RE: Aluudon [DF]
05-16-2013, 06:44 AM
(This post was last modified: 05-17-2013, 03:15 AM by thriggle.)
Thriggle's Log: 25th Limestone, 251, Early Autumn - An aquifer is for aqua
Current Fortress (excluding exploratory mines and surface operations):
Show Content
Spoiler
Dear Diary,
Apparently the yak cow gave birth to a calf today. That's exciting, I guess, if you're into that kind of thing.
![[Image: yak_zpsa44e3388.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/yak_zpsa44e3388.png)
What's more exciting is that Purple Walrus is about to open our bathwater tunnel!
![[Image: water1_zps88b61e66.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/water1_zps88b61e66.png)
She's breached the aquifer! I've ordered the lever to the drawbridge pulled so that we can gauge its effectiveness.
![[Image: water2_zps23178e23.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/water2_zps23178e23.png)
A glorious victory and testament to the engineering skills of Purple Walrus and Palamedes! We've re-opened the drawbridge and now we just need to dig some wells in from the rooms above.
These chambers running along the sewer are prime real estate for our hospital and barracks.
![[Image: hospitals_zps13667183.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/hospitals_zps13667183.png)
With the conclusion of this project, we can devote our miners to the important task of prospecting for metal. If this is truly to become a colony worthy of The Playful Razors, obsidian and gems are simply insufficient.
Dear Diary,
Apparently the yak cow gave birth to a calf today. That's exciting, I guess, if you're into that kind of thing.
![[Image: yak_zpsa44e3388.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/yak_zpsa44e3388.png)
What's more exciting is that Purple Walrus is about to open our bathwater tunnel!
![[Image: water1_zps88b61e66.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/water1_zps88b61e66.png)
She's breached the aquifer! I've ordered the lever to the drawbridge pulled so that we can gauge its effectiveness.
![[Image: water2_zps23178e23.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/water2_zps23178e23.png)
A glorious victory and testament to the engineering skills of Purple Walrus and Palamedes! We've re-opened the drawbridge and now we just need to dig some wells in from the rooms above.
These chambers running along the sewer are prime real estate for our hospital and barracks.
![[Image: hospitals_zps13667183.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/hospitals_zps13667183.png)
With the conclusion of this project, we can devote our miners to the important task of prospecting for metal. If this is truly to become a colony worthy of The Playful Razors, obsidian and gems are simply insufficient.
Current Fortress (excluding exploratory mines and surface operations):
Show Content
Spoiler
Level 0: Walls, doors, and traps surround our hole in the ground. We can lock the doors in a pinch, but we'll still need to set up a drawbridge to close off our caravan entrance. The yellow bars are honeybee hives maintained by Slorange... still deciding where we should ultimately put them. Maybe on the roof?
![[Image: 0-4_zps10bb9d8a.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/0-4_zps10bb9d8a.png)
Level -1: Our entry tunnel. Green cage traps at the base of the stairs going up(where they won't block the caravan ramp), and cheap white stonefall traps in front of the stairs going down. Hatch covers on top of the three stairways going down, which we can lock if necessary.
Level -2: Farms, farmer's workshop, and seed stockpile.
Level -3: Well access and hospital/barracks (under construction)
Level -4: Dining hall, food storage, kitchen, still, fishery, butcher, and animal byproduct industries (leather and soap). Note the cute little duck hatcheries on the left and right. Well water sewer tunnel is on this level.
![[Image: 5-6_zps2cf1f09f.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/5-6_zps2cf1f09f.png)
Level -5: Workshops and stockpiles. Also housing. Will need some doors soon to keep out the workshop noises so dwarves can get a good night's rest.
Level -6: More housing. These quarters are rather massive, in dwarf terms.
Level 0: Walls, doors, and traps surround our hole in the ground. We can lock the doors in a pinch, but we'll still need to set up a drawbridge to close off our caravan entrance. The yellow bars are honeybee hives maintained by Slorange... still deciding where we should ultimately put them. Maybe on the roof?
![[Image: 0-4_zps10bb9d8a.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/0-4_zps10bb9d8a.png)
Level -1: Our entry tunnel. Green cage traps at the base of the stairs going up(where they won't block the caravan ramp), and cheap white stonefall traps in front of the stairs going down. Hatch covers on top of the three stairways going down, which we can lock if necessary.
Level -2: Farms, farmer's workshop, and seed stockpile.
Level -3: Well access and hospital/barracks (under construction)
Level -4: Dining hall, food storage, kitchen, still, fishery, butcher, and animal byproduct industries (leather and soap). Note the cute little duck hatcheries on the left and right. Well water sewer tunnel is on this level.
![[Image: 5-6_zps2cf1f09f.png]](https://img.photobucket.com/albums/v619/thriggle/Aluudon/5-6_zps2cf1f09f.png)
Level -5: Workshops and stockpiles. Also housing. Will need some doors soon to keep out the workshop noises so dwarves can get a good night's rest.
Level -6: More housing. These quarters are rather massive, in dwarf terms.
