Re: Logs of the fortress manager
Leaders log, page 41, 19 obsidian, year 244
Second pumps activated, just a few more days until we can actually use the forges. I would have gotten us through this boring winter with some goblin fights, but Kharak decided to sleep instead. I've checked, and the top layer of magma from the magma pipe is pumped dry, it's all in the channel now, luckily it will refill over time, but that magma man seems a little pissed off.
I will take some time to explain the magma forges, channel, and regulationsystem.
First we have a magma pipe, a large pipe that will slowly refill with magma from the nearby volcano, from there we have found a good place to drill into it, and extract the magma into the channel, but not before filtering it through a line of grates, and 2 lines of fortifications. No imps or other creatures can come in.
After that it comes to a line of pumps, which will raise it one floor higher, further preventing entry through the magma, and to speed up the flow. The pumps are operated by waterwheels in the nearby underground river, so they will never stop working.
After the pumps it reaches a line of floodgates, with a line of grates before it to prevent anything from getting stuck in the floodgates.
It then moves a while till it reaches another line of pumps protected by grates, which will pump the magma into a reservoir next to the forges, so we can always refill it quickly. These pumps are operated by power like the others, but these got an off-switch. The reservoir opens into 6 floodgates, each having an individual lever and a masterswitch.There is also a door leading into the reservoir, operated by lever, in case someone has to go in for any reason.
After that, it flows under the forges, allowing up to 21 smelters and 21 forges to work with it. I might have overestimated the amount of workspace we needed, but better to have more then less.
26 obsidian
The reservoir is full, and ready to be emptied into the forges, I've ordered the pumps to be stopped, and the floodgates to open, soon we will have all the metal we could ever want. And just to make sure nobody screws up, doors to the smelters are locked until everything is done.
1 granite, year 245
Crap. A floodgate broke, luckily, it means the reservoir will just empty into the forges, which still need more to operate, but there will be a delay as the floodgate will need to be fixed.
14 granite
The reservoir still has some magma in it, so we can't fix it yet, but the elven diplomat arrived again, and the elven caravan is coming. I guess I'll just trade them some of the rocks laying around, not the rock crafts, just the rocks left around when we were digging, not like they have anything useful anyway. To top off this visit from the elves, a cook got into some mood, so we're probably getting another artifact. And a kobold got shot by a hunter
In case of emergency, all magma can be drained into a large, 2 floors high reservoir below the forges. No use is planned for this magma as of yet, but hopefully, we won't have to fill it anyway.
3 slate
Oni was just walking back in with a wooden log when he found a kobold trying to sneak in. He ripped off the thing's right arm and then strangled it to death, without ever letting go of the log. Besides that, we're fixing the floodgate, so it should be a month until we have the magma forges ready.
And as final point today, the artifact, "Atorbasen", Perfectsprayed. A toy boat, made of turtle shell, decorated with opal, has spikes of 2 diferent gems, and goblin bone, on it is an image of the first ever dwarven king in opals, and the image of 3 bats in silk. It is worth 94 800.
16 slate
Dwarves have been complaining about the well being dry for the past month now, and attempts to refill it mysteriously failed. Inspection shows that the reason why that is was because there is a giant mushroom growing in the channels, and it's blocking off the water. Seeing an oppertunity to expand the well's water supply, I've ordered the miners into the low water to dig into the rock, and make sure it's smooth at the ends, just because I can order them to do that.
Besides that, the magma floodgate got fixed, lets fill the forges.
23 slate
Migrants, The first thing they will get is a tour of our new magma forges, they will descend down a large stairway, before passing through a door decorated with goblin bones. Then they will see it, forges and smelters, the faint red glow of magma below it, fueling all the metalworking processes a dwarf could ever dream of. The dark grey walls will reflect some of the glow, and it will smell like...Beef? What?..Oh, a cow fell in, nevermind.
Anyway, the migrants:
7 recruits, 1 axedwarf, 2 macedwarves, 3 swordsdwarves, 1 speardwarf
1 guard
1 royal guard
1 metalsmith(The only one that will actually work)
also arrived:
1 cow
1 dog
Glurki gained command over the speardwarf recruit.
27 slate
Time for the smelters to start, we have plenty of ores, goblin equipment, and dwarves, lets make those ores into bars.
19 felsite
I admit it, we have a labour shortage. Nothing gets done in reasonable time, we have 226 dwarves(37 children), of which 11 metalworkers. Now, I know this won't fill all the forges, but if I can watch our brand new magma smelters/forges for 10 days, personally assigning all ores to be smelted down, and all forges to make bins(For the bars I was expecting), and nobody even steps into the area, something is terribly wrong with the metalworking part of the fort. So, I went to check on the other parts as well, the results are even worse then I thought..
Mining: Medium size designated sections not mined out yet.
Woodcutters/herbalists: The northwest forest was designated to be cut and gathered about a year ago, it's still standing with minimal changes.
Masons/engravers: Large sections of the fortress still not engraved. Medium amounts of walls not build. Large amount of rocks not made into furniture yet.
Hunters are doing fine.
Metalworkers..See above.
Jewelers doing fine, mostly because there are no gems to cut, see mining.
Crafters, including clothers and leatherworkers: Large amounts of cloth still needs to be processed, at most 1 out of 8 workshops are manned at a time. A lot of bones are waiting to be turned into praktise bolts.
Fishers are doing fine
Farmers, wood burners, tanners, butchers, brewers, cooks: No plants available, low booze stocks, very inefficient farming. Prepared food is doing fine, and so are the tanners and butchers.
Engineers: Doing ok, no need for engineering at the moment, so they can't not do ok.
Guards: Not working, not fighting, over 70% of them have braindamage of some sort.
Royal guards: Not working, barely fight, roughly 30% spends most of the year in bed.
Military: Slow training, about 50% braindamaged, lacking steel armour, see metalworkers. No practise for the ranged soldiers, see crafters. Archery range too small for current amount of marksdwarves.