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Difference between revisions of "User:Stinhad Limarezum"

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WHAT?! The same damn mechanic who drank (seriously) a few seconds ago, is thirsty. Same for a fish dissector.
 
WHAT?! The same damn mechanic who drank (seriously) a few seconds ago, is thirsty. Same for a fish dissector.
  
CARAVAN!!!
+
CARAVAN!!! Finally! I hope I'm able to trade for enough drink & brewable plants before anyone dies. And for that matter, enough to last another year.
 +
 
 +
I traded my bone and shell crafts for drinks, cloth (undyed and cheap only), an anvil, all the food they carried (including lots of plump helmets) and a cow.
 +
 
 +
I'm getting the dwarves to go for all interesting minerals, like realgar, cinnabar and orpiment.
 +
 
 +
The caravan has left, before I could even get the mechanisms to the depot to trade for more anvils. I got one though, so I'll forge more.
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 +
Another Possessed dwarf. Its the original fisherman/bone carver. Lets see what he makes...
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And its a turtle shell earring, decorated with turtle shell. Its only worth 3600pts and seems not worth much, when compared to my weapon rack. In addtion to being an artifact furniture piece, its worth is about 10 times the earring. Nevertheless, it is an artifact....

Revision as of 12:08, 23 April 2009

Bisolkib "Peacenet"

This is actually my second fortress, my first was in a nice forest, with ponds (stagnant water and turtles), tons of trees and shrubs. Now I chose a large area for this fort as the bottom right has a chasm, bottom left has a volcano, top right has a foresty-area and all the rest is mountain.

301

Spring

We have arrived! In the middle of a brook. Well, from a first glance the place seems full of rare metals (there's gold on the spot I really feel like starting in). The chasm is full of weird creatures who keep pushing each other in. And the volcano seems like something I shouldn't touch for a while....

I have food, drink, seeds, picks and a battle axe. And 2 dogs, a horse and a two humped camel.

I start my miners digging. I've planned for a well room, a food-related-workshop area, a dining hall, living quarters, a food stockpile area (currently I'm using a temporary outdoor one), a wood stockpile/wood-related-workshop area and similar areas for cloth/leather, gems and metal. Oh and also a 'war area' which will consist of siege workshop and bowyer's workshops.

I have my woodworker deconstruct the wagon and begin chopping down wood. My grower/herbalist is busy gathering plants while my cook/brewer is fishing. I am getting shad, salmon, steelhead trout, mussels and turtles here.

Summer

It's started raining.

My woodworker begins making some required stuff (i.e. beds, bucket, table). The table is just to make a meeting area to attract my animals back to the fort before they get killed.

My miners complete the well room. I've dug a c-shaped tunnel from the brook under the room, so water supply is ensured. Now for the wells! I can make blocks anytime, and I have buckets at the ready but...damn, no rope. Nevermind, the caravan's coming soon.

Autumn

Yay! My dogs bred and I have 3 cute puppies!

Caravan!!! Now to make use of an exploit. Dump all the merchants clothes' and the guards' weapons. Once they are all totally naked (and all the stuff is loaded) destroy the Depot. Free stuff!!! This was actually required, since I've absolutely no crafts. But anyway, more dwarves'll come and situation should improve...

It's raining again. And now the merchants who're leaving are all drenched.

Strangely, a naked mole dog corpse appeared near my refuse stockpile. It doesn't seem as if anyone killed it so I guess it died of natural causes.

The caravan left...hell! I just remembered I had to ask that liaison for bauxite!! I'll have to wait for next year then.

Now I discovered where the corpses are! I thought all the troglodytes and mole dogs were in the chasm; I was wrong. Better butcher the corpses before they rot.

Hooray! Immigrants!!! There's a gem setter, a peasant, a soap maker, a tanner (useful), a bone carver (useful), a clothier and a general craftsdwarf. Also, most of the rooms are dug out, and workshops are completed. Now just to sit and wait for winter.....

Winter

Its raining YET again.

The miners are busy digging. I've decided on making a zoo/statue garden with artificial waterfalls. It sounds ambitious (actually, it IS ambitious) since it requires digging, trapping critters, taming critters, buying other critters, getting good craftsmen, more digging, building all sorts of machinery, installing machinery, digging out that last wall and praying to the great Armok for good luck. And I hope to be breeding lots of weird chasm creatures after that.

I also want a few farms to form a big 'megafarm' for crops. This shouldn't be too hard once the miners dig the room out.

WHAT!!! It seems like someone has been damming my brook. Oh hell! Its frozen!! Thank Armok my well channel is safe!

Oh no! Now it's snowing! And I'm desperately in need of wood.... What the heck, go chop those trees down!!

....some weeks pass....

Yay! It's melting!!! Finally! I can fish again!!! Ok, now I guess my main plan is to dig out an irrigation room for the megafarm, then irrigate it (i.e. make it muddy) and start farming.

302

Spring

The fortress has survived a year! And the Elven Caravan has arrived!

<to briefly explain exactly what happened was that the caravan brought a lot of good animals for the zoo (deer, elephant, black bear, cow) but then my metalsmith got killed by troglodytes. I savescummed, and the caravan brought a dog. Savescummed again and there's only a grizzly. Savescummed YET again, and it stopped working. One real day later, I tried again, and it came with a dog, wolf and rhesus macaque>

It seems that my tanner got injured by troglodytes (broken upper body, sprained head and left ear). He's running away from them now, 2 troglodytes behind him and his horse is running after them. And his cat is running along far away. I hope they makes it!

It looks as if the tanner's escaped. It'll take a while to heal though. However, his horse is now the target. I'd better put a stop to this (i.e. kill the troglodytes). I actually hope the troglodyte catches up with the horse, 'cos I think the horse SHOULD be able to kill it. I hope all other dwarves don't try to get near....

Well, the horse, cat and tanner are safely home, and I sent a soldier (my legendary miner) to kill the troglodytes. She seems up to the task, and the pick surely helps. The tanner is resting, so I need a substitute to make troglodyte leather!! YAY! All the troglodytes on the mountain are dead!! I left the chasm ones for the zoo.

Damn!! Nobody is butchering the troglodyte corpses!!!! Lazy fools!! We need the meat, the fat, the bones, the skulls, the leather and no one cares!! Oh wait....they can't be butchered. Haha!

OMG!!!! A THIEF STOLE MASTERPIECE STEEL PLATE MAIL!!!! And another one stole a steel gauntlet. These darned kobolds.... I'm guarding the Depot

What?! Another thief stole a giant bat leather. Maybe they've all run away.

Oh no....the tanner is hungry and thirsty but no one is feeding him. Finally...the miner gave him water. But I hope someone gives him food before he dies. Another naked mole dog got killed, and a dwarf brought its corpse to be butchered. Its a pity to waste the leather...

Phew...someone fed him. Seems we needed a bucket, and I ordered one to be made.

Migrants! A wood burner, a clothier, an animal caretaker, a peasant, a bowyer, a fish cleaner, an animal dissector, another animal caretaker, another animal dissector, a jeweler, a potash maker, another peasant, a child, another child, another jeweler, a cook, a hunter (yay), an animal trainer (woot) and yet another peasant. 20 migrants. How on earth.....

My first strange mood!! A child is possessed. Damn. Why couldn't it have been fey or possessed. Anyway, I'll get an artifact. Weird...the kid took only a gabbro and a black pyrope.

Summer

Wow! That was fast! The artifact is done and it is......a gabbro scepter! It's got a picture of a kobold holding a steel plate mail....wait a second, you saw the thief and you didn't tell me!!! Curse you!!! Now my first artifact reminds me of the first theft at my fort. Gah!

Well, atleast there's something to cheer me up-the human caravan!! They've got 2 wagons and a Muskox laden with goods. Quite a lot I must say. The guild representative has arrived too, and I'm going to order for animals.

Well, a kobold thief got caught (and subsequently ripped apart) and a team of kobolds decided to ambush my fortress. It was great for me, since I was expecting it, and also because they were caught by the caravan guards. The guards killed four of them, one escaped and the other one got killed by my citizens' army.

Oh heavens...the cats are breeding!!! I'd better cage all the free-roaming animals, esp. cats.

When I was trading, the human trader seemed to lose his patience very fast, even though I traded such that he gained 20. The dwarves and the elves were fine, but well....sometime earlier two pairs of a Muskox and a trader aimlessly wandered around the area near the depot.

Bloody idiot! That trader won't trade for anything below a 150 profit!! How greedy this species is...

Gosh! Another thief! The silly citizen ran away (even after I recruited him) so he has to run. The human lasher is also running after the kobold. It seems he's killed it.

Yet another thief, damn the citizen. The thief is just too fast...

After putting a lot of pressure, the expedition leader has begun the meeting with the guild rep. I'm asking for cows, donkeys and horses. And the caravan is leaving.

The hunter seems to be depopulating the fortress too fast. I'd better make him stop. Haha! Now I'm making my 'jobless' dwarves (peasants/soap makers etc.) smooth the zoo floors/walls. The hunter's gonna join them now! I've also started digging the living quarters and getting the dwarves to smooth the floors/walls there.

Autumn

Now I'm one step away from farming! I've begun placing the floodgates and stuff and hope to irrigate before winter.

I've started training some of my dogs to be war dogs. I guess I should just keep a 'breeding pair' of regular dogs (aside from the one in the zoo), cage the pups when they are born, and train/slaughter as necessary.

Yay! The fortress' first baby! Yippee!!

Dwarven caravan is here again, with the hamlet liaison and a lot of armor, logs and drink. I'd better order bauxite and animals this time.

Haha! A naked mole dog decided to challenge a caravan speardwarf. More meat for me!!

The caravan has arrived and I've traded a lot. A lot of my crafts (and better-quality mechanisms) have been sold. The first floodgate is in position, and is slowly being connected to a lever. Whenever my dwarves build the second one, they lock themselves out.

First contact with goblins, in the form of a goblin snatcher. He was caught just outside my 'useless refuse' (corpses and chunks) stockpile next to the depot. The craftsdwarf who caught him almost killed him, but the caravan guards and a war dog who happened to be nearby finished him off. And he died directly on my refuse stockpile.

Hehe! The goblin civilisation seems to have some evil humans among their ranks; even a few weaponmasters!! And the first floodgate has been installed completely!! Hooray!!

Another snatcher, this time the liaison caught him and all citizens were too far away to react. I sent a dwarf after him, but the goblin was too fast. You wait till I get my cage traps ready!!!

Yahoo!! The second strange mood, now the woodworker is secretive. He made a table. Strangely enough, that old scepter with the kobold on it was worth 26400 while this one is worth just 7200. But in any case, it's furniture and it'll be kept in my Noble Hall, a hall especially for nobles with all the furniture they demand (and their graves, but I'll move these out once they're dead).

The caravan has left. And it's raining again!

Yet another kobold thief, the caravan guards who were leaving took care of him. Strangely enough, the expedition leader is 'conducting meeting' but the meetings don't seem to be happening. I locked him while he was sleeping, or else he would run off and dump something.

It seems that he (being the bookkeeper) was trying his best to get out and update the records. I let him out, and I hope he gets down to business once the updating is done.

I've sent an expedition of 1 dwarf (my miner) to explore the areas near the chasm. I'm pretty sure I have another chasm/bottomless pit and a underground river due to deceased creatures whose bodies I can't find. I've also begun a project to cut down a lot more trees since I'm running out of wood.

Hooray! The irrigation system is complete. Now to test it out. Damn!! The screw pump was pumping from the wrong direction!! Curses!! And now they say I don't have a screw trap component when it's right under their damn noses.

Heavens! How much gold is here? The chasm seems to have tons of gold veins running through it. And bats that get caught in webs keep dying and rotting so there's miasma too.

Whoa! My hunter himself became an engraver after the smoothing project! And now to test the fixed pump......oh hell, the guy stopped pumping. Grrrr!!! He's too slow. I'll need more pumps.

Finally!! After disabling all his jobs the expedition leader has begun conducting the meetings. Phew!

The pumper got rejuvenated with a drink of water and began pumping again. This time I forgot to close the floodgate, so the water is leaking out into the main farm room (I used reservoir irrigation) Let's hope he succeeds this time!

Gosh is that pumper a weakling. He gets tired after a few seconds of pumping and rests. I'm going to employ my mighty carpenter to do this instead.

Winter

Winter is upon us again. This time I'm going to 'harvest' the ice before it's gone!

The carpenter I hired as a pumper did well, but strangely jumped into the water source. Luckily its subterranean, or else its likely he'd freeze. Thanks to a mining disaster, the idiot is being comforted by a lovely waterfall.

Then I hired a miner to do the same thing, and guess what? He jumped down too! I'd better free the fools by digging a ramp against the sides.

The idiots are free! And the carpenter has finally realised what I want him to do. I hired him to create furniture for the living quarters. And........he has created a masterpiece (X6). Haha!!

I'm ready for my third attempt at irrigation: 3 pumps!!!. The problem is that the water supply is running out (since it's winter). I'm just going to dry out the water I've collected.

I've decided to drop the chasm-side mining project for the ice harvest project. I'm going to build a Trade Depot entirely out of ice in its honor. This also has a selfish motive: to keep the depot out of kobolds/goblins' reach so I can capture them in cage traps!

Wow! The color of ice is exactly the same as that of adamantine. Do you think the caravan dudes will get fooled by that?

I've decided to block out an area for my outdoor farming and plant gathering. I've taken a large area and am planning to use walls made of....ICE!!! I'm also smoothing boulders that come in the way.

Oh no! It's melting!! I have to postpone my project to next year....sigh. Strangely enough, the walls are standing but the depot has melted. Maybe I accidentally marked it for demolishing, and then the ice stones melted.

Since I mined out the icy brook, parts of the brook aren't really brook, rather they are muddy clay (or obsidian) with 7/7 water levels. When the ice stones melted, the water didn't flow so some chaps had to go down and clean the melted water up.

303

Spring

And it's spring again. I'm going to start my latest attempt at irrigating my farm: water wheel!! I think 2 pumps and a WW will be enough to fill up the reservoir enough. I just need to install the equipment and I'm done.

I'm also going to continue the chasm-side mining project, and am going to restart project cleanup for dumping unwanted stone that's in the stockpiles. Since I have a lot of odd-job dwarves, I think I'll be fine.

I will train up my fisherdwarves (one of 'em is a cook/brewer actually) so I get enough food. And I'm aiming to complete the ice wall thing by this winter. The miners are still busy removing slopes, so invaders can't come in (or get out once they're losing) from any point except the entrances. These will be guarded by sentinel towers, with marksdwarves and a private room for them with table, chair, bed and archery range, plus a supply of food and drink. This ensures they get practice, and don't slack for no reason.

Yay! A Gem Setter's gone fey!

Oh no! He starts screaming that he wants rough gems. The fort doesn't have much gems now, sigh what a way to kick-start my exploratory mining. I've seen faint yellow diamonds off the chasm, so I hope he'll be satisfied with it.

Oh shit! He wants metal bars!! So I have to prematurely begin the metal industry using charcoal. I hope he doesn't mind gold.

Now what? I've got various tanned hides and he yells for that too....maybe he wants the gems first.

Elven Caravan, and OMG!! No animals at all!!! Oh heck...now I need to wait another year for rare critters. I've started making animal traps to catch small fish and vermin. Yay! A dwarf caught a salmon. But I forgot I need a glass cage to keep it...oh heck let's see how it goes.

Now what? Nobody is coming forward to build a wood furnace for the metal bars. I'd better get my mechanic to do that fast.

What! A dwarf is eating the live salmon my dwarf caught. And a goblin thief got caught by a cat. Darn cat, its a pet so I can't cage it. Hey! The goblin seriously wounded poor kitty, and the guy I recruited was too slow to catch him.

Ha! Another goblin arrives and heads straight into my legendary miner. Genius. The poor gobbo was ripped to bits.

The fey dwarf doesn't seem to like the faint yellow diamonds. Or maybe he's just waiting for another guy to get it for him. In any case, I'm not going to take the risk, and I'll just mine for more stuff.

A kobold thief this time, and he got caught by two dwarves. I let them do the honors ;).

I idiotically made a Metalsmith's Forge rather than a Smelter, so I'm busy getting my mechanic to build it.

I've started transporting gems to the fey dwarf. It seems that the settings plant/animal and non-plant/animal were both disabled, so nothing was transported.

Smelter is done, now just to smelt the right things.

I'm just about to get the machinery installed for the pump.

<At about this point, my fortress was too big for DF to load. I had to delete the world and create a new one for a new fort>

Likotthusest "Inkedfury"

This fortress is at the seaside, on an island. There's an aquifer, so I wouldn't be able to dig any further than some levels of sand. There is a reasonable supply of wood and shrubs to process. The animals in the area come in and move out from time to time. There are groundhogs, horses and elk. There are fish in the ocean of almost every type. There are shoals of mackerel, hakes, anchovies and bat rays. There are small groups of shad and salmon from time to time, and sometimes solitary hagfish, spotted ratfish, steelhead trout, sole and flounder. There's only 1 big fish, an ocean sunfish which seems to be able to sit at the same place for months.

4

Spring

We have arrived!

I've quickly asked the dwarves to get the food and stuff out of the wagon. Seems ocean waves can knock barrels about, because there are about 80 complaints of 'Job Item misplaced'.

I've started cutting down trees, and gathering plants. I've gotten the mechanic to fish alongside the miner/leader, who's a competent fisherman. Aside from the fish I earlier mentioned, I'm also getting oysters and mussels. The metalsmith is processing the fish, while the miner/mason is making crafts out of the bone and shell.

I'm building components for a pump, to pierce the aquifer. I hope to get stone too

Summer

Stupid rhesus macaques!! I'd already brought a lot of stuff indoors, but the majority of food was outdoors. They got 5 anchovies, 5 sailfin mollies, 5 wild strawberries and a char bone scepter (no label quality). However, I drafted a miner and managed to kill one of 'em so I'll get some meat.

Since you can farm in sand, I'm digging out a huge farming area. The down side is I didn't bring any seeds. But anyway, autumn is coming soon, and I hope to make enough crafts to buy some seeds.

I've also dug out living quarters, with rooms to spare for future arrivals (if any).

There's also a room with a table (meeting hall) to attract animals, so they can mate. I'm going to help FPS levels by caging all animals which are not necessary (for breeding) right now. Once I start farming, I'll chain the breeding pair with rope.

Dang! The rhesus macaque corpse is rotting! Now I'll only get the bones.

I've completed the sections. There's woodworking area, food area, bone/shell/skull etc working area, farming area, animal breeding room and living quarters.

What the hell!! The macaque bones have rotted too!! I wonder what the problem is.

Baby boom for the animals. 9 puppies, 5 horse foals, a kitten and a muskox calf.

Autumn

The dwarven caravan is here!

I've traded for plants and seeds. I'm going to farm soon. I've also traded for blocks, so I can make a glass furnace.

The caravan guards killed 4 elks. I finally realised why the dwarves didn't get the macaque corpse - I had not ordered them to get outside corpses. Now I'm getting meat, bones, skulls and fat.

I've started building farm plots to begin my farming.

The caravan has gone, and the farm plots are almost ready....

Winter

Winter is upon us!

The area is warm, so the water isn't freezing. Now I can't make the ice walls I wanted to...:(

Oh hell! The dwarves are all thirsty. I have 0 drink, and the water is too salty to be drunk.

When I try to get my cook/brewer/butcher/fish cleaner to brew something, he's asking for an empty barrel. I make one, and it's immediately dragged to the food stockpile to be stuffed with fish.

This time I forbade the barrel when it was made, and reclaimed it when the brewer decided to take the order. Finally! 25 units of dwarven wine!

I've finally made my plots. Now to channel some areas above the plots to make above-ground plots.

Just in case, I brewed a longland grass too. It made only 5 units of longland beer, but I have a strange feeling this might be required.

Spring

Spring has arrived! The fort is a year old!

Good grief! A cave-in! It seems it's just a stupid mining accident above the farm plots. 1 plot was destroyed. The miner in question has collapsed onto the plots, 1 Z-level below. He's stunned and unconscious, but no injury. The other miner channeling and a woodworker who was felling trees were stunned, while a farmer below was knocked unconscious as he came to plant seeds.

Another cave-in! What kind of idiots are these miners. No injuries, and similar effects as the earlier one, including the destruction of another plot.

Finally! The outdoor plots are done (except the 2 that got destroyed)! Now to start farming.

Yay! Elven caravan!

I traded bone crafts for plants, seeds, drink and a fox and a toad. I forgot there's no zoo in this fort.....sigh....still can't get over the loss of the earlier one. There was also a grizzly, but I couldn't afford it.

Migrants! Finally! I almost thought they're not going to come.......what the hell!? 22 migrants?? And I was looking forward to a sleepy fishing villag-

<at around this point, some files in the world's folder got corrupted and I had to delete it>

Nangesdeler "Beansteel"

This fortress is on a volcanic island. I had to change the dimensions of the area on the local map to 9x4 instead of 6x6 to get the volcano in too. What seems to be special about this island is that there's no sandy beach! The beach is entirely rock!! Moreover, there are several layers of stone on the map, so there won't be any need to pierce the aquifer so soon. The main layers I can see here are rhyolite, alunite, andesite, granite, felsite, obsidian, silt, silty clay loam, loamy sand and black sand.

There seems to be a very high plateau at the centre of the map, and the slopes extend to either end of the map. The volcano is at the far right of the map, and the sea, where we've arrived, is at the far left. The place seems to be some kind of foresty-hill. There are trees and shrubs all over the plateau and the slopes. The local wildlife is what you'd get in a forest, just foxes and deer. The volcano has fire imps and a magma man. The sea has the same fish as the earlier fort's one except there are also schools of herring, and solitary brook lamprey, seahorse and thornback ray. There are no big fish.

My plan for this fort is to build a floating city. I'm going to have EVERYTHING on the water, 'cept the farms. But that's later, once I've managed to get enough stone.

203

Spring

We have arrived! I replaced my metalsmith with a fisherman/bone carver so I can trade more stuff off the caravans. He and the miner/fisherman (expedition leader) are busy fishing for turtles.

I've designated an area near the fort as fishing grounds in the sea. I've also gotten my miners to dig living quarters, woodworker to cut down trees and grower/herbalist to gather plants. The cook/brewer is processing the fish.

Living quarters done, now for furniture. I'll also get my mechanic to make some mechanisms, so I can trade them :P.

Wow! A masterpiece this early? The mechanic seems to be talented.

Argh....I made the workshops too close to the sea, now the waves are pushing my furniture about.

Uh oh....a cougar is slowly making its way towards my fortress. I hope everyone is safe...

Summer

The cougar is still wandering around. It's going close to the edge, but it's not leaving. Just in case, I'm disabling all woodcutting and plant gathering jobs for now. I think I might just have to kill it...

YES! The cougar's gone!! I can finally resume outdoor work.

I've built a Trade Depot so I can trade soon.

Finally! I've managed to excavate areas for bone carving, woodworking and food. Now to get the stockpiles and workshops in.

Autumn

The animals have a baby boom. 1 kitten, 5 puppies, 2 horse foals, a muskox calf and 2 donkey foals.

Yeah!! Caravan! I can't wait to trade.

My mechanisms seem to be very heavy, the weight keeps exceeding.

I guess the trader got a bit angry with me.....he seems to have left quite quickly.

Migrants!! There's a bowyer, a fish cleaner, 2 peasants, a dyer, a brewer, a planter and a woodcrafter.

Winter

Winter is upon us!

I've been digging out a huge farma (arable, pastoral and a small area for plant processing for food). Now I've started digging areas for plant processing for cloth & dye, jewelry and leatherworking/clothesmaking/dyeing.

I'm also getting the miner/mason, the peasants and the dyer to make stone blocks. I'm beginning on the floating fortress soon.

I've begun the floating fortress construction. Right now we've just gotten a few floors on the water. I'm first building a long hall and then I'll start on the rooms.

204

Spring

Yay! Spring!

Work on the floating fortress continues. I've employed a lot more 'currently useless' workers to make blocks and build the floating fort. I've already built a covered passage, which'll be the entrance to the fort.

Migrants! There's a miner, 2 furnace operators, an armorer, 2 gem cutters, 2 misc. craftsdwarves, a woodcrafter, a leatherworker, a fish dissector, a miller, a planter, a soap maker, a mechanic and 3 peasants. Yippee! A lot more workers for the floating fort.

I was also 'working' on another project. Basically, since I learnt that only pets (with owners) can have unlimited offspring, I decided to allow the dwarves adopt a breeding pair of each species. So far, the dogs', cats' and donkeys' breeding pairs are done. One horse and a bull have also been adopted.

Damn. I made a designing error and now a few blocks are on the ocean floor. I wonder how I can get them back up.....

I'm starting a new project on the side of the floating fortress. I like to call it 'use the damn stuff that erosion has kindly donated'. It basically involves me searching all exposed walls for interesting materials. If I do find something, I'll mark it with a hotkey and set it to be dug out. I've found loads of opals (cherry, amber, pineapple), brown zircons, hematite and native copper.

Yay! Our first Strange Mood. A mason has gone Possessed. Damn it! Why must it always be possessed? But anyway I'll get an artifact...

The dwarf has taken a granite, a rough topazs and a galena. I wonder

Summer

The possessed dwarf has made a granite weapon rack!! Artifact furniture!! That'll add to my floating fort decor.

Now the fortress is in a plant/drink crisis. I'm going to get the brewers to brew rope reeds, as earlier I wanted to get cloth from them. I'm also digging out a huge soil area near the plateau for farming. It'll be messy and definitely temporary, but we SERIOUSLY need it. So, the mineral extraction project is to be postponed.

Now that the farm area is dug out, the farms are being built and seeds are being planted. I'm solely focusing on growing the 4 subterranean brewable plants, as I don't want the dwarves to focus on quarry bushes or something else. Meanwhile I'm getting the miners to extract the minerals from here and there.

I've decided on another project: a stairway to the plateau. There are 2 enthusiastic miners on the job. 1 of them tried to slack and run off to eat, but it seems the local wildlife is on my side: "Miner cancels Eat: Interrupted by Fox"!

Due to some great amount of luck, the herbalist found a stack of 3 prickle berries. The wine produced kind of saved the fort, which was sinking into a state of no alcohol and salty water.

Yes! The stairway is done! Let's hope the dwarves take it; it'll really save time.

Damn. A miner and the grower/herbalist are dehydrated. Any more and they'll die. The very same herbalist is now marching in with another stack of 3 prickle berries. And the 1st plump helmet has grown! Let's hope that we get as much stuff out of it as we can!

Good news & bad news. Good news is, the dehydrated miner has drunk and returned to his normal, cheerful self. Bad news is, a 2 gem cutters, 2 bone carvers and 2 mechanics are dehydrated TOO! And, many more dwarves are becoming dehydrated as I speak.

I've stopped all block production and floating-fort-building activities till we get enough drinks. I unfortunately have to survive like this till the caravan comes with drinks.

It seems that the thirsty dwarves are robbing the chance to drink from the less thirsty ones. So, now, I'm recruiting all the dehydrated dwarves, and am getting them to stand right at the drink barrels.

The method is working a bit, but the herbalist keeps dying (as I savescum each time she dies). I've almost found a way of getting her to drink before the others, but SOME dwarf would come and reach the barrel first.

I'm trying to lock her (and only her) in the food stockpile room. It failed a few times since I missed some parts, but now it'll be complete.

FINALLY!!! The herbalist has started drinking. Now to let the others in (and let the brewer brew something up).

More dehydrated dwarves get hydrated. The plan seems to be working...

WHAT?! A damn woodcrafter (who is not even thirsty) is trying to grab a drink. I'm locking the place so no other non-dehydrated idiots try to steal my drinks.

WHAT?!?!! The damn herbalist is ALREADY thirsty?! How on earth....she just had a damn drink!!!

Autumn

Autumn has come....and the caravan will be here soon! Just a few more days to grit it out in a low-drink state.

WHAT?! The same damn mechanic who drank (seriously) a few seconds ago, is thirsty. Same for a fish dissector.

CARAVAN!!! Finally! I hope I'm able to trade for enough drink & brewable plants before anyone dies. And for that matter, enough to last another year.

I traded my bone and shell crafts for drinks, cloth (undyed and cheap only), an anvil, all the food they carried (including lots of plump helmets) and a cow.

I'm getting the dwarves to go for all interesting minerals, like realgar, cinnabar and orpiment.

The caravan has left, before I could even get the mechanisms to the depot to trade for more anvils. I got one though, so I'll forge more.

Another Possessed dwarf. Its the original fisherman/bone carver. Lets see what he makes...

And its a turtle shell earring, decorated with turtle shell. Its only worth 3600pts and seems not worth much, when compared to my weapon rack. In addtion to being an artifact furniture piece, its worth is about 10 times the earring. Nevertheless, it is an artifact....