Wrungtowers - 219 Mid Autumn by Momaw

There are 8 comments for this map series, last post 2009-10-15

Add a Comment

Comments

Submitted by: Demonic Spoon - 2009-09-06 to 214 Mid Summer

Yeah, aboveground plants won't grow on the mountain biome, as I found out myself D: . In response to bedrooms old district.

Submitted by: Markavian - 2009-09-09 to 214 Mid Summer

Hey, cool fort ... neat and tidy inside. I see you do that thing of rewalling after digging out seams that cross your rooms... like hidden spaces.

The great hall is quite impressive as is the entrance and fortifications.

Submitted by: Lord Dullard - 2009-09-14 to 219 Mid Autumn

Interesting fort. I suspect you COULD get the lightwell working by removing the tiled floors at the bottom, building dirt roads over them, then removing the dirt roads (this will create soil). 'Muddy' rock tiles don't grow grass AFAIK - rather, it takes soil and light.

YMMV, though.

Submitted by: Markavian - 2009-09-14 to 219 Mid Autumn

Oh wow... that's such a clever idea - to have different stones / metals locked away with individually coloured workshops- looks neat, tidy, and colourful ... and helps with the whole stone management business.

Submitted by: Momaw - 2009-09-15 to 219 Mid Autumn

"
Oh wow... that's such a clever idea - to have different stones / metals locked away with individually coloured workshops- looks neat, tidy, and colourful ... and helps with the whole stone management business.
"

At first I was just using that big middle stockpile to separate stones. That's why it's mostly divided between gray and dark red. I would use d-b-f to forbid the stone type I didn't want the mason to use, and then leave him to it. The problem with this was that as the fortress expanded down and out, the "nearest stone" got to be quite a long hike. So I built the locked rooms. :)

It's not ideal. The two problems are first that a legendary mason can Clutter the shop VERY quickly, and second, that a dwarf doesn't give you any forewarning of when he's about to fall asleep, so I had dwarves get annoyed because they had to sleep on stone.

Better would probably be to build open workshop areas, without doors or walls, so that other dwarves can come with stones and leave with finished things. Build a small stockpile around each workshop and separate them. Like electron clouds and nuclei. But then establish a "clean room" zone above and below the workshops so that they don't get confused by Zs, and stick to what's next to them.

[Message edited on 2009/09/15 at 05:38 by Momaw]

Submitted by: Markavian` - 2009-10-06 to 219 Mid Autumn

What about putting beds in the workshop rooms? And perhaps other home comforts? Airlocked food/drink? that can be restocked from the other side?

Submitted by: Markavian` - 2009-10-15 to 230 Early Winter

I like what you've done with the great hall

Submitted by: Sinergistic - 2009-10-15 to 230 Early Winter

Going to agree with markavian and say the themed workshops are neat. May nick that idea and incorporate into my 'house rules'.

[...
# All mason workshops must be made of the material they are working with.
...]

Viewer Controls

g

SHIFT + Key doubles keyboard scroll rate.

Problems?

Do you only see a blank space?

Don't have Flash?
You can download the compressed map file: 2009-09/momaw-Wrungtowers-region1-219-26039.fdf-map but you will need the .NET version of SL's DF Map Compressor to convert to the .PNG image format.

Login: