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Difference between revisions of "User:Maunder/Coldclefts"

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== Roster ==
 
== Roster ==
  
A1 Dodok Necikbomrek - miner, leader, appraiser
+
A1 Dodok Necikbomrek -Miner!, appraiser
A2 Rakust Alakkikrost - miner,  
+
A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith
A3 Feb Dakostenshal
+
A3 Feb Dakostenshal - Woodcutter, Carpenter
A4 Olon Murakalath
+
A4 Olon Murakalath - Mason, Mechanic, architect, engraver
A5 Athel Stizashkubuk
+
A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)
A6 Datan Megkogan
+
A6 Datan Megkogan - Furnacer, Herbalist, brewer, burner
A7 Deler Katakasen
+
A7 Deler Katakasen - Grower, Herbalist, butcher, cook
 +
 
 +
B1 Miner
 +
B2 Miner!, Caretaker
 +
B3 Furnacer
 +
B4 Metalsmith
 +
B5 Weaver!, Tanner
 +
B6 Cheesemaker, Woodburner
 +
B7 Thresher, (mason)
 +
B8 Herbalist, (farmer, tanner)
 +
 
 +
C1 Mason!, armorsmith, mechanic
 +
C2 Gemcutter
 +
C3 gemsetter (surgeon)
 +
C4 Woodcrafter, Gemsetter, Strander
 +
C5 (bone doctor)
 +
 
 +
D01 carpenter
 +
D02 (woodcutter)
 +
D03 (ranger: swords,marks,animals)
 +
D04
 +
D05 Gemcutter, Gemsetter, Suturer
 +
D06 Woodcrafter, Leader, ambusher
 +
D07 Caretaker, Stonecrafter, soaper, (glassmaker)
 +
D08 (leatherworker)
 +
D09 (strander)
 +
D10 Fisher, Metalsmith, wounddresser
 +
D11 Fishcleaner, dyer
 +
D12 Thresher, (sieger, pumper)
 +
D13 miller
 +
D14 Butcher, Pumper
 +
D15 Soaper
 +
D16 Asher, brewer
 +
D17 Burner, gemsetter
 +
D18 Pumper,
 +
D19
 +
D20 Wounddresser, Bonedoctor, furnacer
 +
 
 +
=== Militia ===
 +
 
 +
Candidates for the army:
 +
 
 +
A3 Axedwarf
 +
B1 Fighter
 +
B4 Swordsdwarf
 +
C4 Hammerdwarf
 +
D03 (swords,marks)
 +
D18 fighter
 +
 
 +
C2 (swordsdwarf)
 +
D20 (hammerdwarf)
  
 
== Saves ==
 
== Saves ==
Line 79: Line 129:
 
*23 Malachite!!
 
*23 Malachite!!
 
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.
 
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.
 +
 +
*10 Malachite
 +
saving... 551e
 +
 +
*23 Malachite
 +
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)!
 +
 +
*3 Galena
 +
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?
 +
 +
=== Autumn ===
 +
*2 Limestone
 +
saving... 551g
 +
*6 Sandstone
 +
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).
 +
*21 Sandstone
 +
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.
 +
*24 Sandstone
 +
B1 Kathilkadol has been possessed!.. and has begun a mysterious construction!  Same day.  Sweet.  Are we about to have a legendary mason?  Nope...
 +
*1 Timber
 +
She's made a throne!  Basic value 3600.  She has no masonry skills before, and still has none.
 +
"This is a siltstone throne.  All craftsdwarfship is of the highest quality.  It is encircled with bands of siltstone.
 +
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."
 +
*19 Timber
 +
A caravan from Gosterbim has arrived.  Yay food!  I should have made more crafts...
 +
*23 Timber
 +
saving... 551i.  trading with dwarves.
 +
 +
=== Winter ===
 +
*8 Moonstone
 +
saving... 551j.  Completed trading with dwarves.  I bought -all- their food!
 +
 +
*9 Moonstone
 +
You have discovered an expansive cavern deep underground.  Yay!  Now to make a safe entrance and begin farming it.
 +
 +
*1 Obsidian
 +
Finalized trade agreement with Gosterbim.  They want:
 +
211 amulets
 +
209 earrings
 +
196 cut gems
 +
192 war hammers
 +
175 seeds
 +
171 short swords
 +
162 spears
 +
 +
saving... 551k.
 +
 +
*7 Obsidian
 +
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!
 +
 +
*16 Obsidian
 +
saving... 551l
 +
 +
== Year 552 ==
 +
 +
*4 Granite
 +
Finally resolved the issue with the bridge to the cave system.  A loose stone was lost in the database, and "forbidding" 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.
 +
 +
*12 Granite
 +
Bridge is built, setting a few jobs immediately while the coast is clear, and suddenly a Gorlak appears.  Harmless, at least.
 +
 +
*21 Granite
 +
You have discovered a downward passage.  Huh?  Got a cavern farm plot built and planting.  Still trying to make a safe area.
 +
 +
*2 Slate
 +
saving... 552a.
 +
 +
*6 Slate
 +
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.
 +
 +
*26 Slate
 +
Some migrants have arrived.  And they are many!
 +
 +
*28 Slate
 +
saving... 552b.
 +
 +
*2 Felsite
 +
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.
 +
 +
*13 Felsite
 +
saving... 552c.
 +
 +
=== Summer ===
 +
*8 Hematite
 +
D16 withdraws from society.  He's a potash maker.  He claims a carpenter's shop.  Two days later he begins a mysterious construction, and on 16 Hematite he finishes it: a highwood bed!  Now he's a legendary carpenter.  That's cool!
 +
 +
*17 Hematite
 +
saving... 552d.
 +
 +
*24 Hematite
 +
Some migrants have arrived.
 +
 +
*4 Malachite
 +
saving... 552e.

Latest revision as of 14:02, 11 January 2011

History of Nekikgast (Coldclefts)[edit]

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 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:.

Physical Description[edit]

Roster[edit]

A1 Dodok Necikbomrek -Miner!, appraiser
A2 Rakust Alakkikrost - Miner, Armorsmith, weaponsmith
A3 Feb Dakostenshal - Woodcutter, Carpenter
A4 Olon Murakalath - Mason, Mechanic, architect, engraver
A5 Athel Stizashkubuk - Craftsdwarf (bone, stone)
A6 Datan Megkogan - Furnacer, Herbalist, brewer, burner
A7 Deler Katakasen - Grower, Herbalist, butcher, cook
B1 Miner
B2 Miner!, Caretaker
B3 Furnacer
B4 Metalsmith
B5 Weaver!, Tanner
B6 Cheesemaker, Woodburner
B7 Thresher, (mason)
B8 Herbalist, (farmer, tanner)
C1 Mason!, armorsmith, mechanic
C2 Gemcutter
C3 gemsetter (surgeon)
C4 Woodcrafter, Gemsetter, Strander
C5 (bone doctor)
D01 carpenter
D02 (woodcutter)
D03 (ranger: swords,marks,animals)
D04 
D05 Gemcutter, Gemsetter, Suturer
D06 Woodcrafter, Leader, ambusher
D07 Caretaker, Stonecrafter, soaper, (glassmaker)
D08 (leatherworker)
D09 (strander)
D10 Fisher, Metalsmith, wounddresser
D11 Fishcleaner, dyer
D12 Thresher, (sieger, pumper)
D13 miller
D14 Butcher, Pumper
D15 Soaper
D16 Asher, brewer
D17 Burner, gemsetter
D18 Pumper, 
D19
D20 Wounddresser, Bonedoctor, furnacer

Militia[edit]

Candidates for the army:

A3 Axedwarf
B1 Fighter
B4 Swordsdwarf
C4 Hammerdwarf
D03 (swords,marks)
D18 fighter
C2 (swordsdwarf)
D20 (hammerdwarf)

Saves[edit]

Year 551[edit]

Spring[edit]

  • 6 Granite

A snow storm has come. Did someone say spring?

  • 12 Granite

The weather has cleared. Yeesh.

  • 13 Granite

Rakust has become a Miner.

  • 26 Granite

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.

  • 3 Slate

Feb has become a Woodworker.

  • 11 Slate

It has started raining.

  • 17 Slate

A good portion of the area remains snow covered, and the brook is still "ice wall", 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.

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.

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.

  • 18 Slate

The weather has cleared.

  • 10 Felsite

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.

  • 24 Felsite

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.

Summer[edit]

  • 1 Hematite

It is now summer. My pond is still frozen solid. I've found some mica, along with orthoclase and cassiterite.

  • 22 Hematite

saving.. 551d

  • 23 Hematite

The snow has melted! Now I can see my frozen little pond. Surely the ice will melt before autumn. I am getting worried!

  • The Lost Summer

Due to a power outage, a set of events following 22 Hematite have been wiped out (!!) below.

  • 3rd Malachite!!

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.

  • 11 Malachite!!

It started raining again. Now the rain is not freezing on impact. I feel a thaw is soon at hand!

  • 23 Malachite!!

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.

  • 10 Malachite

saving... 551e

  • 23 Malachite

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)!

  • 3 Galena

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?

Autumn[edit]

  • 2 Limestone

saving... 551g

  • 6 Sandstone

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).

  • 21 Sandstone

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.

  • 24 Sandstone

B1 Kathilkadol has been possessed!.. and has begun a mysterious construction! Same day. Sweet. Are we about to have a legendary mason? Nope...

  • 1 Timber

She's made a throne! Basic value 3600. She has no masonry skills before, and still has none. "This is a siltstone throne. All craftsdwarfship is of the highest quality. It is encircled with bands of siltstone. 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."

  • 19 Timber

A caravan from Gosterbim has arrived. Yay food! I should have made more crafts...

  • 23 Timber

saving... 551i. trading with dwarves.

Winter[edit]

  • 8 Moonstone

saving... 551j. Completed trading with dwarves. I bought -all- their food!

  • 9 Moonstone

You have discovered an expansive cavern deep underground. Yay! Now to make a safe entrance and begin farming it.

  • 1 Obsidian

Finalized trade agreement with Gosterbim. They want:

211 amulets
209 earrings
196 cut gems
192 war hammers
175 seeds
171 short swords
162 spears

saving... 551k.

  • 7 Obsidian

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!

  • 16 Obsidian

saving... 551l

Year 552[edit]

  • 4 Granite

Finally resolved the issue with the bridge to the cave system. A loose stone was lost in the database, and "forbidding" 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.

  • 12 Granite

Bridge is built, setting a few jobs immediately while the coast is clear, and suddenly a Gorlak appears. Harmless, at least.

  • 21 Granite

You have discovered a downward passage. Huh? Got a cavern farm plot built and planting. Still trying to make a safe area.

  • 2 Slate

saving... 552a.

  • 6 Slate

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.

  • 26 Slate

Some migrants have arrived. And they are many!

  • 28 Slate

saving... 552b.

  • 2 Felsite

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.

  • 13 Felsite

saving... 552c.

Summer[edit]

  • 8 Hematite

D16 withdraws from society. He's a potash maker. He claims a carpenter's shop. Two days later he begins a mysterious construction, and on 16 Hematite he finishes it: a highwood bed! Now he's a legendary carpenter. That's cool!

  • 17 Hematite

saving... 552d.

  • 24 Hematite

Some migrants have arrived.

  • 4 Malachite

saving... 552e.