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post by
DestroyYouAlot
at 2007-11-20 13:08:59
Aaand, another level down.
1) This is the communal tomb chamber. The alcove to the north is the tomb of the hunter that thought it was a good idea to take on mountain goats with an unloaded crossbow; surprisingly enough, it was a wolf that got her. I've got the main chamber set up as a "graveyard" stockpile, so anyone with the "burial" job will dump bodies here, but they get upset if the bodies aren't eventually interred, so you need to build coffins. You can assign them to dwarves (designating the room as a tomb) while they're still alive, and they'll be buried there once they die, or just toss the coffins in, first come, first serve. Dwarves with a designated tomb will have their belongings loaded in with them. You'll notice that the main chamber is just smoothed stone, but in the top chamber I've had my engravers detail the stone. Engravers set to stone detailing will actually carve images from the history of the fortress; you can view them to read the description. If you've had a goblin siege, you'll see images of dwarves fighting goblins, if you have master craftsdwarves, they'll be pictured with their masterpieces, that kind of thing. Sometimes images carved in an owned chamber (bedroom, throne room, tomb, etc.) will actually be from the life of the owner; I haven't checked, yet, but I expect to see an image of the hunter being struck down by a wolf here.
2) Cistern. You can't see it, but one level down there's a channel connecting this to the river. I'd just pump straight from the river, but it tends to freeze over in the winter, so it's nice to have a water reserve. (One might almost call it a "reservoir.") (Frenchy.) You can see the pumping channel to the south.
3) Pumping station. This doesn't really work right, yet. The idea is that this room has 3 water channels; 1 to feed the cistern, and two with water wheels in them, which power the axles you see here ("*======*"), which in turn should power the screw pump that fills the aqueduct. The cistern fills fine, but I can't seem to get the water wheels active, yet. So right now it's a big display of faulty machinery - I'm sure the dwarf gods are thrilled. I've got one bridge going to that hollowed out path you see there; that's going to get carved as fortifications to fend off sieges. The little "up arrow" at the end is a ramp up to the next level; I'm going to build a roof over the whole thing eventually. The bridge to the north is to the only external access; that's walled off on either side because the stupid dorfs kept wading through the river to get to the door, and it pissed me off. I had this area set as a water source, but once I connected the water wheel channels, it apparently contaminated the supply, so they wouldn't drink from there anymore. (Stirred up mud and silt, I guess? I don't know.)
4) This is where the hunter had her original encounter with the not-so-easily-clubbed-to-death mountain goat, which kept her out of action for three whole seasons with a broken arm. (She sure as fuck ate and drank the whole time, though.) Unless it's an internal tile, dwarves won't automatically clean up bloodstains; I figure I'll leave it as a reminder to other dorfs that crossbows don't make great melee weapons.
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