally hundreds of [[coke]] when you set up your [[magma forge]]. Mass steel production without any reliance on lucky sedimentary layers on your map, AT ALL! Well worth the trouble.&lt;br /&gt;
&lt;br /&gt;
The dwarfs' skills are sort of an afterthought and just follow my old personal preferences of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and a Mason. One neat trick on there is novice training in [[armorsmith]] on both growers - avoid having them do any other jobs but their planting/cooking, and if they should ever go [[strange mood#Fey|fey]], you've got a guaranteed [[legendary]] armorsmith on your hands. It happens more than you might think.&lt;br /&gt;
&lt;br /&gt;
{{collapsible-pre|title=Profile|&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:Profile 1SDKFLJDSLKFJSDLFJ]&lt;br /&gt;
	[SKILL:1:MINING:1]&lt;br /&gt;
	[SKILL:1:FORGE_ARMOR:5]&lt;br /&gt;
	[SKILL:1:PERSUASION:1]&lt;br /&gt;
	[SKILL:1:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:1:CONSOLE:1]&lt;br /&gt;
	[SKILL:1:LEADERSHIP:1]&lt;br /&gt;
	[SKILL:2:MINING:1]&lt;br /&gt;
	[SKILL:2:FORGE_WEAPON:4]&lt;br /&gt;
	[SKILL:2:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:2:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:2:SURGERY:1]&lt;br /&gt;
	[SKILL:2:SET_BONE:1]&lt;br /&gt;
	[SKILL:2:SUTURE:1]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:1]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:4:BREWING:3]&lt;br /&gt;
	[SKILL:4:PLANT:5]&lt;br /&gt;
	[SKILL:4:FORGE_ARMOR:1]&lt;br /&gt;
	[SKILL:5:COOK:2]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:5:FORGE_ARMOR:1]&lt;br /&gt;
	[SKILL:6:SMELT:1]&lt;br /&gt;
	[SKILL:6:METALCRAFT:5]&lt;br /&gt;
	[SKILL:6:WOOD_BURNING:1]&lt;br /&gt;
	[SKILL:7:MASONRY:3]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:1]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:30:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]&lt;br /&gt;
	[ITEM:4:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]&lt;br /&gt;
	[ITEM:16:FISH:NONE:POND_TURTLE:MALE]&lt;br /&gt;
	[ITEM:40:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:81:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]&lt;br /&gt;
	[ITEM:1:BOULDER:NONE:INORGANIC:MALACHITE]&lt;br /&gt;
	[ITEM:1:BOULDER:NONE:INORGANIC:CASSITERITE]&lt;br /&gt;
	[ITEM:15:WOOD:NONE:PLANT_MAT:PINE:WOOD]&lt;br /&gt;
	[ITEM:9:BOULDER:NONE:INORGANIC:BAUXITE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:2:CAT:MALE:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When you embark, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith your axe and two picks, build a brewery and brew all your plump helmets. Plant seeds and proceed as normal embark, plus some 80-100 coal in the wagon :)&lt;br /&gt;
&lt;br /&gt;
Note: This is actually still a bit suboptimal because I never saved the last version. You can replace the bags with some thread and save the points for ~more coal booya~ Also the 16 turtles are brought along so there's something to eat after brewing all the helmets but while waiting on the first crop. 7 would probably do just fine.&lt;br /&gt;
&lt;br /&gt;
Warning: good chances of your starting civ having neither coal, nor lignite, and you have to restart the embark and try another civ. An entire world of coal-less dwarfs is pretty rare though, in my experience. Added burrowing/starting time may prove fatal on inhospitable maps&lt;br /&gt;
[[Category:DF2012:Guides]]&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Letterscribed&amp;diff=151844</id>
		<title>User:Maunder/Letterscribed</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Letterscribed&amp;diff=151844"/>
		<updated>2011-07-28T02:52:33Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Skills */ link to OSX version of dwarf therapist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Lolortathur (Letterscribed) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 7/7 immigrants (group B)&lt;br /&gt;
* + 3/3 immigrants (group C)&lt;br /&gt;
* + 22/22 immigrants (group D: 16 Slate 252)&lt;br /&gt;
* total =  adults, 0 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A list of dwarfs with multiple skills.&lt;br /&gt;
&lt;br /&gt;
* A1: Militia commander.  Miner&lt;br /&gt;
* A2: Miner. (doctor)&lt;br /&gt;
* A3: Leader.  Miner, woodcutter, weaponsmith, armorsmith.&lt;br /&gt;
* A4: Carpenter, mechanic, furnace op.&lt;br /&gt;
* A5: Mason. designer, burner.&lt;br /&gt;
* A6: Grower. cook, metalsmith, herbalist.&lt;br /&gt;
* A7: Grower. furnace op, brewer, herbalist.&lt;br /&gt;
&lt;br /&gt;
* B1: Miner.  siege op.&lt;br /&gt;
* B2: Broker. Engraver.  brewer, appraiser.&lt;br /&gt;
* B3: Mason. (soaper)&lt;br /&gt;
* B4: Gem Cutter.  suturer.&lt;br /&gt;
* B5: Glazer. weaponsmith.&lt;br /&gt;
* B6: Fish Dissector.  herbalist, grower.&lt;br /&gt;
* B7: Cook.  herbalist, wound dresser. (teacher)&lt;br /&gt;
&lt;br /&gt;
* C1: Furnace op.  brewer.&lt;br /&gt;
* C2: Stone Crafter.  judge of intent.  (crafts)&lt;br /&gt;
* C3: Grower.  potash maker.&lt;br /&gt;
&lt;br /&gt;
* D1: ...&lt;br /&gt;
&lt;br /&gt;
OMG OMG OMG! Oh Em Gee! [http://dffd.wimbli.com/file.php?id=4463 Dwarf Therapist for Mac!]  YEAH!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
commander is A1 axedwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
== Year 252 ==&lt;br /&gt;
&lt;br /&gt;
* 12 Timber.  A caravan has arrived.  After trading all the small stuff I had (mechanisms are good).&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Letterscribed&amp;diff=151699</id>
		<title>User:Maunder/Letterscribed</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Letterscribed&amp;diff=151699"/>
		<updated>2011-07-25T01:20:57Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Lolortathur (Letterscribed) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 7/7 immigrants (group B)&lt;br /&gt;
* + 3/3 immigrants (group C)&lt;br /&gt;
* + 22/22 immigrants (group D: 16 Slate 252)&lt;br /&gt;
* total =  adults, 0 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A list of dwarfs with multiple skills.&lt;br /&gt;
&lt;br /&gt;
* A1: Militia commander.  Miner&lt;br /&gt;
* A2: Miner. (doctor)&lt;br /&gt;
* A3: Leader.  Miner, woodcutter, weaponsmith, armorsmith.&lt;br /&gt;
* A4: Carpenter, mechanic, furnace op.&lt;br /&gt;
* A5: Mason. designer, burner.&lt;br /&gt;
* A6: Grower. cook, metalsmith, herbalist.&lt;br /&gt;
* A7: Grower. furnace op, brewer, herbalist.&lt;br /&gt;
&lt;br /&gt;
* B1: Miner.  siege op.&lt;br /&gt;
* B2: Broker. Engraver.  brewer, appraiser.&lt;br /&gt;
* B3: Mason. (soaper)&lt;br /&gt;
* B4: Gem Cutter.  suturer.&lt;br /&gt;
* B5: Glazer. weaponsmith.&lt;br /&gt;
* B6: Fish Dissector.  herbalist, grower.&lt;br /&gt;
* B7: Cook.  herbalist, wound dresser. (teacher)&lt;br /&gt;
&lt;br /&gt;
* C1: Furnace op.  brewer.&lt;br /&gt;
* C2: Stone Crafter.  judge of intent.  (crafts)&lt;br /&gt;
* C3: Grower.  potash maker.&lt;br /&gt;
&lt;br /&gt;
* D1:&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
commander is A1 axedwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
== Year 252 ==&lt;br /&gt;
&lt;br /&gt;
* 12 Timber.  A caravan has arrived.  After trading all the small stuff I had (mechanisms are good).&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Letterscribed&amp;diff=151665</id>
		<title>User:Maunder/Letterscribed</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Letterscribed&amp;diff=151665"/>
		<updated>2011-07-23T10:07:33Z</updated>

		<summary type="html">&lt;p&gt;Maunder: Created page with '= History of Lolortathur (Letterscribed) =  == Physical Description ==  == Saves ==  == Roster ==  Initially there were 7.  Our first wave of immigration brought us 12 new dwarve…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Lolortathur (Letterscribed) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 7/7 immigrants (group B)&lt;br /&gt;
* + 3/3 immigrants (group C)&lt;br /&gt;
* + 22/22 immigrants (group D: 16 Slate 252)&lt;br /&gt;
* total =  adults, 0 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A list of dwarfs with multiple skills.&lt;br /&gt;
&lt;br /&gt;
A1 is miner.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
commander is A1 axedwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
== Year 252 ==&lt;br /&gt;
&lt;br /&gt;
* 12 Timber.  A caravan has arrived.  After trading all the small stuff I had (mechanisms are good).&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder&amp;diff=151664</id>
		<title>User:Maunder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder&amp;diff=151664"/>
		<updated>2011-07-23T09:56:41Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Histories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my corner of magmawiki.&lt;br /&gt;
&lt;br /&gt;
As a fairly new player I'm going to list the questions I have a hard time finding the answers to.  Hopefully these will help improve the wiki, and when I include the answers, it should also help future new players such as me.&lt;br /&gt;
&lt;br /&gt;
Before ever downloading DF, I read through [[http://www.bay12forums.com/smf/index.php?topic=31928.0|the amusing tutorial]] and watched the [[http://www.bay12forums.com/smf/index.php?topic=28477.0|LP videos by capnduck]], both of which were based on older version of the game.  I was persuaded by these sources to install v 0.31.12 of the game and began playing in the beginning of October, updating as then flurry of bug fixes came to 0.31.16.  All questions below, therefore, are relevant to my experience with DF2010.&lt;br /&gt;
&lt;br /&gt;
I also very quickly began using the [[Graphics_set_repository#Mike_Mayday.27s_combined_pack_.28DFG.29|mayday tileset with char patches]].  They do require a lot of screen real estate, but I find it easier to judge distances fairly because the tiles are square.&lt;br /&gt;
&lt;br /&gt;
This page began after about two weeks of playing around, when I'd already sorted out many of the early issues, so it begins the things which annoyed or confused me at that time. &lt;br /&gt;
&lt;br /&gt;
== New Player Questions ==&lt;br /&gt;
&lt;br /&gt;
=== Resolved Questions and Problems ===&lt;br /&gt;
&lt;br /&gt;
The wiki needs a general guide to using [[magma]], or laying out magma workshops.&lt;br /&gt;
* A big question I had was how to make the final connection to allow magma to flow.  I went with my original plan to channel from above, at the shore of a magma reservoir, to open the edge and let it flow down the long &amp;quot;hallway&amp;quot; I'd made.  Wiki explains that channeling now creates a ramp (it didn't used to), and the only ways to remove the ramp both involve getting down into that channel afterwards.  Obviously I don't want to do that since the magma is going to be there.  Will the ramp interfere with the flow?  &lt;br /&gt;
** No.  I left the ramp, the magma flowed just fine.  I then covered the open channel (including its ramp) with a constructed floor.  I have just succeeded in erecting my first.  I have don't know the safest way to penetrate a lava tube or lake from the side, with no floor access from just above the liquid surface...&lt;br /&gt;
* Another question was the positioning of the forges and workshops.  Only the [[Magma Forge]] page indicates that one should locate the forge with &amp;quot;one of the impassable squares&amp;quot; over the hole to the magma below, but nowhere did I find specific instruction about which squares they are.  The &amp;quot;picture&amp;quot;s on the right side of these buildings were helpful, but without a key, I was just guessing.&lt;br /&gt;
** The &amp;quot;impassable&amp;quot; squares of a magma forge are the &amp;quot;east&amp;quot; and &amp;quot;west&amp;quot; sides.  Because the [[Magma Smelter]]'s has the hole on the &amp;quot;north&amp;quot; side, that means the two kinds buildings can't be aligned along a magma channel -- one set of buildings are necessarily offset from the others.&lt;br /&gt;
&lt;br /&gt;
* mason positioning.  it's happened many times that my masons have constructed the last bit of wall trapping themselves within.  What is wrong with these guys?  even dividing up the job into smaller pieces in various orders I can't seem to avoid this.  Multiple times I've had them immediately deconstruct that last bit they just built in order to get out, then wait for them to decide to leave, then re-assign the same construction.&lt;br /&gt;
** [[Construction#Avoiding_Entrapment]] (I wrote this section based on information provided by Another on my talk page) &lt;br /&gt;
&lt;br /&gt;
* A mason builds a segment of wall in the caves, then just stood there for a long time.  He was listed as having No Job.  The path he used on the way in was now blocked, but it seemed to me there were other ways around.  Other segments of wall were queued nearby, but as yet unbuilt.  He's in the lower right corner, while the entrance back to the fortress is in the upper left: [[File:Maunder-lost-mason-a.png|thumb]].&lt;br /&gt;
** The fungiwood tree to his east blocked his path!  Thanks for the [[User_talk:Maunder|explanation]], [[User:Quietust|Quietust]]!&lt;br /&gt;
&lt;br /&gt;
* how do I get animals trained?  many many times I have added the job &amp;quot;[[Kennel#Train_a_War_Dog|Train a War Dog]]&amp;quot; only to be told &amp;quot;none is available&amp;quot;.  But my fortress has half a dozen adult dogs!  What am I doing wrong?&lt;br /&gt;
** '''Pets cannot be trained!''' That explains part of my training problem. I'm not sure if that's sensible, but now that I have the idea, I know to train dogs the instant they mature to adults! -- Maunder 17:07, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* immigrant dwarves with skills in foreign ranged weapons (Bows and Blowguns) will ''never'' acquire ammunition.  Dwarves can't make arrows/blowdarts, nor can they get it by trading.  (Possibly can be acquired by defeating enemies using them?)  Similar situation if a strange mood dwarf makes one of these things.  This should be considered a bug.  Don't bother equipping dwarves with these &amp;quot;preferred&amp;quot; weapons.&lt;br /&gt;
&lt;br /&gt;
* gem cutting.  when adding a task, the list shows which types of gems you have still uncut.  but there's no way to know how many of each type.  if you queue up 5 times &amp;quot;Cut Wood Opal&amp;quot;, but you only have 2 uncut wood opals, you get job cancellations.  to avoid having jobs cancelled, just queue one cut task of each available type.  But then you have to do this repeatedly to get all your gems cut.  If you have two uncut wood opals, why not have the task entry grey out the cut task if you've already got two queued?  &lt;br /&gt;
** The &amp;quot;solution&amp;quot; is to just use repeat on all tasks.  The cancellation notice will occur when there aren't any more of that type of gem.  what I don't know is whether that &amp;quot;breaks&amp;quot; the work chain (does the dwarf walk away and consider a different task when his current task ends?)&lt;br /&gt;
&lt;br /&gt;
* gem encrusting.  I queue up a bunch of &amp;quot;encrust finished goods&amp;quot;, then I end up with items that have many many gems on them, and most items with nothing.  is there any way to encourage the dwarf to spread the gems across a larger number items?  I now queue up just four encrusts at a time, but then the shop ends up being idle a lot.&lt;br /&gt;
**  The best solution, explained by Another: ''objects can have only 1 decoration of each material (artifacts can have multiple but of different types - e.g. spikes+bands+image). Queuing 100 encrusting with the same gem results in 100 different items being decorated (green glass is the main candidate). Queuing 100 encrusting with 100 different gems will most likely result in 1 item decorated 100 times. Same goes for studding with metals and sewing leather images.''&lt;br /&gt;
&lt;br /&gt;
* How can I release a (tame) creature from a [[cage]]?  I've followed wiki instructions but have not yet managed it.  First: you can't use {{k|q}} to operate a cage that is in a stockpile, because {{k|q}} controls the stockpile options instead.  Second: I &amp;quot;built&amp;quot; the cage in question on an open floor, selected the specific cage with the animal in it.  Then {{k|q}} on that cage lists assigned animals -- but the menu doesn't seem to function the way others do, and &amp;quot;deselecting&amp;quot; the given dog as per the wiki [[Cage#Creature_containment|instructions]] doesn't seem to let him out.&lt;br /&gt;
: It's also confusing and disconcerting that after toggling the &amp;quot;assignment&amp;quot; of an animal, your only option to leave the dialog is then &amp;quot;Escape - Cancel&amp;quot;.  &lt;br /&gt;
** Apparently deselecting the given animal from the cage will let him out eventually, when a dwarf comes by to do it.  I haven't witnessed it yet.  I'm still working out the details on how to slaughter a caged animal or prisoner.&lt;br /&gt;
&lt;br /&gt;
* Why can I not construct upward stairs on a constructed floor?  How does one build a tower, if this is not possible?  I also could not construct a ramp, or even a wall!&lt;br /&gt;
** constructed stairs must be built over an empty space -- leave a hole in the floor you're building where you plan to put stairs.  It makes sense for up/down stairs.  Doesn't make sense to me for building up stairs, or walls, but that's how it works.  If you already built the floor, you can deconstruct it again with {{k|d}}-{{k|n}} and then construct the stair/wall whatever.  this info should be added to the wiki somewhere.&lt;br /&gt;
&lt;br /&gt;
* retrieving shot bolts or enemy items.  Either my hunter or military units fired bolts at something.  Several are scattered around.  How do I encourage them to retrieve them for reuse?  &lt;br /&gt;
:On a related note, one squad managed to kill a Goblin Thief earlier, and, following orders, brought the mutilated corpse back to the refuse pile.  But they left his goods, including a silver dagger.  I didn't even realize it until I got a message about a raccoon stealing a silk shirt.  How can I set orders to pick up these items as well?  &lt;br /&gt;
::I suspect that those items are marked as &amp;quot;Forbidden&amp;quot; - {{k|k}} over them and check. This prevents your workers from running out of your base in the middle of an attack and trying to collect all the junk on the ground. [[Special:Contributions/76.20.35.236|76.20.35.236]] 15:32, 26 October 2010 (UTC)&lt;br /&gt;
** Thank you, yes, the items were default marked forbidden, the option to change this is in {{k|o}}-{{k|F}}-{{k|t}} set orders menu.  However, changing the orders only affects newly dropped items, not those already forbidden on the map.  There is also an option to retrieve &amp;quot;used ammunition&amp;quot; {{k|o}}-{{k|F}}-{{k|p}}, although I've been [[User:Maunder/DeMatts_edits|advised]] by [[User:DeMatt|DeMatt]] not to do this because items aren't stacked into inventory slots again, but remain as a &amp;quot;bundle of 1&amp;quot;.  He says &amp;quot;Military dwarfs and hunters carry only one stack (or maybe two?)&amp;quot;, but I haven't confirmed this myself.&lt;br /&gt;
&lt;br /&gt;
=== Open Questions and Problems ===&lt;br /&gt;
&lt;br /&gt;
* do some embark areas have absolutely no sedimentary layers?  that would be disappointing... are sedimentary layers always nearer the surface?&lt;br /&gt;
** An answer, more or less, at [[Embark#Layers]] : ''Igneous layers will never be found in the same biome as sedimentary layers, but it is possible to have both in the same map by embarking over two or more different biomes.''  How do I know what biomes my selected location actually has?  Any way to get a &amp;quot;world map&amp;quot; view of my area once I've started?&lt;br /&gt;
&lt;br /&gt;
* How can I collect and use the bodies of vermin and other defeated creatures?  I've tried &amp;quot;Butcher a dead animal&amp;quot; and other tasks many times, only to be told &amp;quot;none available&amp;quot;.  What am I doing wrong?  Yes, I have refuse stockpiles so the bodies are brought nearer the butcher shop.  Not all are the &amp;quot;vermin&amp;quot; category, I think.  &lt;br /&gt;
** Are the bodies outside? Do you have 'dwarves collect refuse from outside' turned on? You can create garbage dump activity zone near your butcher, and set the corpses for dumping, I think this works better than relying on storage piles. Be sure to reclaim the corpse after dumping, though.[[User:GhostDwemer|GhostDwemer]] 15:43, 1 November 2010 (UTC)&lt;br /&gt;
* I have multiple traps with caught live vermin, like two-legged lizards, and a (tame) cockroach.  What do I do with them?  Can't I make food or leather out of the lizard?&lt;br /&gt;
** Part of this is my confusion about what is &amp;quot;animal&amp;quot; and what is &amp;quot;vermin&amp;quot;.  There's no real cue to let you know what you're dealing with.  In my mind, now, is the idea: &amp;quot;vermin&amp;quot; == useless.  &amp;quot;animal&amp;quot; == butcherable, in theory.  But when I saw barrels of butterfly ichor and the like available from the trade caravan, it made me think I can do something with those &amp;quot;vermin&amp;quot;...&lt;br /&gt;
: Still trying to sort this one out.&lt;br /&gt;
&lt;br /&gt;
* In a similar vein, I have not had much luck with Trapping, Fishing, and Hunting.  I can't seem to get these working successfully.  The wiki needs guide to making these industries successful -- the tools, skills, workshops necessary, layout of piles and workshops, zone placement, etc.&lt;br /&gt;
** i've had some luck with hunting.  as I was told -- one simply creates enough equipment, then a dwarf with &amp;quot;Ambush&amp;quot; skill will pick up equipment and sometimes go hunt game.  however, i've had hunters complain about not having any ammunition even though i'd assigned it under 'mf', some were marked in that menu as being equipped, and there were 250 bolts available besides.&lt;br /&gt;
: still learning the details.&lt;br /&gt;
&lt;br /&gt;
* how can I get the military units to wear the best armor?  the military equipping menus are really opaque.  i understand the idea of creating uniforms and assigning them, but really, early on, i don't have that kind of supply.  i just want one of the best fighters to have the few steel items that i got from trading.  I can't create and assign a &amp;quot;steel&amp;quot; uniform, because I don't have all those items.  in a related problem, meanwhile, a &amp;quot;recruit&amp;quot; has grabbed a hammer, and the somewhat skilled hammerdwarf has none.  The best pick is in the hands of a Novice miner.  The battle axes were grabbed by military guys, and I need them available to the woodcutters.  Argh!  Getting a dwarf to drop an item and reassigning is such a mess!  I'm not even sure how I managed it once, but it took over half a year of game time.&lt;br /&gt;
** Part of the problem with the military equipment dialogue is similar to that with assigning squads.  In the right column is a list of all items of a given category , ''including those you've already assigned to another'' .  It's good that you can see all items, so you can take an item from someone who shouldn't have it and give it to someone better suited.  But you have no indication that item is already in use by another dwarf.  This results in confusion as you assign that nice bear leather armor to dwarf 2, only to realize later that dwarf 1 no longer has any armor.  This dialog needs some indicator telling you it's already assigned to someone (or perhaps just in use by someone, although that's less useful, it would be easier to implement).  Maybe a letter &amp;quot;A&amp;quot; means item has been assigned to another dwarf, or else another dwarf has &amp;quot;become attached&amp;quot; to the item, otherwise a letter &amp;quot;U&amp;quot; means being used by someone but wasn't necessarily assigned to them.&lt;br /&gt;
** I had a similar problem with assigning dwarves to squads, initially, because the list on the right shows all dwarves, ''including dwarves already assigned to another squad''.  but I see now there is an indication in the upper right corner if the currently selected dwarf belongs to another squad.&lt;br /&gt;
** Now I have a larger selection of armor, but I'm just as bewildered about equipping them.  If I assign a breastplate to a guy who's currently got a &amp;quot;leather armor&amp;quot;, can he wear both?  They both appear &amp;quot;equipped&amp;quot; in the list, so I'm guessing they're assigned to him and no other dwarf can wear them.  Or did I just give him ownership, so he has two pieces that he can't wear simultaneously?&lt;br /&gt;
** Can I create a uniform which allows me to use the best available armor, varied though it might be, but still allows others to wear lower quality stuff when there's no more iron/steel/bronze available?&lt;br /&gt;
:: Any way to do something similar with non-military dwarves... ?  I'd like everyone to wear leather if possible...&lt;br /&gt;
&lt;br /&gt;
* path finding.  the weavers are nuts, trying to &amp;quot;collect webs&amp;quot;.  they choose a web which might be fairly close geometrically, but is ''really'' far through the stairs, hallways and caves that they need to get there, meanwhile running past and sometimes getting caught in and stomping existing webs on the way there.  How do I keep the weavers near my entrance to the caves, where they can be safer (and take less time)?&lt;br /&gt;
** do I need to avoid walking on my farms?  set traffic area to avoid it?&lt;br /&gt;
: A while back I redid the [[DF2010:Path]] to answer questions like these. Also check [[Traffic]]. Hopefully they can answer your questions; if not tell me. [[User:Calite|Calite]] 01:32, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* how does one, or can one, clean up the mess of broken ammunition littering the map?  {{k|k}} doesn't even show an item there, so i can't declare it refuse and have it (eventually) [[Dwarven_atom_smasher|smashed by a drawbridge]].&lt;br /&gt;
&lt;br /&gt;
* how does one butcher corpses of defeated enemies?  or slaughter tame livestock?  or auto-tan work?  this has been very frustrating, trying to supply the leather to a moody dwarf.  after designating a tame animal to be slaughtered, how does one control which butcher's shop will do the job?&lt;br /&gt;
** I figured out that corpses and/or body parts must be near a butcher's shop to auto trigger a butcher job.  just how near, i don't know.  similarly, the skin resulting from butchering must be near a tanner's shop to auto trigger the tan hide job.  again, i don't know the max distance.  creating a stockpile of &amp;quot;skins&amp;quot; is not helpful, because it can take quite a while for a skin to get stockpiled, and will be ignored by a tanner until then.  so.. ''always have a tanner's shop near a butcher's shop''?.  that helps, even if i don't have a clear understanding of how to control things.  I added a mention of maximum distance to [[Meat industry]], [[Tanner's Shop]] and [[Butcher's shop]].&lt;br /&gt;
** i read elsewhere that sentient animals can't be butchered.  how do you tell if an enemy is sentient?&lt;br /&gt;
&lt;br /&gt;
* a drawbridge of just length 1 doesn't appear to work.  when i raise it, dwarves still exit freely?... not sure.&lt;br /&gt;
&lt;br /&gt;
* why should I accept the [[liaison]]'s offer to become a [[baron]]y?  is there an advantage that I am not seeing?  seems like my [[mayor]] is more useful than a baron...&lt;br /&gt;
&lt;br /&gt;
* using magma.  what balance of various magma workshops/furnaces are needed?  which are needed near each other?  any pointers?&lt;br /&gt;
&lt;br /&gt;
=== Unexplained ===&lt;br /&gt;
&lt;br /&gt;
== Histories ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Maunder/Cryptlustrous|Momuzsuvas (Cryptlustrous)]], established 1052(?)&lt;br /&gt;
This is a nice map location, excepting the lack of iron, which could be bad.  I've got three extensive cave systems already, and I haven't ventured that deep.  &lt;br /&gt;
** The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
** The next cave system begins already at level -12 and continues down to level -16.  It contains an opening to a magma pipe, with the pool of magma reaching level -16 (the magma surface is higher than the lower parts of the cave!).  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.  &lt;br /&gt;
** The third cave system begins at -24, and continues down to -28, although the bottom layer just contains a pool of water.  The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
** The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor.  The magma sea goes down to at least level -37, where it is quite vast.  It may be deeper but I haven't confirmed it yet.  (hot stone at level -39, though)&lt;br /&gt;
&lt;br /&gt;
* [[User:Maunder/Coldclefts|Nekikgast (Coldclefts)]], established 551&lt;br /&gt;
This is a smaller site in a cold location with very steep cliffs and a river source.  From the top of the highest land down to the river shore is fully 32 z-levels!  There are a few small flat areas suitable for outdoor farming.  There is lots of sedimentary rock.  The only civilization that shows is dwarves, although I know in the world generation there are lots of elves and humans on this continent.  (I'm disappointed at the prospect of less trade.)&lt;br /&gt;
&lt;br /&gt;
* [[User:Maunder/Letterscribed|Lolortathur (Letterscribed)]], established 251&lt;br /&gt;
Another small site in a cold location, very steep cliffs, and a river.  The surface water remains frozen all year, as does most of the river.  Aquifers are plentiful, however.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134750</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134750"/>
		<updated>2011-01-08T08:38:24Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Year 552 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
 A1 Dodok Necikbomrek -Miner!, appraiser&lt;br /&gt;
 A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith&lt;br /&gt;
 A3 Feb Dakostenshal - Woodcutter, Carpenter&lt;br /&gt;
 A4 Olon Murakalath - Mason, Mechanic, architect, engraver&lt;br /&gt;
 A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)&lt;br /&gt;
 A6 Datan Megkogan - Furnacer, Herbalist, brewer, burner&lt;br /&gt;
 A7 Deler Katakasen - Grower, Herbalist, butcher, cook&lt;br /&gt;
&lt;br /&gt;
 B1 Miner&lt;br /&gt;
 B2 Miner!, Caretaker&lt;br /&gt;
 B3 Furnacer&lt;br /&gt;
 B4 Metalsmith&lt;br /&gt;
 B5 Weaver!, Tanner&lt;br /&gt;
 B6 Cheesemaker, Woodburner&lt;br /&gt;
 B7 Thresher, (mason)&lt;br /&gt;
 B8 Herbalist, (farmer, tanner)&lt;br /&gt;
&lt;br /&gt;
 C1 Mason!, armorsmith, mechanic&lt;br /&gt;
 C2 Gemcutter&lt;br /&gt;
 C3 gemsetter (surgeon)&lt;br /&gt;
 C4 Woodcrafter, Gemsetter, Strander&lt;br /&gt;
 C5 (bone doctor)&lt;br /&gt;
&lt;br /&gt;
 D01 carpenter&lt;br /&gt;
 D02 (woodcutter)&lt;br /&gt;
 D03 (ranger: swords,marks,animals)&lt;br /&gt;
 D04 &lt;br /&gt;
 D05 Gemcutter, Gemsetter, Suturer&lt;br /&gt;
 D06 Woodcrafter, Leader, ambusher&lt;br /&gt;
 D07 Caretaker, Stonecrafter, soaper, (glassmaker)&lt;br /&gt;
 D08 (leatherworker)&lt;br /&gt;
 D09 (strander)&lt;br /&gt;
 D10 Fisher, Metalsmith, wounddresser&lt;br /&gt;
 D11 Fishcleaner, dyer&lt;br /&gt;
 D12 Thresher, (sieger, pumper)&lt;br /&gt;
 D13 miller&lt;br /&gt;
 D14 Butcher, Pumper&lt;br /&gt;
 D15 Soaper&lt;br /&gt;
 D16 Asher, brewer&lt;br /&gt;
 D17 Burner, gemsetter&lt;br /&gt;
 D18 Pumper, &lt;br /&gt;
 D19&lt;br /&gt;
 D20 Wounddresser, Bonedoctor, furnacer&lt;br /&gt;
&lt;br /&gt;
=== Militia ===&lt;br /&gt;
&lt;br /&gt;
Candidates for the army:&lt;br /&gt;
&lt;br /&gt;
 A3 Axedwarf&lt;br /&gt;
 B1 Fighter&lt;br /&gt;
 B4 Swordsdwarf&lt;br /&gt;
 C4 Hammerdwarf&lt;br /&gt;
 D03 (swords,marks)&lt;br /&gt;
 D18 fighter&lt;br /&gt;
&lt;br /&gt;
 C2 (swordsdwarf)&lt;br /&gt;
 D20 (hammerdwarf)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;br /&gt;
&lt;br /&gt;
*16 Obsidian&lt;br /&gt;
saving... 551l&lt;br /&gt;
&lt;br /&gt;
== Year 552 ==&lt;br /&gt;
&lt;br /&gt;
*4 Granite&lt;br /&gt;
Finally resolved the issue with the bridge to the cave system.  A loose stone was lost in the database, and &amp;quot;forbidding&amp;quot; it and reclaiming it finally allowed me to grab it for disposal or use.  Now the group of cave creatures i'd been watching are gone, as is the Toad.&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
Bridge is built, setting a few jobs immediately while the coast is clear, and suddenly a Gorlak appears.  Harmless, at least.&lt;br /&gt;
&lt;br /&gt;
*21 Granite&lt;br /&gt;
You have discovered a downward passage.  Huh?  Got a cavern farm plot built and planting.  Still trying to make a safe area.&lt;br /&gt;
&lt;br /&gt;
*2 Slate&lt;br /&gt;
saving... 552a.&lt;br /&gt;
&lt;br /&gt;
*6 Slate&lt;br /&gt;
Rakust is interrupted by a giant bat!  And they battle.  Before the crack militia squad can arrive, the bat is dead.  Rakust punctured both its lungs with his pick, but has a badly injured foot, plus some lower abdominal injuries.  Guess its time to build an infirmary.  Rakust lays down in one of the unassigned beds.  Poor guy.&lt;br /&gt;
&lt;br /&gt;
*26 Slate&lt;br /&gt;
Some migrants have arrived.  And they are many!&lt;br /&gt;
&lt;br /&gt;
*28 Slate&lt;br /&gt;
saving... 552b.&lt;br /&gt;
&lt;br /&gt;
*2 Felsite&lt;br /&gt;
A giant olm is troubling the cave farmers.  I sent the squad.  The hammerdwarf arrived first, and dispatched the olm without much trouble.  The meat's good, but we sure need the leather.&lt;br /&gt;
&lt;br /&gt;
*13 Felsite&lt;br /&gt;
saving... 552c.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134747</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134747"/>
		<updated>2011-01-08T08:36:51Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Year 552 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
 A1 Dodok Necikbomrek -Miner!, appraiser&lt;br /&gt;
 A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith&lt;br /&gt;
 A3 Feb Dakostenshal - Woodcutter, Carpenter&lt;br /&gt;
 A4 Olon Murakalath - Mason, Mechanic, architect, engraver&lt;br /&gt;
 A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)&lt;br /&gt;
 A6 Datan Megkogan - Furnacer, Herbalist, brewer, burner&lt;br /&gt;
 A7 Deler Katakasen - Grower, Herbalist, butcher, cook&lt;br /&gt;
&lt;br /&gt;
 B1 Miner&lt;br /&gt;
 B2 Miner!, Caretaker&lt;br /&gt;
 B3 Furnacer&lt;br /&gt;
 B4 Metalsmith&lt;br /&gt;
 B5 Weaver!, Tanner&lt;br /&gt;
 B6 Cheesemaker, Woodburner&lt;br /&gt;
 B7 Thresher, (mason)&lt;br /&gt;
 B8 Herbalist, (farmer, tanner)&lt;br /&gt;
&lt;br /&gt;
 C1 Mason!, armorsmith, mechanic&lt;br /&gt;
 C2 Gemcutter&lt;br /&gt;
 C3 gemsetter (surgeon)&lt;br /&gt;
 C4 Woodcrafter, Gemsetter, Strander&lt;br /&gt;
 C5 (bone doctor)&lt;br /&gt;
&lt;br /&gt;
 D01 carpenter&lt;br /&gt;
 D02 (woodcutter)&lt;br /&gt;
 D03 (ranger: swords,marks,animals)&lt;br /&gt;
 D04 &lt;br /&gt;
 D05 Gemcutter, Gemsetter, Suturer&lt;br /&gt;
 D06 Woodcrafter, Leader, ambusher&lt;br /&gt;
 D07 Caretaker, Stonecrafter, soaper, (glassmaker)&lt;br /&gt;
 D08 (leatherworker)&lt;br /&gt;
 D09 (strander)&lt;br /&gt;
 D10 Fisher, Metalsmith, wounddresser&lt;br /&gt;
 D11 Fishcleaner, dyer&lt;br /&gt;
 D12 Thresher, (sieger, pumper)&lt;br /&gt;
 D13 miller&lt;br /&gt;
 D14 Butcher, Pumper&lt;br /&gt;
 D15 Soaper&lt;br /&gt;
 D16 Asher, brewer&lt;br /&gt;
 D17 Burner, gemsetter&lt;br /&gt;
 D18 Pumper, &lt;br /&gt;
 D19&lt;br /&gt;
 D20 Wounddresser, Bonedoctor, furnacer&lt;br /&gt;
&lt;br /&gt;
=== Militia ===&lt;br /&gt;
&lt;br /&gt;
Candidates for the army:&lt;br /&gt;
&lt;br /&gt;
 A3 Axedwarf&lt;br /&gt;
 B1 Fighter&lt;br /&gt;
 B4 Swordsdwarf&lt;br /&gt;
 C4 Hammerdwarf&lt;br /&gt;
 D03 (swords,marks)&lt;br /&gt;
 D18 fighter&lt;br /&gt;
&lt;br /&gt;
 C2 (swordsdwarf)&lt;br /&gt;
 D20 (hammerdwarf)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;br /&gt;
&lt;br /&gt;
*16 Obsidian&lt;br /&gt;
saving... 551l&lt;br /&gt;
&lt;br /&gt;
== Year 552 ==&lt;br /&gt;
&lt;br /&gt;
*4 Granite&lt;br /&gt;
Finally resolved the issue with the bridge to the cave system.  A loose stone was lost in the database, and &amp;quot;forbidding&amp;quot; it and reclaiming it finally allowed me to grab it for disposal or use.  Now the group of cave creatures i'd been watching are gone, as is the Toad.&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
Bridge is built, setting a few jobs immediately while the coast is clear, and suddenly a Gorlak appears.  Harmless, at least.&lt;br /&gt;
&lt;br /&gt;
*21 Granite&lt;br /&gt;
You have discovered a downward passage.  Huh?  Got a cavern farm plot built and planting.  Still trying to make a safe area.&lt;br /&gt;
&lt;br /&gt;
*2 Slate&lt;br /&gt;
saving... 552a.&lt;br /&gt;
&lt;br /&gt;
*6 Slate&lt;br /&gt;
Rakust is interrupted by a giant bat!  And they battle.  Before the crack militia squad can arrive, the bat is dead.  Rakust punctured both its lungs with his pick, but has a badly injured foot, plus some lower abdominal injuries.  Guess its time to build an infirmary.  Rakust lays down in one of the unassigned beds.  Poor guy.&lt;br /&gt;
&lt;br /&gt;
*26 Slate&lt;br /&gt;
Some migrants have arrived.  And they are many!&lt;br /&gt;
&lt;br /&gt;
*28 Slate&lt;br /&gt;
saving... 552b.&lt;br /&gt;
&lt;br /&gt;
*13 Felsite&lt;br /&gt;
saving... 552c.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134744</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134744"/>
		<updated>2011-01-08T07:50:57Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
 A1 Dodok Necikbomrek -Miner!, appraiser&lt;br /&gt;
 A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith&lt;br /&gt;
 A3 Feb Dakostenshal - Woodcutter, Carpenter&lt;br /&gt;
 A4 Olon Murakalath - Mason, Mechanic, architect, engraver&lt;br /&gt;
 A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)&lt;br /&gt;
 A6 Datan Megkogan - Furnacer, Herbalist, brewer, burner&lt;br /&gt;
 A7 Deler Katakasen - Grower, Herbalist, butcher, cook&lt;br /&gt;
&lt;br /&gt;
 B1 Miner&lt;br /&gt;
 B2 Miner!, Caretaker&lt;br /&gt;
 B3 Furnacer&lt;br /&gt;
 B4 Metalsmith&lt;br /&gt;
 B5 Weaver!, Tanner&lt;br /&gt;
 B6 Cheesemaker, Woodburner&lt;br /&gt;
 B7 Thresher, (mason)&lt;br /&gt;
 B8 Herbalist, (farmer, tanner)&lt;br /&gt;
&lt;br /&gt;
 C1 Mason!, armorsmith, mechanic&lt;br /&gt;
 C2 Gemcutter&lt;br /&gt;
 C3 gemsetter (surgeon)&lt;br /&gt;
 C4 Woodcrafter, Gemsetter, Strander&lt;br /&gt;
 C5 (bone doctor)&lt;br /&gt;
&lt;br /&gt;
 D01 carpenter&lt;br /&gt;
 D02 (woodcutter)&lt;br /&gt;
 D03 (ranger: swords,marks,animals)&lt;br /&gt;
 D04 &lt;br /&gt;
 D05 Gemcutter, Gemsetter, Suturer&lt;br /&gt;
 D06 Woodcrafter, Leader, ambusher&lt;br /&gt;
 D07 Caretaker, Stonecrafter, soaper, (glassmaker)&lt;br /&gt;
 D08 (leatherworker)&lt;br /&gt;
 D09 (strander)&lt;br /&gt;
 D10 Fisher, Metalsmith, wounddresser&lt;br /&gt;
 D11 Fishcleaner, dyer&lt;br /&gt;
 D12 Thresher, (sieger, pumper)&lt;br /&gt;
 D13 miller&lt;br /&gt;
 D14 Butcher, Pumper&lt;br /&gt;
 D15 Soaper&lt;br /&gt;
 D16 Asher, brewer&lt;br /&gt;
 D17 Burner, gemsetter&lt;br /&gt;
 D18 Pumper, &lt;br /&gt;
 D19&lt;br /&gt;
 D20 Wounddresser, Bonedoctor, furnacer&lt;br /&gt;
&lt;br /&gt;
=== Militia ===&lt;br /&gt;
&lt;br /&gt;
Candidates for the army:&lt;br /&gt;
&lt;br /&gt;
 A3 Axedwarf&lt;br /&gt;
 B1 Fighter&lt;br /&gt;
 B4 Swordsdwarf&lt;br /&gt;
 C4 Hammerdwarf&lt;br /&gt;
 D03 (swords,marks)&lt;br /&gt;
 D18 fighter&lt;br /&gt;
&lt;br /&gt;
 C2 (swordsdwarf)&lt;br /&gt;
 D20 (hammerdwarf)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;br /&gt;
&lt;br /&gt;
*16 Obsidian&lt;br /&gt;
saving... 551l&lt;br /&gt;
&lt;br /&gt;
== Year 552 ==&lt;br /&gt;
&lt;br /&gt;
*4 Granite&lt;br /&gt;
Finally resolved the issue with the bridge to the cave system.  A loose stone was lost in the database, and &amp;quot;forbidding&amp;quot; it and reclaiming it finally allowed me to grab it for disposal or use.  Now the group of cave creatures i'd been watching are gone, as is the Toad.&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
Bridge is built, setting a few jobs immediately while the coast is clear, and suddenly a Gorlak appears.  Harmless, at least.&lt;br /&gt;
&lt;br /&gt;
*21 Granite&lt;br /&gt;
You have discovered a downward passage.  Huh?  Got a cavern farm plot built and planting.  Still trying to make a safe area.&lt;br /&gt;
&lt;br /&gt;
*2 Slate&lt;br /&gt;
saving... 552a.&lt;br /&gt;
&lt;br /&gt;
*6 Slate&lt;br /&gt;
Rakust is interrupted by a giant bat!  And they battle.  Before the crack militia squad can arrive, the bat is dead.  Rakust punctured both its lungs with his pick, but has a badly injured foot, plus some lower abdominal injuries.  Guess its time to build an infirmary.  Rakust lays down in one of the unassigned beds.  Poor guy.&lt;br /&gt;
&lt;br /&gt;
*26 Slate&lt;br /&gt;
Some migrants have arrived.  And they are many!&lt;br /&gt;
&lt;br /&gt;
*28 Slate&lt;br /&gt;
saving... 552b.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134743</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134743"/>
		<updated>2011-01-08T07:41:43Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
 A1 Dodok Necikbomrek -Miner!, appraiser&lt;br /&gt;
 A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith&lt;br /&gt;
 A3 Feb Dakostenshal - Woodcutter, Carpenter&lt;br /&gt;
 A4 Olon Murakalath - Mason, Mechanic, architect, engraver&lt;br /&gt;
 A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)&lt;br /&gt;
 A6 Datan Megkogan - Furnacer, Herbalist, brewer, burner&lt;br /&gt;
 A7 Deler Katakasen - Grower, Herbalist, butcher, cook&lt;br /&gt;
&lt;br /&gt;
 B1 Miner&lt;br /&gt;
 B2 Miner!, Caretaker&lt;br /&gt;
 B3 Furnacer&lt;br /&gt;
 B4 Metalsmith&lt;br /&gt;
 B5 Weaver!, Tanner&lt;br /&gt;
 B6 Cheesemaker, Woodburner&lt;br /&gt;
 B7 Thresher, (mason)&lt;br /&gt;
 B8 Herbalist, (farmer)&lt;br /&gt;
&lt;br /&gt;
 C1 Mason!, armorsmith, mechanic&lt;br /&gt;
 C2 Gemcutter&lt;br /&gt;
 C3 gemsetter (surgeon)&lt;br /&gt;
 C4 Woodcrafter, Gemsetter, Strander&lt;br /&gt;
 C5 (bone doctor)&lt;br /&gt;
&lt;br /&gt;
 D01 carpenter&lt;br /&gt;
 D02 (woodcutter)&lt;br /&gt;
 D03 (ranger: swords,marks,animals)&lt;br /&gt;
 D04 &lt;br /&gt;
 D05 Gemcutter, Gemsetter, Suturer&lt;br /&gt;
 D06 Woodcrafter, Leader, ambusher&lt;br /&gt;
 D07 Caretaker, Stonecrafter, soaper, (glassmaker)&lt;br /&gt;
 D08 (leatherworker)&lt;br /&gt;
 D09 (strander)&lt;br /&gt;
 D10 Fisher, Metalsmith, wounddresser&lt;br /&gt;
 D11 Fishcleaner, dyer&lt;br /&gt;
 D12 Thresher, (sieger, pumper)&lt;br /&gt;
 D13 miller&lt;br /&gt;
 D14 Butcher, Pumper&lt;br /&gt;
 D15 Soaper&lt;br /&gt;
 D16 Asher, brewer&lt;br /&gt;
 D17 Burner, gemsetter&lt;br /&gt;
 D18 Pumper, &lt;br /&gt;
 D19&lt;br /&gt;
 D20 Wounddresser, Bonedoctor, furnacer&lt;br /&gt;
&lt;br /&gt;
=== Militia ===&lt;br /&gt;
&lt;br /&gt;
Candidates for the army:&lt;br /&gt;
&lt;br /&gt;
 A3 Axedwarf&lt;br /&gt;
 B1 Fighter&lt;br /&gt;
 B4 Swordsdwarf&lt;br /&gt;
 C4 Hammerdwarf&lt;br /&gt;
 D03 (swords,marks)&lt;br /&gt;
 D18 fighter&lt;br /&gt;
&lt;br /&gt;
 C2 (swordsdwarf)&lt;br /&gt;
 D20 (hammerdwarf)&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;br /&gt;
&lt;br /&gt;
*16 Obsidian&lt;br /&gt;
saving... 551l&lt;br /&gt;
&lt;br /&gt;
== Year 552 ==&lt;br /&gt;
&lt;br /&gt;
*4 Granite&lt;br /&gt;
Finally resolved the issue with the bridge to the cave system.  A loose stone was lost in the database, and &amp;quot;forbidding&amp;quot; it and reclaiming it finally allowed me to grab it for disposal or use.  Now the group of cave creatures i'd been watching are gone, as is the Toad.&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
Bridge is built, setting a few jobs immediately while the coast is clear, and suddenly a Gorlak appears.  Harmless, at least.&lt;br /&gt;
&lt;br /&gt;
*21 Granite&lt;br /&gt;
You have discovered a downward passage.  Huh?  Got a cavern farm plot built and planting.  Still trying to make a safe area.&lt;br /&gt;
&lt;br /&gt;
*2 Slate&lt;br /&gt;
saving... 552a.&lt;br /&gt;
&lt;br /&gt;
*6 Slate&lt;br /&gt;
Rakust is interrupted by a giant bat!  And they battle.  Before the crack militia squad can arrive, the bat is dead.  Rakust punctured both its lungs with his pick, but has a badly injured foot, plus some lower abdominal injuries.  Guess its time to build an infirmary.  Rakust lays down in one of the unassigned beds.  Poor guy.&lt;br /&gt;
&lt;br /&gt;
*26 Slate&lt;br /&gt;
Some migrants have arrived.  And they are many!&lt;br /&gt;
&lt;br /&gt;
*28 Slate&lt;br /&gt;
saving... 552b.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134635</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134635"/>
		<updated>2011-01-05T07:59:53Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Winter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
 A1 Dodok Necikbomrek -Miner!, appraiser&lt;br /&gt;
 A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith&lt;br /&gt;
 A3 Feb Dakostenshal - Woodcutter, Carpenter&lt;br /&gt;
 A4 Olon Murakalath - Mason, Mechanic, architect, engraver&lt;br /&gt;
 A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)&lt;br /&gt;
 A6 Datan Megkogan&lt;br /&gt;
 A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
 B1 Miner&lt;br /&gt;
 B2 Miner, Caretaker&lt;br /&gt;
 B3 Furnacer&lt;br /&gt;
 B4 Metalsmith&lt;br /&gt;
 B5 Weaver!, Tanner&lt;br /&gt;
 B6 Cheesemaker, Woodburner&lt;br /&gt;
 B7 Thresher, (mason)&lt;br /&gt;
 B8 Herbalist, (farmer)&lt;br /&gt;
&lt;br /&gt;
 C1 Mason!, armorsmith, mechanic&lt;br /&gt;
 C2 Gemcutter&lt;br /&gt;
 C3 gemsetter (surgeon)&lt;br /&gt;
 C4 Woodcrafter, Gemsetter, Strander&lt;br /&gt;
 C5 (bone doctor)&lt;br /&gt;
&lt;br /&gt;
=== Militia ===&lt;br /&gt;
&lt;br /&gt;
 A3 Axedwarf&lt;br /&gt;
 B1 Fighter&lt;br /&gt;
 B4 Swordsdwarf&lt;br /&gt;
 C4 Hammerdwarf&lt;br /&gt;
&lt;br /&gt;
 C2 - Swordsdwarf novice&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;br /&gt;
&lt;br /&gt;
*16 Obsidian&lt;br /&gt;
saving... 551l&lt;br /&gt;
&lt;br /&gt;
== Year 552 ==&lt;br /&gt;
&lt;br /&gt;
*4 Granite&lt;br /&gt;
Finally resolved the issue with the bridge to the cave system.  A loose stone was lost in the database, and &amp;quot;forbidding&amp;quot; it and reclaiming it finally allowed me to grab it for disposal or use.  Now the group of cave creatures i'd been watching are gone, as is the Toad.&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
Bridge is built, setting a few jobs immediately while the coast is clear, and suddenly a Gorlak appears.  Harmless, at least.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134410</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134410"/>
		<updated>2011-01-04T10:11:59Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Winter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
 A1 Dodok Necikbomrek -Miner!, appraiser&lt;br /&gt;
 A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith&lt;br /&gt;
 A3 Feb Dakostenshal - Woodcutter, Carpenter&lt;br /&gt;
 A4 Olon Murakalath - Mason, Mechanic, architect, engraver&lt;br /&gt;
 A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)&lt;br /&gt;
 A6 Datan Megkogan&lt;br /&gt;
 A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
 B1 Miner&lt;br /&gt;
 B2 Miner, Caretaker&lt;br /&gt;
 B3 Furnacer&lt;br /&gt;
 B4 Metalsmith&lt;br /&gt;
 B5 Weaver!, Tanner&lt;br /&gt;
 B6 Cheesemaker, Woodburner&lt;br /&gt;
 B7 Thresher, (mason)&lt;br /&gt;
 B8 Herbalist, (farmer)&lt;br /&gt;
&lt;br /&gt;
 C1 Mason!, armorsmith, mechanic&lt;br /&gt;
 C2 Gemcutter&lt;br /&gt;
 C3 gemsetter (surgeon)&lt;br /&gt;
 C4 Woodcrafter, Gemsetter, Strander&lt;br /&gt;
 C5 (bone doctor)&lt;br /&gt;
&lt;br /&gt;
=== Militia ===&lt;br /&gt;
&lt;br /&gt;
 A3 Axedwarf&lt;br /&gt;
 B1 Fighter&lt;br /&gt;
 B4 Swordsdwarf&lt;br /&gt;
 C4 Hammerdwarf&lt;br /&gt;
&lt;br /&gt;
 C2 - Swordsdwarf novice&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;br /&gt;
&lt;br /&gt;
*16 Obsidian&lt;br /&gt;
saving... 551l&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134409</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134409"/>
		<updated>2011-01-04T10:11:37Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
 A1 Dodok Necikbomrek -Miner!, appraiser&lt;br /&gt;
 A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith&lt;br /&gt;
 A3 Feb Dakostenshal - Woodcutter, Carpenter&lt;br /&gt;
 A4 Olon Murakalath - Mason, Mechanic, architect, engraver&lt;br /&gt;
 A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)&lt;br /&gt;
 A6 Datan Megkogan&lt;br /&gt;
 A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
 B1 Miner&lt;br /&gt;
 B2 Miner, Caretaker&lt;br /&gt;
 B3 Furnacer&lt;br /&gt;
 B4 Metalsmith&lt;br /&gt;
 B5 Weaver!, Tanner&lt;br /&gt;
 B6 Cheesemaker, Woodburner&lt;br /&gt;
 B7 Thresher, (mason)&lt;br /&gt;
 B8 Herbalist, (farmer)&lt;br /&gt;
&lt;br /&gt;
 C1 Mason!, armorsmith, mechanic&lt;br /&gt;
 C2 Gemcutter&lt;br /&gt;
 C3 gemsetter (surgeon)&lt;br /&gt;
 C4 Woodcrafter, Gemsetter, Strander&lt;br /&gt;
 C5 (bone doctor)&lt;br /&gt;
&lt;br /&gt;
=== Militia ===&lt;br /&gt;
&lt;br /&gt;
 A3 Axedwarf&lt;br /&gt;
 B1 Fighter&lt;br /&gt;
 B4 Swordsdwarf&lt;br /&gt;
 C4 Hammerdwarf&lt;br /&gt;
&lt;br /&gt;
 C2 - Swordsdwarf novice&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134408</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134408"/>
		<updated>2011-01-04T09:55:36Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
 A1 Dodok Necikbomrek - miner, leader, appraiser&lt;br /&gt;
 A2 Rakust Alakkikrost - miner, &lt;br /&gt;
 A3 Feb Dakostenshal - wood cutter, wood worker&lt;br /&gt;
 A4 Olon Murakalath&lt;br /&gt;
 A5 Athel Stizashkubuk&lt;br /&gt;
 A6 Datan Megkogan&lt;br /&gt;
 A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
 B1&lt;br /&gt;
 B2&lt;br /&gt;
 B3&lt;br /&gt;
 B4&lt;br /&gt;
 B5 Weaver!, Tanner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Militia ===&lt;br /&gt;
&lt;br /&gt;
 A3 Axedwarf&lt;br /&gt;
 B1 Fighter&lt;br /&gt;
 B4 Swordsdwarf&lt;br /&gt;
 C4 Hammerdwarf&lt;br /&gt;
&lt;br /&gt;
 C2 - Swordsdwarf novice&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134407</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134407"/>
		<updated>2011-01-04T08:57:06Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Winter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
A1 Dodok Necikbomrek - miner, leader, appraiser&lt;br /&gt;
A2 Rakust Alakkikrost - miner, &lt;br /&gt;
A3 Feb Dakostenshal&lt;br /&gt;
A4 Olon Murakalath&lt;br /&gt;
A5 Athel Stizashkubuk&lt;br /&gt;
A6 Datan Megkogan&lt;br /&gt;
A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.&lt;br /&gt;
&lt;br /&gt;
*1 Obsidian&lt;br /&gt;
Finalized trade agreement with Gosterbim.  They want:&lt;br /&gt;
 211 amulets&lt;br /&gt;
 209 earrings&lt;br /&gt;
 196 cut gems&lt;br /&gt;
 192 war hammers&lt;br /&gt;
 175 seeds&lt;br /&gt;
 171 short swords&lt;br /&gt;
 162 spears&lt;br /&gt;
&lt;br /&gt;
saving... 551k.&lt;br /&gt;
&lt;br /&gt;
*7 Obsidian&lt;br /&gt;
B5 Dodoklolok is taken by a fey mood!  He went to the dining room and stood there.  He's a weaver, so I needed a clothier's shop.  Interestingly, I had one queued up but no one had the skill.  I gave the skill to the craftsdwarf temporarily to make the shop, and on 10 Obsidian Dodoklolok claimed it, and began construction on 11 Obsidian.  Yay!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134355</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134355"/>
		<updated>2011-01-03T06:06:15Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Winter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
A1 Dodok Necikbomrek - miner, leader, appraiser&lt;br /&gt;
A2 Rakust Alakkikrost - miner, &lt;br /&gt;
A3 Feb Dakostenshal&lt;br /&gt;
A4 Olon Murakalath&lt;br /&gt;
A5 Athel Stizashkubuk&lt;br /&gt;
A6 Datan Megkogan&lt;br /&gt;
A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;br /&gt;
&lt;br /&gt;
=== Autumn ===&lt;br /&gt;
*2 Limestone&lt;br /&gt;
saving... 551g&lt;br /&gt;
*6 Sandstone&lt;br /&gt;
Some migrants have arrived.  Five this time.  Glad to see a grandmaster mason with mechanics skills.  By now I've moved the smelter and blacksmith shops, set up a bunch of specialized stockpiles.  I've got the smelter going full bore while the legendary miner is targeting valuable deposits (gems, coal, valuable ores).&lt;br /&gt;
*21 Sandstone&lt;br /&gt;
saving... 551h.  Food stores are at ~80 plant and just 8 meat left.  With more mouths to feed now I've got to gather as much as I can before winter.  We got a few tiny crops in.&lt;br /&gt;
*24 Sandstone&lt;br /&gt;
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...&lt;br /&gt;
*1 Timber&lt;br /&gt;
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.&lt;br /&gt;
&amp;quot;This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.&lt;br /&gt;
On the item is an image of Tikes Passionford the human and Alire Gravelsearches the Yells of Whirling the cyclops in siltstone.  Alire is striking down Tikes.  The artwork relates to the killing of the human Tikes by the cyclops Alire in the Plated Forest in 546.&amp;quot;&lt;br /&gt;
*19 Timber&lt;br /&gt;
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...&lt;br /&gt;
*23 Timber&lt;br /&gt;
saving... 551i.  trading with dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
*8 Moonstone&lt;br /&gt;
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!&lt;br /&gt;
&lt;br /&gt;
*9 Moonstone&lt;br /&gt;
You have discovered an expansive cavern deep underground.  Yay!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134244</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134244"/>
		<updated>2010-12-31T04:46:35Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
A1 Dodok Necikbomrek - miner, leader, appraiser&lt;br /&gt;
A2 Rakust Alakkikrost - miner, &lt;br /&gt;
A3 Feb Dakostenshal&lt;br /&gt;
A4 Olon Murakalath&lt;br /&gt;
A5 Athel Stizashkubuk&lt;br /&gt;
A6 Datan Megkogan&lt;br /&gt;
A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  I don't think my little pond will thaw out at all.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!  I am covering the pond with a constructed floor.  Perhaps once it's no longer exposed to the elements it will thaw?&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134243</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134243"/>
		<updated>2010-12-31T04:40:04Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
A1 Dodok Necikbomrek - miner, leader, appraiser&lt;br /&gt;
A2 Rakust Alakkikrost - miner, &lt;br /&gt;
A3 Feb Dakostenshal&lt;br /&gt;
A4 Olon Murakalath&lt;br /&gt;
A5 Athel Stizashkubuk&lt;br /&gt;
A6 Datan Megkogan&lt;br /&gt;
A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived (eight in all): two miners(!), a furnace op, a blacksmith, and a weaver.  The last three are farmers of various kinds (or not really any kind).  The blacksmith is a good swordsdwarf, and one of the miners is a proficient biter (and armor user)!&lt;br /&gt;
&lt;br /&gt;
*3 Galena&lt;br /&gt;
saving... 551f.  Starting to see a dusting of snow on the ground already.  That's a pretty short growing season.  This will be a challenging winter -- we'll have to survive entirely on gathered plants, I think!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134207</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134207"/>
		<updated>2010-12-30T06:49:01Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
A1 Dodok Necikbomrek - miner, leader, appraiser&lt;br /&gt;
A2 Rakust Alakkikrost - miner, &lt;br /&gt;
A3 Feb Dakostenshal&lt;br /&gt;
A4 Olon Murakalath&lt;br /&gt;
A5 Athel Stizashkubuk&lt;br /&gt;
A6 Datan Megkogan&lt;br /&gt;
A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;br /&gt;
&lt;br /&gt;
*10 Malachite&lt;br /&gt;
saving... 551e&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134206</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134206"/>
		<updated>2010-12-30T06:23:37Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
A1 Dodok Necikbomrek - miner, leader, appraiser&lt;br /&gt;
A2 Rakust Alakkikrost - miner, &lt;br /&gt;
A3 Feb Dakostenshal&lt;br /&gt;
A4 Olon Murakalath&lt;br /&gt;
A5 Athel Stizashkubuk&lt;br /&gt;
A6 Datan Megkogan&lt;br /&gt;
A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I am getting worried!&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite!!&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite!!&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite!!&lt;br /&gt;
Some migrants have arrived (nine in all).  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134205</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134205"/>
		<updated>2010-12-30T06:09:50Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* History of Nekikgast (Coldclefts) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
A1 Dodok Necikbomrek - miner, leader, appraiser&lt;br /&gt;
A2 Rakust Alakkikrost - miner, &lt;br /&gt;
A3 Feb Dakostenshal&lt;br /&gt;
A4 Olon Murakalath&lt;br /&gt;
A5 Athel Stizashkubuk&lt;br /&gt;
A6 Datan Megkogan&lt;br /&gt;
A7 Deler Katakasen&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*The Lost Summer&lt;br /&gt;
Due to a power outage, the following entries which occurred have been wiped out:&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I was getting worried!&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived.  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134204</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134204"/>
		<updated>2010-12-30T05:29:58Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I was getting worried!&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;br /&gt;
&lt;br /&gt;
*23 Malachite&lt;br /&gt;
Some migrants have arrived.  The thaw has still not occurred.  I have ordered a new access to the aboveground farm area, and am preparing to enclose it (although that will take some time).  Perhaps we can get one season worth out of it this year yet.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134201</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134201"/>
		<updated>2010-12-30T04:58:29Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I was getting worried!&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;br /&gt;
&lt;br /&gt;
*11 Malachite&lt;br /&gt;
It started raining again.  Now the rain is not freezing on impact.  I feel a thaw is soon at hand!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134200</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134200"/>
		<updated>2010-12-30T04:43:52Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I was getting worried!&lt;br /&gt;
&lt;br /&gt;
*3rd Malachite&lt;br /&gt;
It's been raining for about 11 days.  As the rain hits the ground, it turns to frost (a dusting of snow).  Each morning, the frost melts.  Today the rain finally stopped.  When will the ground warm up enough for my pond to thaw?  I'm planning on alternatives to my external farm area, because it stays snow covered for too long.  We'll have to cover it with a roof.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134199</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134199"/>
		<updated>2010-12-30T04:24:07Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;br /&gt;
&lt;br /&gt;
*23 Hematite&lt;br /&gt;
The snow has melted!  Now I can see my frozen little pond.  Surely the ice will melt before autumn.  I was getting worried!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134176</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134176"/>
		<updated>2010-12-29T10:51:57Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving.. 551d&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134175</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134175"/>
		<updated>2010-12-29T10:51:31Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Summer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;br /&gt;
&lt;br /&gt;
*22 Hematite&lt;br /&gt;
saving..&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134174</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134174"/>
		<updated>2010-12-29T10:06:03Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Spring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
* 1 Hematite&lt;br /&gt;
It is now summer.  My pond is still frozen solid.  I've found some mica, along with orthoclase and cassiterite.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134173</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134173"/>
		<updated>2010-12-29T09:56:39Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Spring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;br /&gt;
&lt;br /&gt;
* 24 Felsite&lt;br /&gt;
The brook is now running, only a few blocks of it remain frozen.  However, my little pond is still a solid block of ice.  I certainly won't get my outdoor farm working until I've covered it up and enclosed it.  But I really need the underground farm harvesting before winter hits.  Dug down a bit to explore, found gems, gypsum, microcline, gold, and silver.  The woodcrafter (cum Axedwarf) has not yet picked up the steel axe.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134170</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134170"/>
		<updated>2010-12-29T08:56:17Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Nekikgast (Coldclefts) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;br /&gt;
&lt;br /&gt;
*18 Slate&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
&lt;br /&gt;
*10 Felsite&lt;br /&gt;
Wow did I speak too soon about the thawing.  My irrigation source is still frozen.  The land immediately south is clear, though.  I have completed a trade depot, and moved the woodworkers shop inside along with a sizeable wood stockpile.  Built a kitchen although there's not much to cook at this point.  The dining area is small but functional.  We've stuck lignite and other sedimentary rocks but I'm still trying to avoid anything useful (the miners are at Accomplished and Adept).  I've smelted two steel bars, going to make one into a battle axe forthwith.  The other will have to wait on some coal.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134168</id>
		<title>User:Maunder/Coldclefts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Coldclefts&amp;diff=134168"/>
		<updated>2010-12-29T08:10:40Z</updated>

		<summary type="html">&lt;p&gt;Maunder: Created page with '= Nekikgast (Coldclefts) =  On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.  Given some experie…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Nekikgast (Coldclefts) =&lt;br /&gt;
&lt;br /&gt;
On embark, I was warned about saltwater and aquifer issues, even though I'm in the mountains and the site contains a river source.&lt;br /&gt;
&lt;br /&gt;
Given some experience playing, I spent a lot of time scouting the site and deciding where to strike the earth first.  I had begun with a DIY set of materials, although it turns out there is plenty of sedimentary rock for steel industry.  I have been very quick to get things built:.&lt;br /&gt;
&lt;br /&gt;
== Year 551 ==&lt;br /&gt;
&lt;br /&gt;
=== Spring ===&lt;br /&gt;
&lt;br /&gt;
*6 Granite&lt;br /&gt;
A snow storm has come.  Did someone say spring?&lt;br /&gt;
&lt;br /&gt;
*12 Granite&lt;br /&gt;
The weather has cleared.  Yeesh.&lt;br /&gt;
&lt;br /&gt;
*13 Granite&lt;br /&gt;
Rakust has become a Miner.&lt;br /&gt;
&lt;br /&gt;
*26 Granite&lt;br /&gt;
You have struck limonite!  A couple days later I struck hematite as well.  This was accidental: I was avoiding the ores until mining skills could be further elevated, and built my first fortress sections in sandy clay loam and siltstone.&lt;br /&gt;
&lt;br /&gt;
*3 Slate&lt;br /&gt;
Feb has become a Woodworker.&lt;br /&gt;
&lt;br /&gt;
*11 Slate&lt;br /&gt;
It has started raining.&lt;br /&gt;
&lt;br /&gt;
*17 Slate&lt;br /&gt;
A good portion of the area remains snow covered, and the brook is still &amp;quot;ice wall&amp;quot;, although its surface is mostly cleared of snow.  The pond of 15 squares I selected as my initial cave farm irrigation source remains solid ice, but it should thaw within days.  Coindicentally, I have just completed the preparations for the farm: a fortification at the transom, two rooms and two floodgates controlled by levers, sealed with doors.  I even channeled before the fortification to let the water flow. &lt;br /&gt;
&lt;br /&gt;
I've already built (in preliminary locations -- most will be moved later): a woodworking shop, still, masons shop, craftsdwarf shop, mechanics shop, smelter, metalsmithing forge, and a dormitory.  Sizable storage piles for food and drink have been set up inside (moving them out of the snow), and a dining area is in progress nearby, as is more storage, so I can move the woodworking inside as well.  All other buildings are already inside.&lt;br /&gt;
&lt;br /&gt;
Six units of coke are ready for smelting some iron ore and making steel.  I still need another unit of coal to complete two weapons, but as the miners skills are still a bit low I won't push it too fast.  I could burn wood for it but don't feel the urgency to waste wood on it.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder&amp;diff=134166</id>
		<title>User:Maunder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder&amp;diff=134166"/>
		<updated>2010-12-29T07:31:50Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Histories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my corner of magmawiki.&lt;br /&gt;
&lt;br /&gt;
As a fairly new player I'm going to list the questions I have a hard time finding the answers to.  Hopefully these will help improve the wiki, and when I include the answers, it should also help future new players such as me.&lt;br /&gt;
&lt;br /&gt;
Before ever downloading DF, I read through [[http://www.bay12forums.com/smf/index.php?topic=31928.0|the amusing tutorial]] and watched the [[http://www.bay12forums.com/smf/index.php?topic=28477.0|LP videos by capnduck]], both of which were based on older version of the game.  I was persuaded by these sources to install v 0.31.12 of the game and began playing in the beginning of October, updating as then flurry of bug fixes came to 0.31.16.  All questions below, therefore, are relevant to my experience with DF2010.&lt;br /&gt;
&lt;br /&gt;
I also very quickly began using the [[Graphics_set_repository#Mike_Mayday.27s_combined_pack_.28DFG.29|mayday tileset with char patches]].  They do require a lot of screen real estate, but I find it easier to judge distances fairly because the tiles are square.&lt;br /&gt;
&lt;br /&gt;
This page began after about two weeks of playing around, when I'd already sorted out many of the early issues, so it begins the things which annoyed or confused me at that time. &lt;br /&gt;
&lt;br /&gt;
== New Player Questions ==&lt;br /&gt;
&lt;br /&gt;
=== Resolved Questions and Problems ===&lt;br /&gt;
&lt;br /&gt;
The wiki needs a general guide to using [[magma]], or laying out magma workshops.&lt;br /&gt;
* A big question I had was how to make the final connection to allow magma to flow.  I went with my original plan to channel from above, at the shore of a magma reservoir, to open the edge and let it flow down the long &amp;quot;hallway&amp;quot; I'd made.  Wiki explains that channeling now creates a ramp (it didn't used to), and the only ways to remove the ramp both involve getting down into that channel afterwards.  Obviously I don't want to do that since the magma is going to be there.  Will the ramp interfere with the flow?  &lt;br /&gt;
** No.  I left the ramp, the magma flowed just fine.  I then covered the open channel (including its ramp) with a constructed floor.  I have just succeeded in erecting my first.  I have don't know the safest way to penetrate a lava tube or lake from the side, with no floor access from just above the liquid surface...&lt;br /&gt;
* Another question was the positioning of the forges and workshops.  Only the [[Magma Forge]] page indicates that one should locate the forge with &amp;quot;one of the impassable squares&amp;quot; over the hole to the magma below, but nowhere did I find specific instruction about which squares they are.  The &amp;quot;picture&amp;quot;s on the right side of these buildings were helpful, but without a key, I was just guessing.&lt;br /&gt;
** The &amp;quot;impassable&amp;quot; squares of a magma forge are the &amp;quot;east&amp;quot; and &amp;quot;west&amp;quot; sides.  Because the [[Magma Smelter]]'s has the hole on the &amp;quot;north&amp;quot; side, that means the two kinds buildings can't be aligned along a magma channel -- one set of buildings are necessarily offset from the others.&lt;br /&gt;
&lt;br /&gt;
* mason positioning.  it's happened many times that my masons have constructed the last bit of wall trapping themselves within.  What is wrong with these guys?  even dividing up the job into smaller pieces in various orders I can't seem to avoid this.  Multiple times I've had them immediately deconstruct that last bit they just built in order to get out, then wait for them to decide to leave, then re-assign the same construction.&lt;br /&gt;
** [[Construction#Avoiding_Entrapment]] (I wrote this section based on information provided by Another on my talk page) &lt;br /&gt;
&lt;br /&gt;
* A mason builds a segment of wall in the caves, then just stood there for a long time.  He was listed as having No Job.  The path he used on the way in was now blocked, but it seemed to me there were other ways around.  Other segments of wall were queued nearby, but as yet unbuilt.  He's in the lower right corner, while the entrance back to the fortress is in the upper left: [[File:Maunder-lost-mason-a.png|thumb]].&lt;br /&gt;
** The fungiwood tree to his east blocked his path!  Thanks for the [[User_talk:Maunder|explanation]], [[User:Quietust|Quietust]]!&lt;br /&gt;
&lt;br /&gt;
* how do I get animals trained?  many many times I have added the job &amp;quot;[[Kennel#Train_a_War_Dog|Train a War Dog]]&amp;quot; only to be told &amp;quot;none is available&amp;quot;.  But my fortress has half a dozen adult dogs!  What am I doing wrong?&lt;br /&gt;
** '''Pets cannot be trained!''' That explains part of my training problem. I'm not sure if that's sensible, but now that I have the idea, I know to train dogs the instant they mature to adults! -- Maunder 17:07, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* immigrant dwarves with skills in foreign ranged weapons (Bows and Blowguns) will ''never'' acquire ammunition.  Dwarves can't make arrows/blowdarts, nor can they get it by trading.  (Possibly can be acquired by defeating enemies using them?)  Similar situation if a strange mood dwarf makes one of these things.  This should be considered a bug.  Don't bother equipping dwarves with these &amp;quot;preferred&amp;quot; weapons.&lt;br /&gt;
&lt;br /&gt;
* gem cutting.  when adding a task, the list shows which types of gems you have still uncut.  but there's no way to know how many of each type.  if you queue up 5 times &amp;quot;Cut Wood Opal&amp;quot;, but you only have 2 uncut wood opals, you get job cancellations.  to avoid having jobs cancelled, just queue one cut task of each available type.  But then you have to do this repeatedly to get all your gems cut.  If you have two uncut wood opals, why not have the task entry grey out the cut task if you've already got two queued?  &lt;br /&gt;
** The &amp;quot;solution&amp;quot; is to just use repeat on all tasks.  The cancellation notice will occur when there aren't any more of that type of gem.  what I don't know is whether that &amp;quot;breaks&amp;quot; the work chain (does the dwarf walk away and consider a different task when his current task ends?)&lt;br /&gt;
&lt;br /&gt;
* gem encrusting.  I queue up a bunch of &amp;quot;encrust finished goods&amp;quot;, then I end up with items that have many many gems on them, and most items with nothing.  is there any way to encourage the dwarf to spread the gems across a larger number items?  I now queue up just four encrusts at a time, but then the shop ends up being idle a lot.&lt;br /&gt;
**  The best solution, explained by Another: ''objects can have only 1 decoration of each material (artifacts can have multiple but of different types - e.g. spikes+bands+image). Queuing 100 encrusting with the same gem results in 100 different items being decorated (green glass is the main candidate). Queuing 100 encrusting with 100 different gems will most likely result in 1 item decorated 100 times. Same goes for studding with metals and sewing leather images.''&lt;br /&gt;
&lt;br /&gt;
* How can I release a (tame) creature from a [[cage]]?  I've followed wiki instructions but have not yet managed it.  First: you can't use {{k|q}} to operate a cage that is in a stockpile, because {{k|q}} controls the stockpile options instead.  Second: I &amp;quot;built&amp;quot; the cage in question on an open floor, selected the specific cage with the animal in it.  Then {{k|q}} on that cage lists assigned animals -- but the menu doesn't seem to function the way others do, and &amp;quot;deselecting&amp;quot; the given dog as per the wiki [[Cage#Creature_containment|instructions]] doesn't seem to let him out.&lt;br /&gt;
: It's also confusing and disconcerting that after toggling the &amp;quot;assignment&amp;quot; of an animal, your only option to leave the dialog is then &amp;quot;Escape - Cancel&amp;quot;.  &lt;br /&gt;
** Apparently deselecting the given animal from the cage will let him out eventually, when a dwarf comes by to do it.  I haven't witnessed it yet.  I'm still working out the details on how to slaughter a caged animal or prisoner.&lt;br /&gt;
&lt;br /&gt;
* Why can I not construct upward stairs on a constructed floor?  How does one build a tower, if this is not possible?  I also could not construct a ramp, or even a wall!&lt;br /&gt;
** constructed stairs must be built over an empty space -- leave a hole in the floor you're building where you plan to put stairs.  It makes sense for up/down stairs.  Doesn't make sense to me for building up stairs, or walls, but that's how it works.  If you already built the floor, you can deconstruct it again with {{k|d}}-{{k|n}} and then construct the stair/wall whatever.  this info should be added to the wiki somewhere.&lt;br /&gt;
&lt;br /&gt;
* retrieving shot bolts or enemy items.  Either my hunter or military units fired bolts at something.  Several are scattered around.  How do I encourage them to retrieve them for reuse?  &lt;br /&gt;
:On a related note, one squad managed to kill a Goblin Thief earlier, and, following orders, brought the mutilated corpse back to the refuse pile.  But they left his goods, including a silver dagger.  I didn't even realize it until I got a message about a raccoon stealing a silk shirt.  How can I set orders to pick up these items as well?  &lt;br /&gt;
::I suspect that those items are marked as &amp;quot;Forbidden&amp;quot; - {{k|k}} over them and check. This prevents your workers from running out of your base in the middle of an attack and trying to collect all the junk on the ground. [[Special:Contributions/76.20.35.236|76.20.35.236]] 15:32, 26 October 2010 (UTC)&lt;br /&gt;
** Thank you, yes, the items were default marked forbidden, the option to change this is in {{k|o}}-{{k|F}}-{{k|t}} set orders menu.  However, changing the orders only affects newly dropped items, not those already forbidden on the map.  There is also an option to retrieve &amp;quot;used ammunition&amp;quot; {{k|o}}-{{k|F}}-{{k|p}}, although I've been [[User:Maunder/DeMatts_edits|advised]] by [[User:DeMatt|DeMatt]] not to do this because items aren't stacked into inventory slots again, but remain as a &amp;quot;bundle of 1&amp;quot;.  He says &amp;quot;Military dwarfs and hunters carry only one stack (or maybe two?)&amp;quot;, but I haven't confirmed this myself.&lt;br /&gt;
&lt;br /&gt;
=== Open Questions and Problems ===&lt;br /&gt;
&lt;br /&gt;
* do some embark areas have absolutely no sedimentary layers?  that would be disappointing... are sedimentary layers always nearer the surface?&lt;br /&gt;
** An answer, more or less, at [[Embark#Layers]] : ''Igneous layers will never be found in the same biome as sedimentary layers, but it is possible to have both in the same map by embarking over two or more different biomes.''  How do I know what biomes my selected location actually has?  Any way to get a &amp;quot;world map&amp;quot; view of my area once I've started?&lt;br /&gt;
&lt;br /&gt;
* How can I collect and use the bodies of vermin and other defeated creatures?  I've tried &amp;quot;Butcher a dead animal&amp;quot; and other tasks many times, only to be told &amp;quot;none available&amp;quot;.  What am I doing wrong?  Yes, I have refuse stockpiles so the bodies are brought nearer the butcher shop.  Not all are the &amp;quot;vermin&amp;quot; category, I think.  &lt;br /&gt;
** Are the bodies outside? Do you have 'dwarves collect refuse from outside' turned on? You can create garbage dump activity zone near your butcher, and set the corpses for dumping, I think this works better than relying on storage piles. Be sure to reclaim the corpse after dumping, though.[[User:GhostDwemer|GhostDwemer]] 15:43, 1 November 2010 (UTC)&lt;br /&gt;
* I have multiple traps with caught live vermin, like two-legged lizards, and a (tame) cockroach.  What do I do with them?  Can't I make food or leather out of the lizard?&lt;br /&gt;
** Part of this is my confusion about what is &amp;quot;animal&amp;quot; and what is &amp;quot;vermin&amp;quot;.  There's no real cue to let you know what you're dealing with.  In my mind, now, is the idea: &amp;quot;vermin&amp;quot; == useless.  &amp;quot;animal&amp;quot; == butcherable, in theory.  But when I saw barrels of butterfly ichor and the like available from the trade caravan, it made me think I can do something with those &amp;quot;vermin&amp;quot;...&lt;br /&gt;
: Still trying to sort this one out.&lt;br /&gt;
&lt;br /&gt;
* In a similar vein, I have not had much luck with Trapping, Fishing, and Hunting.  I can't seem to get these working successfully.  The wiki needs guide to making these industries successful -- the tools, skills, workshops necessary, layout of piles and workshops, zone placement, etc.&lt;br /&gt;
** i've had some luck with hunting.  as I was told -- one simply creates enough equipment, then a dwarf with &amp;quot;Ambush&amp;quot; skill will pick up equipment and sometimes go hunt game.  however, i've had hunters complain about not having any ammunition even though i'd assigned it under 'mf', some were marked in that menu as being equipped, and there were 250 bolts available besides.&lt;br /&gt;
: still learning the details.&lt;br /&gt;
&lt;br /&gt;
* how can I get the military units to wear the best armor?  the military equipping menus are really opaque.  i understand the idea of creating uniforms and assigning them, but really, early on, i don't have that kind of supply.  i just want one of the best fighters to have the few steel items that i got from trading.  I can't create and assign a &amp;quot;steel&amp;quot; uniform, because I don't have all those items.  in a related problem, meanwhile, a &amp;quot;recruit&amp;quot; has grabbed a hammer, and the somewhat skilled hammerdwarf has none.  The best pick is in the hands of a Novice miner.  The battle axes were grabbed by military guys, and I need them available to the woodcutters.  Argh!  Getting a dwarf to drop an item and reassigning is such a mess!  I'm not even sure how I managed it once, but it took over half a year of game time.&lt;br /&gt;
** Part of the problem with the military equipment dialogue is similar to that with assigning squads.  In the right column is a list of all items of a given category , ''including those you've already assigned to another'' .  It's good that you can see all items, so you can take an item from someone who shouldn't have it and give it to someone better suited.  But you have no indication that item is already in use by another dwarf.  This results in confusion as you assign that nice bear leather armor to dwarf 2, only to realize later that dwarf 1 no longer has any armor.  This dialog needs some indicator telling you it's already assigned to someone (or perhaps just in use by someone, although that's less useful, it would be easier to implement).  Maybe a letter &amp;quot;A&amp;quot; means item has been assigned to another dwarf, or else another dwarf has &amp;quot;become attached&amp;quot; to the item, otherwise a letter &amp;quot;U&amp;quot; means being used by someone but wasn't necessarily assigned to them.&lt;br /&gt;
** I had a similar problem with assigning dwarves to squads, initially, because the list on the right shows all dwarves, ''including dwarves already assigned to another squad''.  but I see now there is an indication in the upper right corner if the currently selected dwarf belongs to another squad.&lt;br /&gt;
** Now I have a larger selection of armor, but I'm just as bewildered about equipping them.  If I assign a breastplate to a guy who's currently got a &amp;quot;leather armor&amp;quot;, can he wear both?  They both appear &amp;quot;equipped&amp;quot; in the list, so I'm guessing they're assigned to him and no other dwarf can wear them.  Or did I just give him ownership, so he has two pieces that he can't wear simultaneously?&lt;br /&gt;
** Can I create a uniform which allows me to use the best available armor, varied though it might be, but still allows others to wear lower quality stuff when there's no more iron/steel/bronze available?&lt;br /&gt;
:: Any way to do something similar with non-military dwarves... ?  I'd like everyone to wear leather if possible...&lt;br /&gt;
&lt;br /&gt;
* path finding.  the weavers are nuts, trying to &amp;quot;collect webs&amp;quot;.  they choose a web which might be fairly close geometrically, but is ''really'' far through the stairs, hallways and caves that they need to get there, meanwhile running past and sometimes getting caught in and stomping existing webs on the way there.  How do I keep the weavers near my entrance to the caves, where they can be safer (and take less time)?&lt;br /&gt;
** do I need to avoid walking on my farms?  set traffic area to avoid it?&lt;br /&gt;
: A while back I redid the [[DF2010:Path]] to answer questions like these. Also check [[Traffic]]. Hopefully they can answer your questions; if not tell me. [[User:Calite|Calite]] 01:32, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* how does one, or can one, clean up the mess of broken ammunition littering the map?  {{k|k}} doesn't even show an item there, so i can't declare it refuse and have it (eventually) [[Dwarven_atom_smasher|smashed by a drawbridge]].&lt;br /&gt;
&lt;br /&gt;
* how does one butcher corpses of defeated enemies?  or slaughter tame livestock?  or auto-tan work?  this has been very frustrating, trying to supply the leather to a moody dwarf.  after designating a tame animal to be slaughtered, how does one control which butcher's shop will do the job?&lt;br /&gt;
** I figured out that corpses and/or body parts must be near a butcher's shop to auto trigger a butcher job.  just how near, i don't know.  similarly, the skin resulting from butchering must be near a tanner's shop to auto trigger the tan hide job.  again, i don't know the max distance.  creating a stockpile of &amp;quot;skins&amp;quot; is not helpful, because it can take quite a while for a skin to get stockpiled, and will be ignored by a tanner until then.  so.. ''always have a tanner's shop near a butcher's shop''?.  that helps, even if i don't have a clear understanding of how to control things.  I added a mention of maximum distance to [[Meat industry]], [[Tanner's Shop]] and [[Butcher's shop]].&lt;br /&gt;
** i read elsewhere that sentient animals can't be butchered.  how do you tell if an enemy is sentient?&lt;br /&gt;
&lt;br /&gt;
* a drawbridge of just length 1 doesn't appear to work.  when i raise it, dwarves still exit freely?... not sure.&lt;br /&gt;
&lt;br /&gt;
* why should I accept the [[liaison]]'s offer to become a [[baron]]y?  is there an advantage that I am not seeing?  seems like my [[mayor]] is more useful than a baron...&lt;br /&gt;
&lt;br /&gt;
* using magma.  what balance of various magma workshops/furnaces are needed?  which are needed near each other?  any pointers?&lt;br /&gt;
&lt;br /&gt;
=== Unexplained ===&lt;br /&gt;
&lt;br /&gt;
== Histories ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Maunder/Cryptlustrous|Momuzsuvas]] (Cryptlustrous), established 1052(?)&lt;br /&gt;
This is a nice map location, excepting the lack of iron, which could be bad.  I've got three extensive cave systems already, and I haven't ventured that deep.  &lt;br /&gt;
** The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
** The next cave system begins already at level -12 and continues down to level -16.  It contains an opening to a magma pipe, with the pool of magma reaching level -16 (the magma surface is higher than the lower parts of the cave!).  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.  &lt;br /&gt;
** The third cave system begins at -24, and continues down to -28, although the bottom layer just contains a pool of water.  The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
** The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor.  The magma sea goes down to at least level -37, where it is quite vast.  It may be deeper but I haven't confirmed it yet.  (hot stone at level -39, though)&lt;br /&gt;
&lt;br /&gt;
* [[User:Maunder/Coldclefts|Nekikgast]] (Coldclefts), established 551&lt;br /&gt;
This is a smaller site in a cold location with very steep cliffs and a river source.  From the top of the highest land down to the river shore is fully 32 z-levels!  There are a few small flat areas suitable for outdoor farming.  There is lots of sedimentary rock.  The only civilization that shows is dwarves, although I know in the world generation there are lots of elves and humans on this continent.  (I'm disappointed at the prospect of less trade.)&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132964</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132964"/>
		<updated>2010-12-04T07:16:30Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Saves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems, and I haven't yet ventured more than 38 levels below the valley floor.  (Three cavern systems seems to be the default, according to the [[World_gen.txt|default world generation]] parameter [CAVERN_LAYER_COUNT:3] .)&lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] [[Magma#Magma_pools|magma pipe]], with the pool of magma reaching level -16.  I haven't found any connection between these two cave systems -- there appears to be just one single solid layer between them.  &lt;br /&gt;
Without any screw [[pump]]s and no [http://www.bay12forums.com/smf/index.php?topic=59894.0 &amp;quot;piston&amp;quot; magic], I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single [[sedimentary]] layer, so no [[iron]] ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
* 24 slate 1055 -- f&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D: 16 Slate 1054)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E: 20 Granite 1055)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alathkerlig  +bronze axe+&lt;br /&gt;
* c17 ulengalath  *silver mace*&lt;br /&gt;
* d08 dodoktel&lt;br /&gt;
* e09 dalzatas&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasen&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
The Golden Barbs - crossbowdwarves&lt;br /&gt;
* r1 rigothenshal&lt;br /&gt;
* r1 sarveshathel&lt;br /&gt;
* e18 oltarduthnur&lt;br /&gt;
* e19 rashid&lt;br /&gt;
* c03 idroder (bowyer)&lt;br /&gt;
* d13 babinrigoth&lt;br /&gt;
* d02 sibrekvukrig&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
[[File:Maunder-ugfarm1.png|thumb]] The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;br /&gt;
* 17 Slate&lt;br /&gt;
Okay I've finally got a military crew together.  Two squads of seven dwarves each: one melee (mostly macedwarves) and the other crossbowdwarves.  See above.&lt;br /&gt;
&lt;br /&gt;
* 18 Slate&lt;br /&gt;
Ngordax, Forgotten Beast is no longer enraged.  Huh?  I've never heard of this beast, and it's not listed in my units.  The message is in white.  Is he on my map, then, undiscovered?&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132962</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132962"/>
		<updated>2010-12-04T06:45:42Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems, and I haven't yet ventured more than 38 levels below the valley floor.  (Three cavern systems seems to be the default, according to the [[World_gen.txt|default world generation]] parameter [CAVERN_LAYER_COUNT:3] .)&lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] [[Magma#Magma_pools|magma pipe]], with the pool of magma reaching level -16.  I haven't found any connection between these two cave systems -- there appears to be just one single solid layer between them.  &lt;br /&gt;
Without any screw [[pump]]s and no [http://www.bay12forums.com/smf/index.php?topic=59894.0 &amp;quot;piston&amp;quot; magic], I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single [[sedimentary]] layer, so no [[iron]] ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D: 16 Slate 1054)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E: 20 Granite 1055)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alathkerlig  +bronze axe+&lt;br /&gt;
* c17 ulengalath  *silver mace*&lt;br /&gt;
* d08 dodoktel&lt;br /&gt;
* e09 dalzatas&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasen&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
The Golden Barbs - crossbowdwarves&lt;br /&gt;
* r1 rigothenshal&lt;br /&gt;
* r1 sarveshathel&lt;br /&gt;
* e18 oltarduthnur&lt;br /&gt;
* e19 rashid&lt;br /&gt;
* c03 idroder (bowyer)&lt;br /&gt;
* d13 babinrigoth&lt;br /&gt;
* d02 sibrekvukrig&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
[[File:Maunder-ugfarm1.png|thumb]] The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;br /&gt;
* 17 Slate&lt;br /&gt;
Okay I've finally got a military crew together.  Two squads of seven dwarves each: one melee (mostly macedwarves) and the other crossbowdwarves.  See above.&lt;br /&gt;
&lt;br /&gt;
* 18 Slate&lt;br /&gt;
Ngordax, Forgotten Beast is no longer enraged.  Huh?  I've never heard of this beast, and it's not listed in my units.  The message is in white.  Is he on my map, then, undiscovered?&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132960</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132960"/>
		<updated>2010-12-04T06:41:48Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Year 1055 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems, and I haven't yet ventured more than 38 levels below the valley floor.  (Three cavern systems seems to be the default, according to the [[World_gen.txt|default world generation]] parameter [CAVERN_LAYER_COUNT:3] .)&lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] [[Magma#Magma_pools|magma pipe]], with the pool of magma reaching level -16.  I haven't found any connection between these two cave systems -- there appears to be just one single solid layer between them.  &lt;br /&gt;
Without any screw [[pump]]s and no [http://www.bay12forums.com/smf/index.php?topic=59894.0 &amp;quot;piston&amp;quot; magic], I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single [[sedimentary]] layer, so no [[iron]] ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D: 16 Slate 1054)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E: 20 Granite 1055)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alithkrlog  +bronze axe+&lt;br /&gt;
* c17 ulengalith  *silver mace*&lt;br /&gt;
* d08 dodiktel&lt;br /&gt;
* e09 dalzatis&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasyn&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
[[File:Maunder-ugfarm1.png|thumb]] The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;br /&gt;
* 17 Slate&lt;br /&gt;
Okay I've finally got a military crew together.  Two squads of seven dwarves each: one melee (mostly macedwarves) and the other crossbowdwarves.  See above.&lt;br /&gt;
&lt;br /&gt;
* 18 Slate&lt;br /&gt;
Ngordax, Forgotten Beast is no longer enraged.  Huh?  I've never heard of this beast, and it's not listed in my units.  The message is in white.  Is he on my map, then, undiscovered?&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=132600</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=132600"/>
		<updated>2010-11-29T04:14:26Z</updated>

		<summary type="html">&lt;p&gt;Maunder: added link to tilesets and graphic sets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
:''You may also be like to see the [[Tileset repository]] or [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ DF Map Archive] ===&lt;br /&gt;
&lt;br /&gt;
* http://mkv25.net/dfma/&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them.  &lt;br /&gt;
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website] (currently not accessible)&lt;br /&gt;
*Download from [http://dffd.wimbli.com/file.php?id=997 DF File Depot]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file, and functions as a viewer for this format.  It can also export the maps to PNG format.  &lt;br /&gt;
&lt;br /&gt;
The .fdf-map file can then be shared with your friends by uploading to the [http://mkv25.net/dfma/ DF Map Archive] that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007.  The web site is currently not accessible.  Extract from the website :&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile.  What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further.  The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a little bit of information at the [http://dffd.wimbli.com/file.php?id=997 DF File Depot] page, where the compressor can be downloaded:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;It requires either .NET 2.0 or newer (If you have Windows Vista, you already have this, if not, you might need to get it), or if you're on Linux or a Mac or other non-Windows OS, requires Mono.&lt;br /&gt;
* .NET 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&lt;br /&gt;
* Mono: http://www.mono-project.com/&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get it working on OSX, according to [http://www.bay12forums.com/smf/index.php?topic=64174.msg1511109#msg1511109 this forum post]:&lt;br /&gt;
:1. [http://www.go-mono.com/mono-downloads/ download the Mono Framework] and install it.  If you're on a modern Mac, you want the [http://ftp.novell.com/pub/mono/archive/2.8.1/macos-10-x86/3/MonoFramework-2.8.1_3.macos10.novell.x86.dmg latest Intel version], which requires OSX 10.5 or 10.6.  [http://www.mono-project.com/OldReleases Older versions are available] but no longer supported.&lt;br /&gt;
:2. export your map from Dwarf Fortress (Esc -&amp;gt; Export Local Image)&lt;br /&gt;
:3. download the [http://dffd.wimbli.com/file.php?id=997 DF Map Compressor from the DF File Depot].&lt;br /&gt;
:4. open the terminal, navigate to the DF Map Compressor folder and type:&lt;br /&gt;
 mono DwarfFortressMapCompressor.3.3.4.exe&lt;br /&gt;
:5. WAIT a bit for the DF Map Compressor windows to appear (''I almost thought it had crashed, it's rather slow'')&lt;br /&gt;
:6. follow the on screen instructions&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense is now in version 2.1 Slate, supports v0.31.12 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.1.zip Download]&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Overseer|Fortress Overseer]] ===&lt;br /&gt;
''by thewonderidiot and sexymustard''&lt;br /&gt;
&lt;br /&gt;
Overseer is a full 3D visualizer for DF2010 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=2922 here].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.4 is out (October 4, 2010). This version supports DF builds up to 0.31.16&amp;lt;!--, although information on patches for newer versions can be found below--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': This project is currently seeking a new maintainer.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.7 is out for Windows, currently supporting 0.31.16. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.5.0.2) release only supports versions 0.31.01 - 0.31.03 Legacy, 0.31.04 - 0.31.16 SDL, and 0.31.05 - 0.31.14 on Linux. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
Use like this:&lt;br /&gt;
&lt;br /&gt;
game: place 'k' cursor on the tile or on the upper left corner of the area to manipulate.&lt;br /&gt;
&lt;br /&gt;
tool: enter 'range' in the tool and specify width and height of the rectangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- remove water&lt;br /&gt;
&lt;br /&gt;
'w'&lt;br /&gt;
'0'&lt;br /&gt;
's-'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- create obsidian wall (only works for a single tile, even if a range is specified)&lt;br /&gt;
&lt;br /&gt;
'o'&lt;br /&gt;
'1'&lt;br /&gt;
's.'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
note that previously existing water or magma still stays at this spot.&lt;br /&gt;
&lt;br /&gt;
- create magma&lt;br /&gt;
&lt;br /&gt;
'm'&lt;br /&gt;
'7'&lt;br /&gt;
's+'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Pauses the game and reveals the whole map, then unreveals it afterwards (unless you press Ctrl+C). Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===&lt;br /&gt;
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.irritablegourmet.com/dwarf/index.htm Quickfort Mapping Tool] ===&lt;br /&gt;
Quickfort Mapping Tool is a simple to use web app for creating Quickfort blueprints graphically.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===&lt;br /&gt;
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.&lt;br /&gt;
Alternatively, you can use this 20-line perl script: http://github.com/rofl0r/df-mayday/blob/master/charfix.pl&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Raw tile selector]] ===&lt;br /&gt;
&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2113 Download]&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== Raw tile merger ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2178 Download]&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=132196</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=132196"/>
		<updated>2010-11-22T16:00:35Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* DF Map Archive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ DF Map Archive] ===&lt;br /&gt;
&lt;br /&gt;
* http://mkv25.net/dfma/&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them.  &lt;br /&gt;
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website] (currently not accessible)&lt;br /&gt;
*Download from [http://dffd.wimbli.com/file.php?id=997 DF File Depot]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file, and functions as a viewer for this format.  It can also export the maps to PNG format.  &lt;br /&gt;
&lt;br /&gt;
The .fdf-map file can then be shared with your friends by uploading to the [http://mkv25.net/dfma/ DF Map Archive] that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007.  The web site is currently not accessible.  Extract from the website :&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile.  What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further.  The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a little bit of information at the [http://dffd.wimbli.com/file.php?id=997 DF File Depot] page, where the compressor can be downloaded:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;It requires either .NET 2.0 or newer (If you have Windows Vista, you already have this, if not, you might need to get it), or if you're on Linux or a Mac or other non-Windows OS, requires Mono.&lt;br /&gt;
* .NET 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&lt;br /&gt;
* Mono: http://www.mono-project.com/&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get it working on OSX, according to [http://www.bay12forums.com/smf/index.php?topic=64174.msg1511109#msg1511109 this forum post]:&lt;br /&gt;
:1. [http://www.go-mono.com/mono-downloads/ download the Mono Framework] and install it.  If you're on a modern Mac, you want the [http://ftp.novell.com/pub/mono/archive/2.8.1/macos-10-x86/3/MonoFramework-2.8.1_3.macos10.novell.x86.dmg latest Intel version], which requires OSX 10.5 or 10.6.  [http://www.mono-project.com/OldReleases Older versions are available] but no longer supported.&lt;br /&gt;
:2. export your map from Dwarf Fortress (Esc -&amp;gt; Export Local Image)&lt;br /&gt;
:3. download the [http://dffd.wimbli.com/file.php?id=997 DF Map Compressor from the DF File Depot].&lt;br /&gt;
:4. open the terminal, navigate to the DF Map Compressor folder and type:&lt;br /&gt;
 mono DwarfFortressMapCompressor.3.3.4.exe&lt;br /&gt;
:5. WAIT a bit for the DF Map Compressor windows to appear (''I almost thought it had crashed, it's rather slow'')&lt;br /&gt;
:6. follow the on screen instructions&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense is now in version 2.1 Slate, supports v0.31.12 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.1.zip Download]&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Overseer|Fortress Overseer]] ===&lt;br /&gt;
''by thewonderidiot and sexymustard''&lt;br /&gt;
&lt;br /&gt;
Overseer is a full 3D visualizer for DF2010 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=2922 here].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.4 is out (October 4, 2010). This version supports DF builds up to 0.31.16&amp;lt;!--, although information on patches for newer versions can be found below--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': This project is currently seeking a new maintainer.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.7 is out for Windows, currently supporting 0.31.16. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.5.0.2) release only supports versions 0.31.01 - 0.31.03 Legacy, 0.31.04 - 0.31.16 SDL, and 0.31.05 - 0.31.14 on Linux. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
Use like this:&lt;br /&gt;
&lt;br /&gt;
game: place 'k' cursor on the tile or on the upper left corner of the area to manipulate.&lt;br /&gt;
&lt;br /&gt;
tool: enter 'range' in the tool and specify width and height of the rectangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- remove water&lt;br /&gt;
&lt;br /&gt;
'w'&lt;br /&gt;
'0'&lt;br /&gt;
's-'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- create obsidian wall (only works for a single tile, even if a range is specified)&lt;br /&gt;
&lt;br /&gt;
'o'&lt;br /&gt;
'1'&lt;br /&gt;
's.'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
note that previously existing water or magma still stays at this spot.&lt;br /&gt;
&lt;br /&gt;
- create magma&lt;br /&gt;
&lt;br /&gt;
'm'&lt;br /&gt;
'7'&lt;br /&gt;
's+'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Pauses the game and reveals the whole map, then unreveals it afterwards (unless you press Ctrl+C). Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blueprints&amp;quot; can be created using many interfaces, the easier being graphically based.  TO design rooms on a website [http://www.irritablegourmet.com/dwarf/index.htm] a web based blueprint maker is the most simple to use.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===&lt;br /&gt;
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===&lt;br /&gt;
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.&lt;br /&gt;
Alternatively, you can use this 20-line perl script: http://github.com/rofl0r/df-mayday/blob/master/charfix.pl&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Raw tile selector]] ===&lt;br /&gt;
&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2113 Download]&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== Raw tile merger ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2178 Download]&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=132195</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=132195"/>
		<updated>2010-11-22T15:58:40Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* DF Map Compressor / DF Map Archive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Archive is a large collection of user-submitted maps and a nice flash viewer for perusing them.  &lt;br /&gt;
Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor (see below).&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on [[User:Markavian|Markavian]]'s User page.&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website] (currently not accessible)&lt;br /&gt;
*Download from [http://dffd.wimbli.com/file.php?id=997 DF File Depot]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file, and functions as a viewer for this format.  It can also export the maps to PNG format.  &lt;br /&gt;
&lt;br /&gt;
The .fdf-map file can then be shared with your friends by uploading to the [http://mkv25.net/dfma/ DF Map Archive] that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007.  The web site is currently not accessible.  Extract from the website :&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile.  What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further.  The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a little bit of information at the [http://dffd.wimbli.com/file.php?id=997 DF File Depot] page, where the compressor can be downloaded:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;It requires either .NET 2.0 or newer (If you have Windows Vista, you already have this, if not, you might need to get it), or if you're on Linux or a Mac or other non-Windows OS, requires Mono.&lt;br /&gt;
* .NET 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&lt;br /&gt;
* Mono: http://www.mono-project.com/&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get it working on OSX, according to [http://www.bay12forums.com/smf/index.php?topic=64174.msg1511109#msg1511109 this forum post]:&lt;br /&gt;
:1. [http://www.go-mono.com/mono-downloads/ download the Mono Framework] and install it.  If you're on a modern Mac, you want the [http://ftp.novell.com/pub/mono/archive/2.8.1/macos-10-x86/3/MonoFramework-2.8.1_3.macos10.novell.x86.dmg latest Intel version], which requires OSX 10.5 or 10.6.  [http://www.mono-project.com/OldReleases Older versions are available] but no longer supported.&lt;br /&gt;
:2. export your map from Dwarf Fortress (Esc -&amp;gt; Export Local Image)&lt;br /&gt;
:3. download the [http://dffd.wimbli.com/file.php?id=997 DF Map Compressor from the DF File Depot].&lt;br /&gt;
:4. open the terminal, navigate to the DF Map Compressor folder and type:&lt;br /&gt;
 mono DwarfFortressMapCompressor.3.3.4.exe&lt;br /&gt;
:5. WAIT a bit for the DF Map Compressor windows to appear (''I almost thought it had crashed, it's rather slow'')&lt;br /&gt;
:6. follow the on screen instructions&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense is now in version 2.1 Slate, supports v0.31.12 - [http://stonesense.googlecode.com/files/Stonesense_Slate_2.1.zip Download]&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Overseer|Fortress Overseer]] ===&lt;br /&gt;
''by thewonderidiot and sexymustard''&lt;br /&gt;
&lt;br /&gt;
Overseer is a full 3D visualizer for DF2010 using the DFHack library. Its appearance is highly customizable and will be even more so in the near future. Check out its [http://www.bay12forums.com/smf/index.php?topic=63484.0 forum thread] for more details or download it from [http://dffd.wimbli.com/file.php?id=2922 here].&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=66525 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.6.4 is out (October 4, 2010). This version supports DF builds up to 0.31.16&amp;lt;!--, although information on patches for newer versions can be found below--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': This project is currently seeking a new maintainer.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.7 is out for Windows, currently supporting 0.31.16. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and runes (letters) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.5.0.2) release only supports versions 0.31.01 - 0.31.03 Legacy, 0.31.04 - 0.31.16 SDL, and 0.31.05 - 0.31.14 on Linux. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
Use like this:&lt;br /&gt;
&lt;br /&gt;
game: place 'k' cursor on the tile or on the upper left corner of the area to manipulate.&lt;br /&gt;
&lt;br /&gt;
tool: enter 'range' in the tool and specify width and height of the rectangle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- remove water&lt;br /&gt;
&lt;br /&gt;
'w'&lt;br /&gt;
'0'&lt;br /&gt;
's-'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- create obsidian wall (only works for a single tile, even if a range is specified)&lt;br /&gt;
&lt;br /&gt;
'o'&lt;br /&gt;
'1'&lt;br /&gt;
's.'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
note that previously existing water or magma still stays at this spot.&lt;br /&gt;
&lt;br /&gt;
- create magma&lt;br /&gt;
&lt;br /&gt;
'm'&lt;br /&gt;
'7'&lt;br /&gt;
's+'&lt;br /&gt;
&amp;lt;ENTER&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Pauses the game and reveals the whole map, then unreveals it afterwards (unless you press Ctrl+C). Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blueprints&amp;quot; can be created using many interfaces, the easier being graphically based.  TO design rooms on a website [http://www.irritablegourmet.com/dwarf/index.htm] a web based blueprint maker is the most simple to use.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=64723.15 DF Architect] ===&lt;br /&gt;
DF Architect is a short cut to using Chromafort in conjunction with DF Designer. It uses 24-bit bitmap files and directly designates them into Dwarf Fortress. It is an early release program and currently only supports digging, stairs (up, down, and both), and ramps. Its defining feature is the use of an 'index' which allows for the designer to visually connect the cursor to the image. Be careful when using this program as it had no abort or terminating ability while designating, nor will it check to see if you've uploaded correct formats.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2088 Accent replacement tool] ===&lt;br /&gt;
A small application to remove accented characters from a file. A quick solution if you need the language files for a tileset that has images in place of special characters.&lt;br /&gt;
Alternatively, you can use this 20-line perl script: http://github.com/rofl0r/df-mayday/blob/master/charfix.pl&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Raw tile selector]] ===&lt;br /&gt;
&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2113 Download]&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== Raw tile merger ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2178 Download]&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=132133</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=132133"/>
		<updated>2010-11-21T06:32:14Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Labyrinth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground; to make this easiser mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus levelling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
**Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
**Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate labyrinth.  It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the labyrinth walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it three-dimensional.&lt;br /&gt;
&lt;br /&gt;
(A labyrinth is a [http://www.astrolog.org/labyrnth/algrithm.htm unicursal maze]: labyrinths offer no choices of path as they curve in and back on themselves to the endpoint.  Mazes usually have choices of paths and therefore usually dead ends.  Given how pathing will usually let sapient beings in DF avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.)&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/daedalus/ Daedalus] has many maze algorithms and tools, including for unicursal mazes (GPL, free).&lt;br /&gt;
A [http://www.billsgames.com/mazegenerator/ traditional maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
**Bonus: Build it in the magma sea&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
The fortress is in the shape of a cube (assume that Z-axis is 7 tiles high). This cube should be cut into the rock, and then seperated from the rest of the mountain so that it is held up by a single support. Any new immigrant gets an arm or a leg removed (or both) using some contraption or by giving them alone time with some madman with an axe - if fake arms/legs are ever implemented then they get their missing appendange replaced in this manner.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or communication with any lesser species, they will be assimilated. There should be no economy, nor nobles. Any corpses need to be vaporized by throwing them in magma, no burial service.&lt;br /&gt;
&lt;br /&gt;
==World Domination==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarfdetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
# Time it to last 4 minutes, since that's how long the song is.&lt;br /&gt;
Bonus: make an underground railroad ( or magma pipe ) that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded&lt;br /&gt;
MegaBonus: send burning graphite or lignite flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=132132</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=132132"/>
		<updated>2010-11-21T06:24:26Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Labyrinth */ clarified further&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground; to make this easiser mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus levelling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
**Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
**Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate labyrinth.  It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the labyrinth walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it three-dimensional.&lt;br /&gt;
&lt;br /&gt;
(A labyrinth is a [http://www.astrolog.org/labyrnth/algrithm.htm unicursal maze]: labyrinths offer no choices of path as they curve in and back on themselves to the endpoint.  Mazes usually have choices of paths and therefore usually dead ends.  Given how pathing will usually let sapient beings in DF avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.)&lt;br /&gt;
&lt;br /&gt;
[http://www.billsgames.com/mazegenerator/ A maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
**Bonus: Build it in the magma sea&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
The fortress is in the shape of a cube (assume that Z-axis is 7 tiles high). This cube should be cut into the rock, and then seperated from the rest of the mountain so that it is held up by a single support. Any new immigrant gets an arm or a leg removed (or both) using some contraption or by giving them alone time with some madman with an axe - if fake arms/legs are ever implemented then they get their missing appendange replaced in this manner.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or communication with any lesser species, they will be assimilated. There should be no economy, nor nobles. Any corpses need to be vaporized by throwing them in magma, no burial service.&lt;br /&gt;
&lt;br /&gt;
==World Domination==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarfdetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
# Time it to last 4 minutes, since that's how long the song is.&lt;br /&gt;
Bonus: make an underground railroad ( or magma pipe ) that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded&lt;br /&gt;
MegaBonus: send burning graphite or lignite flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=132131</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=132131"/>
		<updated>2010-11-21T06:09:53Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Labyrinth */ really clarified the previous editor's intent, which I agree with mostly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground; to make this easiser mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus levelling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
**Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
**Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate labyrinth.  It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the labyrinth walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it three-dimensional.&lt;br /&gt;
&lt;br /&gt;
There is a difference between labyrinths and mazes, although the words are often used interchangably.  Labyrinths offer no choices of path as they curve in and back on themselves to the endpoint, while mazes have choices of paths and therefore usually dead ends.  Given how pathing will usually let sapient beings avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.&lt;br /&gt;
&lt;br /&gt;
[http://www.billsgames.com/mazegenerator/ A maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
**Bonus: Build it in the magma sea&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
The fortress is in the shape of a cube (assume that Z-axis is 7 tiles high). This cube should be cut into the rock, and then seperated from the rest of the mountain so that it is held up by a single support. Any new immigrant gets an arm or a leg removed (or both) using some contraption or by giving them alone time with some madman with an axe - if fake arms/legs are ever implemented then they get their missing appendange replaced in this manner.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or communication with any lesser species, they will be assimilated. There should be no economy, nor nobles. Any corpses need to be vaporized by throwing them in magma, no burial service.&lt;br /&gt;
&lt;br /&gt;
==World Domination==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarfdetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
# Time it to last 4 minutes, since that's how long the song is.&lt;br /&gt;
Bonus: make an underground railroad ( or magma pipe ) that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded&lt;br /&gt;
MegaBonus: send burning graphite or lignite flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=132128</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=132128"/>
		<updated>2010-11-21T05:55:43Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Labyrinth */ spelling and clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground; to make this easiser mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus levelling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
**Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
**Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate maze.  You may use [http://www.billsgames.com/mazegenerator/ a maze generator] to assist you.  It should be filled with traps and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the maze walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it a three-dimensional maze.&lt;br /&gt;
&lt;br /&gt;
I would like to point out that there is a difference between labyrinths and mazes, labyrinths offer no choices of path as they curve in on themselves to the endpoint, while mazes have choices of paths and therefore usually dead ends.  Given how pathing works it's probably a better idea to build a labyrinth, make it a goblin grinder, and have it periodically flood with magma and/or ice.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
The fortress is in the shape of a cube (assume that Z-axis is 7 tiles high). This cube should be cut into the rock, and then seperated from the rest of the mountain so that it is held up by a single support. Any new immigrant gets an arm or a leg removed (or both) using some contraption or by giving them alone time with some madman with an axe - if fake arms/legs are ever implemented then they get their missing appendange replaced in this manner.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or communication with any lesser species, they will be assimilated. There should be no economy, nor nobles. Any corpses need to be vaporized by throwing them in magma, no burial service.&lt;br /&gt;
&lt;br /&gt;
==World Domination==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarfdetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
# Time it to last 4 minutes, since that's how long the song is.&lt;br /&gt;
Bonus: make an underground railroad ( or magma pipe ) that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded&lt;br /&gt;
MegaBonus: send burning graphite or lignite flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132127</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132127"/>
		<updated>2010-11-21T05:48:46Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems, and I haven't yet ventured more than 38 levels below the valley floor.  (Three cavern systems seems to be the default, according to the [[World_gen.txt|default world generation]] parameter [CAVERN_LAYER_COUNT:3] .)&lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] [[Magma#Magma_pools|magma pipe]], with the pool of magma reaching level -16.  I haven't found any connection between these two cave systems -- there appears to be just one single solid layer between them.  &lt;br /&gt;
Without any screw [[pump]]s and no [http://www.bay12forums.com/smf/index.php?topic=59894.0 &amp;quot;piston&amp;quot; magic], I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single [[sedimentary]] layer, so no [[iron]] ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D: 16 Slate 1054)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E: 20 Granite 1055)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alithkrlog  +bronze axe+&lt;br /&gt;
* c17 ulengalith  *silver mace*&lt;br /&gt;
* d08 dodiktel&lt;br /&gt;
* e09 dalzatis&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasyn&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
[[File:Maunder-ugfarm1.png|thumb]] The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132126</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132126"/>
		<updated>2010-11-21T05:47:57Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Winter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems, and I haven't yet ventured more than 38 levels below the valley floor.  (Three cavern systems seems to be the default, according to the [[World_gen.txt|default world generation]] parameter [CAVERN_LAYER_COUNT:3] .)&lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] [[Magma#Magma_pools|magma pipe]], with the pool of magma reaching level -16.  I haven't found any connection between these two cave systems -- there appears to be just one single solid layer between them.  &lt;br /&gt;
Without any screw [[pump]]s and no [http://www.bay12forums.com/smf/index.php?topic=59894.0 &amp;quot;piston&amp;quot; magic], I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single [[sedimentary]] layer, so no [[iron]] ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E: 20 Granite 1055)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alithkrlog  +bronze axe+&lt;br /&gt;
* c17 ulengalith  *silver mace*&lt;br /&gt;
* d08 dodiktel&lt;br /&gt;
* e09 dalzatis&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasyn&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
[[File:Maunder-ugfarm1.png|thumb]] The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Maunder-ugfarm1.png&amp;diff=132123</id>
		<title>File:Maunder-ugfarm1.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Maunder-ugfarm1.png&amp;diff=132123"/>
		<updated>2010-11-21T05:45:05Z</updated>

		<summary type="html">&lt;p&gt;Maunder: A safe entrance to first cave system of Cryptlustrous, ca. 1055.02.15, featuring a raisable drawbridge, a trap-lined ledge, a safe room for firing upon said ledge.  Also visible is a walled in subterranean farming area and quick-access drawbridge to reduc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A safe entrance to first cave system of Cryptlustrous, ca. 1055.02.15, featuring a raisable drawbridge, a trap-lined ledge, a safe room for firing upon said ledge.  Also visible is a walled in subterranean farming area and quick-access drawbridge to reduce travel time for the farm workers.  Can you guess what each lever operates?&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132121</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132121"/>
		<updated>2010-11-21T05:36:11Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems, and I haven't yet ventured more than 38 levels below the valley floor.  (Three cavern systems seems to be the default, according to the [[World_gen.txt|default world generation]] parameter [CAVERN_LAYER_COUNT:3] .)&lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] [[Magma#Magma_pools|magma pipe]], with the pool of magma reaching level -16.  I haven't found any connection between these two cave systems -- there appears to be just one single solid layer between them.  &lt;br /&gt;
Without any screw [[pump]]s and no [http://www.bay12forums.com/smf/index.php?topic=59894.0 &amp;quot;piston&amp;quot; magic], I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single [[sedimentary]] layer, so no [[iron]] ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E: 20 Granite 1055)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alithkrlog  +bronze axe+&lt;br /&gt;
* c17 ulengalith  *silver mace*&lt;br /&gt;
* d08 dodiktel&lt;br /&gt;
* e09 dalzatis&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasyn&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132120</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132120"/>
		<updated>2010-11-21T05:35:09Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Physical Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems, and I haven't yet ventured more than 38 levels below the valley floor.  (Three cavern systems seems to be the default, according to the [[World_gen.txt|default world generation]] parameter [CAVERN_LAYER_COUNT:3] .)&lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] [[Magma#Magma_pools|magma pipe]], with the pool of magma reaching level -16.  I haven't found any connection between these two cave systems -- there appears to be just one single solid layer between them.  &lt;br /&gt;
Without any screw [[pump]]s and no [http://www.bay12forums.com/smf/index.php?topic=59894.0 &amp;quot;piston&amp;quot; magic], I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single [[sedimentary]] layer, so no [[iron]] ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alithkrlog  +bronze axe+&lt;br /&gt;
* c17 ulengalith  *silver mace*&lt;br /&gt;
* d08 dodiktel&lt;br /&gt;
* e09 dalzatis&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasyn&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=132119</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=132119"/>
		<updated>2010-11-21T05:31:04Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Magma Sea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot {{l|flow|fluid}} that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.  Magma is very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things. Workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety{{verify}} as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}. Note that magma located above {{L|semi-molten rock}} will be listed as a Magma Flow and cannot be cooled into {{L|Obsidian}}.&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
The '''{{L|Magma sea}}''' is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
=== Bringing Magma Up ===&lt;br /&gt;
&lt;br /&gt;
Pumping magma up from the magma sea via a conventional {{L|pump|pump stack}} is a lot of work, requiring hundreds of pumps and vast amounts of power. It is possible to do a lot less work through the &amp;quot;piston method&amp;quot;, a clever abuse of {{L|cave-in}} {{L|physics}}. The basic principle involves channelling out an area around a huge stone pillar, hundreds of z-levels tall, which will become the &amp;quot;piston&amp;quot; that drives magma to the top. Rest the piston on a single support, then carve out a tank at its base which will be filled with magma pumped from the magma sea. ('''Beware:''' building the piston directly over the magma sea will '''NOT''' work!) Once the tank has been filled, drop the piston by removing its support. Liquids displaced by a cave-in will &amp;quot;teleport&amp;quot; straight up to the nearest available space; here, the nearest available space will be the catchment area you thoughtfully prepared earlier atop the piston. A full discussion of this trick, including how to make the piston reusable, can be found in [http://www.bay12forums.com/smf/index.php?topic=59894.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
{{l|volcano|Volcanoes}} can be found where magma extends all the way to the surface. Volcanoes are an endless source of magma so they will always refill themselves.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches {{l|water}}.  In the game, magma's temperature is 12,000 (2,032°F, or about 1,111°C). See the list of '''{{l|magma-safe}}''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of 10,075 (107°F, or about 42°C), causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to cancel their designation (with a &amp;quot;warm stone&amp;quot; warning) once they are revealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - the rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single step, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
Unlike how waterfalls create mist magmafalls create no magma mist, yet if some debris from a [[cave-in]] lands in some magma a deadly cloud of [[magma mist]] is released.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132118</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132118"/>
		<updated>2010-11-21T05:23:28Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Nicknaming Scheme */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems already, and I haven't yet ventured more than 38 levels below the valley floor.  &lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] magma pipe, with the pool of magma reaching level -16.  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.  &lt;br /&gt;
Without any screw pumps and no &amp;quot;piston&amp;quot; magic, I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single sedimentary layer, so no iron ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
: Update: Advice on [[Talk:Key_bindings]] helped.  While I still can''not'' remap my delete key to do the right thing, I mapped opt-delete to it and am able to use that when editing.  Yay!&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alithkrlog  +bronze axe+&lt;br /&gt;
* c17 ulengalith  *silver mace*&lt;br /&gt;
* d08 dodiktel&lt;br /&gt;
* e09 dalzatis&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasyn&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132117</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132117"/>
		<updated>2010-11-21T05:19:58Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems already, and I haven't yet ventured more than 38 levels below the valley floor.  &lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] magma pipe, with the pool of magma reaching level -16.  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.  &lt;br /&gt;
Without any screw pumps and no &amp;quot;piston&amp;quot; magic, I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single sedimentary layer, so no iron ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 12 new dwarves that first year.  The next year saw 18 new folks, one of whom has died in the interim.  The third immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The fourth wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alithkrlog  +bronze axe+&lt;br /&gt;
* c17 ulengalith  *silver mace*&lt;br /&gt;
* d08 dodiktel&lt;br /&gt;
* e09 dalzatis&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasyn&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132116</id>
		<title>User:Maunder/Cryptlustrous</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Maunder/Cryptlustrous&amp;diff=132116"/>
		<updated>2010-11-21T05:19:03Z</updated>

		<summary type="html">&lt;p&gt;Maunder: /* Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= History of Momuzsuvas (Cryptlustrous) =&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
This is a wonderful map location, excepting the lack of iron(!).  We have three separate extensive cave systems already, and I haven't yet ventured more than 38 levels below the valley floor.  &lt;br /&gt;
* The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  &lt;br /&gt;
* The second cave system begins already at level -12 and continues down to level -16.  It contains an opening to a [[File:Maunder-magmasurface.png|thumb]] magma pipe, with the pool of magma reaching level -16.  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.  &lt;br /&gt;
Without any screw pumps and no &amp;quot;piston&amp;quot; magic, I've got magma industry only 15 levels below the valley floor!&lt;br /&gt;
* The third cave system begins at -24, and continues down to -27, with a pool of water held on level -28. The pool of water, interestingly is directly next to the magma pipe.&lt;br /&gt;
&lt;br /&gt;
The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor. The magma sea goes down to at least level -37, where it is quite vast. It may be deeper but I haven't seen it yet.  Hot stone detected at level -39 and lower, making it difficult to go deeper. &lt;br /&gt;
&lt;br /&gt;
I've not found a single sedimentary layer, so no iron ore yet available.  I don't think there is any, here.&lt;br /&gt;
Without steel, this will be a challenging first game for me.  Defensive design can only go so far, and I'm new at that as well...!&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
&lt;br /&gt;
* 27 Timber 1054 -- i&lt;br /&gt;
* 14 Opal 1054 -- l&lt;br /&gt;
* 7 Obsidian 1054 -- m&lt;br /&gt;
* 24 Obsidian 1054 -- n.  During the goblin ambush.&lt;br /&gt;
* 26 Granite 1055 -- d&lt;br /&gt;
* 9 Slate 1055&lt;br /&gt;
&lt;br /&gt;
== Roster ==&lt;br /&gt;
&lt;br /&gt;
Initially there were 7.  Our first wave of immigration brought us 18 new folks, one of whom has died in the interim.  The second immigration wave brought 21 new dwarves, one of whom has died.  Both deaths were dwarves despondent after failing to make artifacts.  The third wave brought us 20 more, plus 2 children.  In the interim we've had 5 babies born at the fortress itself.  So we now stand:&lt;br /&gt;
* 7/7 initial dwarves (group A)&lt;br /&gt;
* + 12/12 immigrants (group B)&lt;br /&gt;
* + 17/18 immigrants (group C)&lt;br /&gt;
* + 20/21 immigrants (group D)&lt;br /&gt;
* + 20/20 immigrants + 2 kids (group E)&lt;br /&gt;
* + 5 kids (group k)&lt;br /&gt;
* total = 76/78 adults, 7 kids.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Without [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] (there is no compiled Mac version, although in principle this should be possible), I'm now having a hard time keeping track of who can do what.  I'll use this section to list guys I want to be able to remember.&lt;br /&gt;
&lt;br /&gt;
A few of the important guys with higher skills.  The legendary guys flash, so it's easy to spot them.  But they sometimes have other skills we need to know about.&lt;br /&gt;
* Leatherworker - Amalolin (Legendary)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
* Tanner - Tekkuduthar (Proficient)&lt;br /&gt;
* Butcher - Vudtharolin (Talented) unreliable&lt;br /&gt;
* Maruledtol - Bowyer (Talented)&lt;br /&gt;
&lt;br /&gt;
Actually maybe what I should do is list guys with multiple skills, because if they have one, their title will show.&lt;br /&gt;
* T Idenunnos - Animal Caretaker (High Master), Strand Extractor, Dyer, Fish Cleaner&lt;br /&gt;
* T Domasadas - Animal Trainer (Accomplished), Adept Soaper&lt;br /&gt;
* T Akrulbetan - Talented Trapper, Competent Armorsmith&lt;br /&gt;
* T Mothkatekzong - talented animal dissector, adequate siege operator&lt;br /&gt;
* T Uzolthukut -  talented potash maker, skilled glassmaker&lt;br /&gt;
* T Thadbomrek - accomplished siege operator, adequate siege engineer, proficient lye maker&lt;br /&gt;
* T Limirimush - talented diagnostician, talented wound dresser&lt;br /&gt;
* T Kobukidor - high master suturer, high master wound dresser, competent military tactics!&lt;br /&gt;
* T Idstorlut! - peasant, adequate wound dresser&lt;br /&gt;
* T Oltarduthnur! - peasant, adequate warrior!&lt;br /&gt;
&lt;br /&gt;
=== Nicknaming Scheme ===&lt;br /&gt;
&lt;br /&gt;
After several rounds of immigration, I finally have a scheme I like for nicknaming that will make the dwarves easier to find.  But a bug in DF2010 prevents me from deleting or editing the names -- I can only add characters to them!  Maybe [http://code.google.com/p/dwarftherapist/ Dwarf Therapist] will let me change them?  I'll have to take my save folder to another computer to try it sometime.&lt;br /&gt;
&lt;br /&gt;
I like being able to tag dwarves with nicknames that include their &amp;quot;age&amp;quot; at the fort -- basically, how long I have known them.  I have been using a letter for each wave.  Interestingly, nicknames can have spaces and underscores, even leading spaces!  So the nicknames would go as follows:&lt;br /&gt;
* Fortress founders: A1, A2, ... A7.&lt;br /&gt;
* first immigrants: _B01, _B02, _B03, _B04, ... _B012&lt;br /&gt;
* second wave of immigrants: __C01, __C02, ... __C17&lt;br /&gt;
* etc.&lt;br /&gt;
Note:&lt;br /&gt;
* I have used underscores in the text above to precede nicknames, but spaces are better.  Offsetting each generation with one more space makes them easier to spot in a mixed list.&lt;br /&gt;
* If a &amp;quot;generation&amp;quot; of migrants has fewer than 10 members, it's nicer to eliminate the 0s from the nicknames like with the original 7.&lt;br /&gt;
* Children are tagged k01, k02, k03, etc, just counting them in order of their birth.&lt;br /&gt;
Will I ever have more than 99 births, or 25 waves of immigration?  I hope not!&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
The Dabbling Silvers - melee squad.  mostly macedwarves.&lt;br /&gt;
* c11 alithkrlog  +bronze axe+&lt;br /&gt;
* c17 ulengalith  *silver mace*&lt;br /&gt;
* d08 dodiktel&lt;br /&gt;
* e09 dalzatis&lt;br /&gt;
* e03 idenunnos&lt;br /&gt;
* e08 bidokasyn&lt;br /&gt;
* e10 stikudzar (clothier)&lt;br /&gt;
&lt;br /&gt;
== Early History ==&lt;br /&gt;
&lt;br /&gt;
I completed one to two years of game time before beginning this log.  (I wish DF saved the announcements log for the entire fortress history -- it doesn't seem to.)  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.&lt;br /&gt;
&lt;br /&gt;
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.&lt;br /&gt;
&lt;br /&gt;
In part of the first cave system, on level -9, there is a village of eight &amp;quot;reptile men&amp;quot;.  Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equipped.  They don't seem to move around much, but there's plenty of resources on our side of the walls still.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-L-15-magmadesign.png|magma industry (upper)&lt;br /&gt;
File:Maunder-L-16-magmadesign.png|magma supply (lower)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
During the second winter, final construction in preparation for magma industry was completed down on level -15.  &lt;br /&gt;
The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled around.  He started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)!  (Silver is [[Metal#Weapon_.26_Armor_Quality|terrible for edge weapons]], though; will have to forbid them so my dwarves don't use them...)&lt;br /&gt;
&lt;br /&gt;
I was careful to prepare everything before letting the magma flow: a [[fortification]] to prevent creatures entering, two switched floodgates, plenty of space for expansion, and I cleaned out and sealed off valuables in the walls.  At the time I made the decision that I would never need to drain the supply hallway.  Now I am regretting that decision, and it will be much harder to fix the situation without getting a dwarf killed.  Lesson learned: plan ahead with magma; even ''plan for the things you don't want to do!''&lt;br /&gt;
&lt;br /&gt;
== Year 1054 ==&lt;br /&gt;
&lt;br /&gt;
:10 Slate&lt;br /&gt;
Forgotten Beast, Umil Al Ronik has come! [[File:Maunder-ForgottenBeast-Announce.png|thumb]] A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  &lt;br /&gt;
&lt;br /&gt;
He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about where and how I &amp;quot;punctured&amp;quot; the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.  Later, he destroys each of the three doors I had built, but never wandered into the hallways.&lt;br /&gt;
:16 Slate&lt;br /&gt;
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.&lt;br /&gt;
:18 felsite &lt;br /&gt;
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.&lt;br /&gt;
:21? felsite&lt;br /&gt;
A goblin raid appears.  Fortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage traps.  Finally, only one remains free, I muster my active squads to the entrance area and lower the bridge.  It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!&lt;br /&gt;
&lt;br /&gt;
::...some events were lost to history here...&lt;br /&gt;
&lt;br /&gt;
*03 Limestone &lt;br /&gt;
An insane mechanic died of thirst.  We've been shorthanded on mechanics ever since he was possessed.&lt;br /&gt;
&lt;br /&gt;
=== The Possession of Uzolatek ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! date&lt;br /&gt;
! event(s)&lt;br /&gt;
|-&lt;br /&gt;
| 19&amp;amp;nbsp;Limestone &lt;br /&gt;
| The peasant Uzolatek is possessed.  Dang it.  At least he's just a peasant this time.  He gathers some items, but still wants several &amp;quot;skins&amp;quot;, a &amp;quot;bone&amp;quot; and a &amp;quot;block&amp;quot;.  I have no free leather.  The humans who are here trading have none either. &lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;amp;nbsp;Limestone &lt;br /&gt;
| Human traders from Egugil departed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2&amp;amp;nbsp;Sandstone &lt;br /&gt;
|I slaughtered a donkey, and Uzolatek ran and grabbed a bone or something, but the skin is still sitting there in the butchery.  The tannery shows no jobs and I can't add one (this seems always to be the case?).  Why can't anyone tan this damn skin?  I don't even remember if anyone has the skill...  The game needs a skills assessment screen.  Or Dwarf Therapist needs to run on OS X.  I wonder if it does?  Edit: Yes, Tekkuduthar is a Proficient Tanner, and the job is enabled for him.&lt;br /&gt;
|-&lt;br /&gt;
|7 Sandstone&lt;br /&gt;
|A flock of buzzards comes by, a few stealing strawberries from the outdoor farm which is not yet fully covered.  A gemsetter Udustuth got bit and bruised up.  I sent a squad out on the unfinished roof to scare them off.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Sandstone&lt;br /&gt;
|I convinced butcher Vudtharolin to slaughter a kitten by disabling nearly all his other duties including Hauling, and sure enough the tanner Tekkuduthar came and did his thing with the skin.  Peasant Uzolatek came and grabbed the hide right away.  Good.  He's thirsty now.  He still wants another skin, I think.  Vudtharolin should butcher a donkey soon, too, but he's hard to convince: I suppose qualities of &amp;quot;quick to tire, very weak, remarkably flimsy, iffy memory, little patience&amp;quot; explains why he's on break a lot!  Three buzzards are still flying around the mostly-covered farm, trying to steal strawberries.  The squad on the roof is keeping them away, but they're getting hungry.  &lt;br /&gt;
&lt;br /&gt;
The fortress attracted no migrants this season.  Our population remains at 58, including 1 child and 1 baby.  We have 6 adult dogs.  Two dwarves have died so far.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|21 Sandstone&lt;br /&gt;
|Eventually I gave the butchery job to a Soaper Lolokadag who has no butchery skill whatsoever, because that good-for-nothing Vudtharolin wouldn't do it.  The donkey was struck down finally, and its foal stood there next to the butchery for some time.  Sorry, girl.  How was I to know which donkey you were suckling?  Hope you survive.  Anyway, the butchery was cluttered, including with some rotting donkey skin from the FIRST donkey I butchered a while back.  Why wasn't that tanned?  Argh.  Now the new skin is sitting there in the shop, there is no queued job at the Tanner's.  Will this skin be ignored as well?  I have marked another kitten for slaughter because we know the kitten's skin was tanned last time.  The Soaper is very slowly slaughtering a buzzard corpse right now (because the shop is cluttered, although I'm trying to clean it up).  I realized my food stockpile was full so i quick added some more space to help clear the butcher shop.  We still have one buzzard flying around but I don't care if he steals anything -- I just hope he doesn't interrupt the dwarves.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|28 Sandstone&lt;br /&gt;
|Finally the soaper Lolokadag slaughtered the kitten.  Still the tanner has not seem interested in the donkey skin.  Sigh.  I don't see any kitten skin though, just a skull.  Dang it.  Unskilled butchers.&lt;br /&gt;
|-&lt;br /&gt;
|2 Timber&lt;br /&gt;
|Vudtharolin decides to grace us with his presence.  He butchers yet another kitten, only a skull again, and is now butchering a buzzard (taking a long time too).&lt;br /&gt;
|-&lt;br /&gt;
|6 Timber&lt;br /&gt;
|We have a buzzard skin now laying next to the donkey skin.  The tanner seems uninterested.  I'll have to slaughter a cow.  He'll like that, right?  Cripes.  This is taking much too long.  I'm really worried about the Moody peasant Uzolatek.&lt;br /&gt;
|-&lt;br /&gt;
|12 Timber&lt;br /&gt;
|Okay we butchered the cow on 7 Timber, we've got a nice Cow skin sitting in the shop next to the buzzard skin.  The tanner is still not interested.  The tan shop shows no job.  WTF!?  I created a small custom refuse pile next to the tannery for &amp;quot;Raw hides&amp;quot;, the only thing that looks like skin to me.  No one has touched them yet.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|16 Timber&lt;br /&gt;
|Uzolatek has begun a mysterious construction!  Sheesh.  The problem was, the raw skins were not close enough to the tanner.  Adding that skin stockpile might have solved it but I didn't see anyone coming to pick it up.  So, I created a Refuse zone about halfway between the two locations, disabled a nearer zone, then set the two skins to be {{k|d}}umped.  After each was moved to the refuse zone, I cleared the {{k|f}}orbid on each, and sure enough a job appeared at the Tannery, and Tekkuduthar came promptly and did it.  Uzolatek grabbed the hide immediately.  Whew.  Lesson learned: butcher shops must be near tanneries.  Don't know exactly how &amp;quot;near&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Oh, and the dwarven traders and liaison have appeared.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|19 Timber&lt;br /&gt;
|Dwarven merchants arrive. Meanwhile Uzolatek completes a cave crocodile bone weapon rack.&lt;br /&gt;
&lt;br /&gt;
We traded a huge value to the dwarves; I didn't even bring up half my stockpile of finished goods bins, and we bought everything I could imagine using.  We bought all their anvils, wood, dye, seeds, containers, gems, processed food, about half their armor pieces, and anything steel or iron that wasn't encrusted (hoping to melt them down, since we don't seem to have any sedimentary at this location).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Winter ===&lt;br /&gt;
&lt;br /&gt;
*16 Moonstone&lt;br /&gt;
Dwarven merchants left.&lt;br /&gt;
*21 Moonstone&lt;br /&gt;
The leatherworker Amalolin has been taken by a mood, Peculiarly Secretive!.  He claimed a Leather shop and collected leather, bone, and gem.  And on 23 Moonstone, Amalolin began his mysterious construction.  That was easy!  And on 28 Moonstone, he's done.  It's a buzzard leather low boot!  Yay!&lt;br /&gt;
* 12 Opal&lt;br /&gt;
You have discovered an expansive cavern deep underground!  This ''third'' cave system begins 24 levels below the valley floor, and goes down to -28 which contains a just pool of water conveniently placed directly next to the magma pipe.  Interesting!  Am I going to learn how to make obsidian?  Yes, I think so!  But not quite yet...&lt;br /&gt;
&lt;br /&gt;
The exploratory mining we're doing is trying to find a way past the expansive magma caverns at the base of this magma pipe.  I'd really like to find sedimentary rock, but I've pretty much given up hope.&lt;br /&gt;
&lt;br /&gt;
Throughout the winter we have been making some construction changes for general improvements and in light of what we've learned.  &lt;br /&gt;
The underground farm is walled in and operating, and we've built an exit with a short drawbridge to access the farm more quickly.  &lt;br /&gt;
&lt;br /&gt;
We built a dyer's shop next to the weaver shops in order to dye thread rather than cloth, and it's now working full tilt.&lt;br /&gt;
&lt;br /&gt;
We've idled both aboveground farms for now -- we have a TON of food.  We'll try to process it into meals and refined products.  The aboveground farms are now fully covered, but not yet securely connected to the fortress interior.  We channeled just outside the farm walls, to keep enemies a step back, and are building fortifications now.  We're going to build a guard area on the farm roof.&lt;br /&gt;
&lt;br /&gt;
There is a new fortress entrance a bit higher on the hill.  Outside the entrance is a corpse and body parts refuse pile.  A 1x3 drawbridge lies along the hallway inside, which makes a convenient [[Dwarven Atom Smasher|DAS]] for eliminating beaks, hair, cartilage, and the like.  The large room at the end of the hallway contains a Butcher's shop, a large food stockpile, and (soon) a Farmer's shop.&lt;br /&gt;
* 26 Opal&lt;br /&gt;
Uzolatek has given birth to a girl!  Congratulations!&lt;br /&gt;
* 7 Obsidian&lt;br /&gt;
I finally arranged for the mayor to talk to the liaison.  He offered a Barony!  [[File:Maunder-barony-offer.png|thumb]]  I agreed and went to select.. but saw no way to evaluate the options (and had no good candidates other than the mayor, who I guess cannot recommend himself) and so I canceled the selection.  Now what happens?  No trade agreement?.  I didn't like that outcome, so I killed the game and loaded my previous save, so I can see what happens when I make the mayor a Baron.  Interestingly, when choosing who to recommend, all my assigned nobles were listed with their titles (lowercase) ''except the Mayor'', who was listed as his profession (capitalized)!&lt;br /&gt;
* 14 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
Saw this guy before he got in the keep.  He beat a hasty retreat, and I hit all the levers to close up the place, and put everyone on Siege alert (keeping them indoors).  Everyone made it in safely, though there were a couple I was worried might get thrown by the bridges.&lt;br /&gt;
* 15 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  A goblin master thief was in my fort.  She immediately beat a hasty retreat towards the front entrance, passing at least a dozen dwarves.  I immediately called up the training squad to kill her.  Before they could catch her, the Carpenter met her near the entrance and beat her a couple times with his fists(!), stunning her, then she stabbed him pretty good, before backing into a stone trap which got lucky and smashed her skull in.  Whew.  The Carpenter proceeds to pass out repeatedly while trying to get to the hospital.  Injuries are not fatal, though.&lt;br /&gt;
* 16 Obsidian&lt;br /&gt;
Snatcher!  Protect the children!  This guy was caught in a cage.&lt;br /&gt;
* 18 Obsidian&lt;br /&gt;
An ambush!  Curse them!  Quite a few crossbow goblins.  Eek.&lt;br /&gt;
So these guys milled around my front gate, a couple ventured into the gauntlet and got hit with rocks and were knocked off the pathway and had to walk around again.  &lt;br /&gt;
* 24 Obsidian&lt;br /&gt;
&amp;lt;gallery align=&amp;quot;right&amp;quot; perrow=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
File:Maunder-mainent1.png|main entrance, bridge up&lt;br /&gt;
File:Maunder-gauntlet1.png|below ground gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Five goblins remain hanging at my front gate, a hammerman and four crossbowmen.  If only they'd try walking through my gauntlet we'd probably catch them all.  The gauntlet currently has 9 cages (all still empty), 3 weapon and 17 stone fall traps still active (a couple stone traps were already triggered).  Meanwhile, out front are still caged: 2 crossbowmen, a pikeman, a spearman, 4 hammermen, and the third thief we saw.&lt;br /&gt;
* 25 Obsidian&lt;br /&gt;
While waiting to resolve the goblin situation, I'm striving to keep the dwarves busy inside.  I built another small farm plot, and excavating new areas.  Two dwarves are injured, the Carpenter and the Bowyer.  The carpenter has the worst of it, with a smashed left hand and right elbow.  On the upside, at least the medical dwarf is getting some practice!  We just began planning for an obsidian factory... :)&lt;br /&gt;
&lt;br /&gt;
== Year 1055 ==&lt;br /&gt;
* 5 Granite&lt;br /&gt;
One of the goblins walked off the map a while back; I've no idea why.  Just now, one of the crossbowmen tried to run the gauntlet and was caged.  There are now just two remaining, a crossbowman and a hammerman.  We try to keep the dwarves busy inside.  No worries about food.&lt;br /&gt;
* 12 Granite&lt;br /&gt;
Kabcerol Planter has given birth to a boy!  Congratulations.  An elk bird somehow entered the keep and I sent a squad to catch him.  It ended messily in the front hall.  Now why aren't the parts butcherable?  No one is taking them to the butcher's shop nearby.  Argh!&lt;br /&gt;
* 14 Granite&lt;br /&gt;
The crossbowman goblin remaining walked by the weapon trap again and was showered with bolts, injuring him, and causing him to drop his crossbow.  He then entered the gauntlet and was hit with several rocks, knocking him off the ledge.  Then he fled the scene.&lt;br /&gt;
* 17 Granite&lt;br /&gt;
Some migrants have arrived.  I've no choice now but engage the remaining hammerman goblin because the migrants are toast without distraction.  Maybe I can get lucky with drawbridge openings?&lt;br /&gt;
* 19 Granite&lt;br /&gt;
The a-squad (the Golden Barbs) have given that hammerman goblin a beating in the front hall after we lowered the drawbridge, and no injuries on our part.  Excellent.  Several of the recruits were bashing him with wooden crossbows which really wasn't helping much. The hammerdwarf did most of the damage, eventually smashing his skull.  The first migrants had to walk past the fighting.  &lt;br /&gt;
&lt;br /&gt;
Domaskulet Gemcutter has given birth to a girl!&lt;br /&gt;
* 20 Granite&lt;br /&gt;
It looks like we got 20 migrants, plus 2 kids (two male children).&lt;br /&gt;
A few useful job titles:  Miner, Furnace Operator, 1 Potash Maker, Mechanic, 2 Siege Operators, Diagnoser, and Suturer.  Less useful are the Woodcutter, 2 Animal Caretakers, Animal Trainer, Trapper, Animal Dissector, 3(!) Clothiers, and 3 Peasants.  They also brought a bunch of stray cows, and a donkey.  Well the military needs some more guys, and it's time to go full-time with them.  We'll do it!&lt;/div&gt;</summary>
		<author><name>Maunder</name></author>
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