Flamespear - 1061 Late Autumn by SL

Map Description:

Butcher's log, late autumn 1061. Butchering continues. We have gone from 341 animals down to only 409 in the last year. We expect to be done culling all the animals we don't need by 1055.

Mayor's log, late autumn 1061. I keep mandating the construction of more lead items, but some idiot smelters keep melting them down after they're forged! At least I've got my lead throne...

Hammerer's log, late autumn 1061. Ordinarily I'd leave this to the captain of the guard, but ... I haven't been able to find him. That said, I've been looking for YEARS. I should speak with the mayor about that. Where was I? Oh yes. We found the elven diplomat's corpse and severed head, among other body parts, lying on the ground near the "waste management" area. There was no sign of a struggle, and no obvious clue as to what had killed him, other than the stone floor. Perhaps he was attempting to take flying lessons.

Duke's log, late autumn 1061. Judging by the fact that the hammerer hasn't shown up to whack me 50 times with his hammer yet, nobody's figured out how I killed the elven bastard. It was quite clever, if I do say so myself. There were several constructed floors that needed removing in the substructure under the Hand of Armok's new sections... I volunteered to remove one, and managed to convince the diplomat to stand on one while I removed it. He never saw it coming. Of course, I made sure to wait until he had ended last year's agreement, and had yet to begin negotiating the next one, before getting rid of him... The wood-cutters are now free to chop down as much wood as they want!

* Editor's Note: Yes, a dwarf actually killed the elven diplomat somehow without me ordering it, without me noticing it (until I found the corpse), and without racking up a murder count. This is the most logical explanation I could figure - He would have been following the duke around (assuming it wasn't the mayor he talks to, I don't pay much attention to the fool diplomats), and I've seen nobles removing floors before.

Point of Interest: Swimming Training Room v2

( 1061 Late Autumn → onwards )

You can see the first version of the swimming training room in the 1057 map. What led to the changes for this one was one notable problem with the v1 room:

Every time a dwarf left the room, the ceiling hatches detected a loss of water, and added more. They couldn't close fast enough once they had added more water, so this resulted in much of the water going up to 7/7, which was rather dangerous. The 7/7 water also confused anyone who was trying to get out. It was deemed too dangerous, and was shut down pending safety improvements. Those led to the new version of the room, which no longer has that problem.

The differences in this version are:

The pressure plates in the swimming training room are 0-2 instead of 0-3 now. This was mainly to deal with the fact that the OFF signal from said pressure plates takes longer to close the hatches in the ceiling now since it goes through the AND gate (it takes about twice as long or a bit more due to having to wait for a door in the AND gate to close).

The northern dark grey lever was removed and replaced with a yellow lever which connects to the hatches on the AND gates (just to the left of each pump).

Each pressure plate in the swimming training room is connected to an AND gate's second input, which is a door (open currently) just to the right of each pump. Each AND gate's output (the pressure plate in the AND gate) is connected to a hatch in the ceiling, above the room's pressure plates.

There is a dark grey lever north of the center of the swimming training room. It was used to initialize the system by opening the hatches in the ceiling once (the pressure plates in the room were in the ON state, but had not sent an ON signal because they started in that state. So they had to be flipped to OFF by flooding the room, then back to ON when it was drained.).

The brown (siltstone) lever at the bottom is fully hooked up now.

The 1057 swimming training room PoI, and the swimming training room v2 movie, both have information on how this works.

The chief difference from the v1 room to the v2 room is that the yellow lever and AND gates allow us to lock the ceiling hatches so that they will not open, which we use when we're letting dwarves leave the room. Once they're all gone, we drain the room. When dwarves have re-entered it later for training, we lock the door and flip the yellow lever, refilling it.

The room fills up to 5-6 water (mostly 6) now. 7/7 water would cause a drowning hazard - 6 and below is safe, and 5 and up train swimming. I'm not sure if 4 trains swimming too, but perhaps.

Note: The smaller contraption in the upper-right corner of the room containing the AND gates is a v2 repeater for the Hand of Armok's new sections. It is fully constructed, but the Hand's new hatches have not been hooked up to it yet. We want to run a few tests on it first. - SL

There are 5 comments for this map series, last post 2008-01-12

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Submitted by: Markavian - 2007-12-29 to 1057 Early Winter

Didn't fancy building a refuse stockpile with a ventilation shaft? The door controlled one you've got looks a bit fiddly.

What are you building which is 15 floors high, next to the hand of armok?

Submitted by: SL - 2008-01-01 to 1057 Early Winter

If you mean the other three 6x8 areas, those are extensions to the Hand of Armok.

If you mean the 5x1 shaft, that's for sacrificing goblins, animals, etc.

Submitted by: Krash - 2008-01-11 to 1061 Late Autumn

An animal problem? You werent kidding!

Don't they affect your framerate?

Submitted by: SL - 2008-01-11 to 1061 Late Autumn

Quite probably. I've been butchering them nonstop, but I think I'm going to have to designate something like 8 dedicated butcher/tanners and 8 butcher's workshops to actually get rid of them all.

Submitted by: Markavian - 2008-01-12 to 1061 Late Autumn

Rule 1 of killing, never tell a living soul... the hammerer need only read your logs to reveal the truth and deliver punishment!

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