My fort's walls are also finally closed around the entrance and some roofing / flooring work on the inside got done. 10-man squad of spear dwarves (most of them quite experienced), 10-man squad of archers, and a backup squad of 5 spear dwarves. I'm out of rock blocks so my three masons are just now starting to construct a ton of those to replenish those piles, then it's back to work on building my CASTLE. He was avenged though, and nobody was so much as injured in the fight (I thought one of the spear dwarves was, but he was just tired out). Before they arrived though, the very last dwarf to arrive at my fort (who I labeled to be a future leader in the military, for sword wielding dwarves because he was very skilled at it) was killed by the beast, trying to chop down some trees. As soon as he showed up, my three military squads were assigned to the kill. I have a rinky-dink hospital established but it turns out to be unnecessary for the moment. The dormatory is built, and I have a clumsy crypt built. The major bummer about the migration sizes being huge is that my miners get overwhelmed with their tasks. My chicken coop is also built and secured and the walls around my fort's topside entrance are coming together. My two fisherdwarves now just walk a couple spaces to put their obtained goods indoors and my cleaner gets to work right away haulers can make the trip to the proper food pile. It houses a food stockpile set to contain unprepared fish only, and also has a fishery inside. I built a little hut by my fishing spot by the river. For the moment my marksdwarves can at least get some dodging drills in. I know about setting up archery targets, and the archery training range is being built, but I'm being casual about it. I have their barracks' and training rooms setup each, and everyone's training is going well. The first group was way larger, and I dumped a few into a new spear squad and a few into a new marksman squad. My fort was cruising at 13 dwarves for a bit, and in two migrations I jumped up to over 50. I can survive an antagonist's arrival, for once. I've discovered my new method of running my fort is working out for the better. So I just came out of an odd coma of being locked on this game this afternoon. It's usually a bit too much hassle for me to deal with, since you're only going to manage filling the Murky Pools with much rain at all in certain temperature biomes (anything hotter than "Temperate" will probably just evaporate long before you have a chance to do any Cistern filling).Įven if the temperature is hot, it will only evaporate if it's 1/7 or less, so a tropical biome should still generate enough rain to stop that from evaporating, right? It probably will not fill much, but you can certainly attempt to funnel what little Water it manages to store into your Cistern. With the water safely underground it cannot evaporate away, but since you're probably gonna need additional water eventually you wait for rain to come and fill up the Murky Pool. Then I close the floodgate again, and wait for rain. I install a floodgate in the drainage tunnel, then breach the Murky Pool wall and drain the water. I dig out the cistern as close as I possibly can, but one level below, to increase waterflow efficiency. The way I gather water from a Murky Pool is by funneling its water into a cistern off to its side. If this is accurate, adding a gear assembly or axle next to the impassible tile that also touches your windmill would power your pump.No, a simple pit won't gather rainfall, I do believe only Murky Pool tiles are set to fill up with Water during rain. I suspect that in your fortress you connected your windmill to the passible tile that the dwarf pumps at and not the impassible tile. A screwpump consumes 10 power from the connecting power train or requires a dwarf to manually pump it to work. The adjacent powered tile can be a powered axle, gear assembly, windmill, waterwheel, or another screwpump. If the touching powered tile/mechanism is on a different Z level (above or below) the pump, the floor between the Z levels must be removed (channeled) to allow power to connect. The pump is powered by a powered tile above, below, or on either side of the pump's "impassible tile". 1/7 fluid depth will not be pumped.Ģ) The passible tile where a dwarf stands to power the pump.ģ) The impassible tile which nether dwarves or fluid can pass through.Ĥ) The output tile where the fluid is pumped to. 1) The input tile where water or magma is pulled from the Z levelīelow.
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