Maps submitted by apparentbliss. (Clear)
Displaying results 31 to 45 of 185 (Page 3)
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Fortress: Scaldrings | apparentbliss | |
Non-food non-metal workshops live here: mason, carpenter, crafts, cloth, etc. Submitted by: apparentbliss - 2015-06-29 |
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The center of the main level of this fort, also serving as the dining room. Submitted by: apparentbliss - 2015-06-29 |
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Fortress: Scaldrings | apparentbliss | |
Fortress: Sackvirtue | apparentbliss | |
I knew from the embark screens that the western side of this location is rife with aquifers, so I chose to punch through on the other side of the clear line of biome demarcation. Submitted by: apparentbliss - 2015-06-18 |
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The refuse quantum stockpile is "vented" - that is, channeled out up to the ground then covered back over, to allow this square to be Above Ground and therefore not generate miasma. The extra anti-miasma walling around it is strictly unnecessary, at this point. Submitted by: apparentbliss - 2015-06-18 |
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I intend the barracks to be the only entry point into this fort, whether from above or below - excursions deeper into the earth will go through this room as well. Submitted by: apparentbliss - 2015-06-18 |
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I couldn't help myself, and mined all the hematite out of this ore pocket. Now, however, I have a giant blemish that I have to constantly look at. The regret is real. Submitted by: apparentbliss - 2015-06-18 |
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The farm plots are the biggest thing not on the "primary" z-level of this fort. I could bucket-brigade in water for some plots on the main level, but I am not quite that committed to this concept. If I really am enjoying how this fort is functioning, I may relocate down to a cavern level with the ground already irrigated. Submitted by: apparentbliss - 2015-06-18 |
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This (general stores for non-plant food materials, a.k.a. the meatpile) has ended up being the central room in this fort thus far. The fort cannot grow to the east, however (map edge), so over time, the Dining Hall will be closer to the center than anything else. Submitted by: apparentbliss - 2015-06-18 |
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Fortress: Weedoil | apparentbliss | |
The two soldiers that were sparring outside when the gargoyles showed up were outfitted in armor and warhammers made at the Rockforge. They fell quickly. Submitted by: apparentbliss - 2014-02-14 |
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Though this bull did not do much damage, it served as a punching bag for much of the gargoyle tribulation, allowing the succession of recruits time to pick up the cast off armor and weaponry of their slain brethren. Submitted by: apparentbliss - 2014-02-14 |
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Stonecrafter Duzlokum, Last to Fall Since there was only one full set of iron armor and weaponry at the time of the attack, the battle against the gargoyles devolved into assigning dwarves one at a time to take up arms in the valiant struggle. This dwarf died before he could see his foe succumb to death, but not before slicing and scattering wings, feet, and thighs in all directions. By the time Clerk Ermiszaneg arrived to pick up the iron and continue the fight, the gargoyle was gone. Submitted by: apparentbliss - 2014-02-14 |
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Fortress: Weedoil | apparentbliss | |
Not really knowing much if anything about gargoyles, I was woefully underprepared for what was about to happen. Submitted by: apparentbliss - 2014-02-14 |
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Fortress: Weedoil | apparentbliss | |
Put some crops into the soil and move everything inside ... then we can focus on digging warrens to be proud of. Submitted by: apparentbliss - 2014-02-14 |
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Fortress: Weedoil | apparentbliss | |
Always nice when your dwarves et al are not adjacent to your wagon at embark. A sign of fun to come, perhaps? Submitted by: apparentbliss - 2014-02-13 |
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Follow your dreams, you can achieve your goals... I'm living proof.- Ilral 'Lightning' Sarammebzuth