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Fortress: Polishseals jonanlsh

Z-43: Cavern Reactor Power Floor

Here is where each of the reactor assemblies are housed, dual-linked waterwheels connected to screw pumps for infinite power. This triple-12 wheel array outputs a dismal average of 1600 dwarfpower, way below initial estimates of 2000 dp.

Submitted by: jonanlsh - 2013-09-20

Z-42: Cavern Reactor Mechanical Floor

This is the reactor mechanical gear transfer floor, where power from the reactors is distributed to the central axel to be transferred to the upper floors. Here, the reactors can be disconnected from the power train, in the event of unthinkable occurrences.

Submitted by: jonanlsh - 2013-09-20

Z-2: Storage Floor

Every non-perishable and not finished goods are stored here. Expansions to this room into the floors below are being planned.

Submitted by: jonanlsh - 2013-09-20

Z-2 to Z-64: Magma Pump Stack

This is the project that took 3 years to complete.
It goes down 62-z levels. All the pumps used either iron or steel components.
All the pump housings were smoothed before pump installation.
All to secure magma for the forges.
Seeing as the melt item jobs have been going on non-stop for the 2 years since completion, I'd say it was worth the effort.

Submitted by: jonanlsh - 2013-09-20

Z-1: Workshop Floor

In the last 5 years, the magma-powered workshops have been fully established, with a direct connection to the relevant bar stockpiles for speedy deposition of reclaimed metals. Metal goods purchased from caravans and looted from invaders are melted down for reclamation.

Submitted by: jonanlsh - 2013-09-20

Z-10: Tomb Complex

More burial niches added to the Eastern Wing, with statues now occupying the 3-wide corridors to the niches.
Western expansion hampered by presence of magma pump-stack.

Submitted by: jonanlsh - 2013-09-20

Z-0: Trading Floor

The humans and dwarves came, and we promptly drowned both caravans in over 200k dwarfbucks of tattered and/or large clothing. They don't seem to be making any progress with the packing up. Hopefully they'll leave before next year's elven caravan.

Submitted by: jonanlsh - 2013-09-20

Z-0: Entryway

Recently built, this area is the detection point for thieves and snatchers. Paved roads of steel will soon cover all the exposed area within the wall. The bridges can be raised, but there has not been a need to do so yet.

Submitted by: jonanlsh - 2013-09-20

Z+7: Beekeeper's Lodge

Exactly what it says on the tin. Only 2 hives occupied as of winter. Them beekeepers are lazy.

Submitted by: jonanlsh - 2013-09-20

Fortress: Tradecradled Delta Foxtrot

Z+0 Ground level

There are two entryways into the fort through my roofed microcline defensive complex. There are two retractable microcline drawbridges in the mid-northern section, allowing me to deny access from non-flyers. The single shale (grey) drawbridge is used to further close up the fort if need be.

Along the microcline floors there are few weapon traps (from wooden spikes to giant iron axes). At the end of the microcline hallway there is a 20 cage traps long last resort if my militia isn't quite up to the task. There are some single tile pastures for me to place my war dogs as an early alarm system. I'm also amassing a larger group of war dogs to the larger upper left part of the complex, to nibble at the next goblin siege inefficiently as my militia rushes to the scene. The idea is that my war dogs serve as a meatshield, and with the use of drawbridges I can isolate the invading enemies into smaller pockets for my militia to pound at.

From my central 2x2 staircase, one can access the large block stockpile to the left (the one with all the bins), down south is a refuse pile (excluding bone & skulls), and to the right is a half wood, half refuse stockpile.

Upper right houses my walled off (access through underground) bee keeping industry that I have been ignoring for the past few years.

The reason for the stark shale/microcline choices for the structure is that I ran out of shale at one point, so I just ran with it and used microcline from that point on.

Submitted by: Delta Foxtrot - 2011-11-16

Fortress: Clear Construct 1056 Spring Markavian

Yuka's tomb

Yuka's tomb, burned by Fireimp, bled to death while seeking crysobels to cut.

Submitted by: Markavian - 2007-05-31

Fortress: Alakakrul, Acetin 1055 Nicholas Piegdon

Your mom

This is your mom.

Submitted by: Your Dad - 2007-07-02

Fortress: Elderstone mattmoss

You've got magma!

Yay, magma! Aside from magma furnaces and such, I intend to pump some of this stuff, if I can, to the roof of Elderstone and have it pour over the edge (or through a channel down the front, or something). Just because I can.

Submitted by: mattmoss - 2009-10-29

Fortress: Beachanvils droid

You see a passage going down.

The only source of fun was the connection to the higher level of caves. And trees blocked the path. So of course we placed the guards there while the tree was knocked down, and we put cage traps in the bottleneck.

Submitted by: droid - 2010-04-18

Fortress: Webbedsyrup Worldwaker

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