STE3L
Group Name: Hammer Steel
Headaches are becoming a constant, in addition to the cramps and waves of weakness that still plaque you even weeks after the battle. Though if from poison, or simply the matters of leadership, you are not sure.
The training room has effectively halted. As the plans become more and more detailed, the amount of required gears and pulleys and rope seems to keep increasing at a greater pace. By your rough estimates, as the plans stand now, the gear system would take more room than the entire fortress combined, weight almost as much as all the stone you've mined, and have such a power requirements that even several windmills would not suffice to get it moving.
Ambition is all well and good, but with no actually skilled mechanic comfortable with his craft, you're beginning to see there is no way for training equipment to be built on room scale.
It has led to a fringe benefit: the main drive-shaft, you realize, would make for a mighty useful source of power for an actual millstone. All you need is the actual millstone, the wooden power axle, space for both, and a small windmill topside. Preferably directly above the millstone, as otherwise you'll need to add gears and horizontal shafts - on the other hand, having some disconnectable gears might be a good idea for controlling the millstone. Of course, that increases the complexity and size of the whole machinery.
Your farm, while large and tended, doesn't seem to experience all that much growth. The soil is good, and kept moist. But the seeds seem almost...reluctant... to grow. The mushrooms are pushing up at rapid rate, but even they seems somewhat smaller then they ought to. At first, your dwarves made no note of it, but as the harvest size seems to stay the same instead of expectedly increasing, Rue Steelspark as your dedicated farmer and cook brings you the bad news. The mushrooms taste normal, and your plant-heavy meals are still filling and nutritious enough. However, if the expected harvest size for plants doesn't improve, there might be more than a little tightening of the belt later down the line. You are out of underground seeds and mushroom spawns for the moment however, so just increasing the cavern size and farming area won't as such help. Not until the amount of mushrooms increases and spreads, or you gain more seeds for the other plants.
The few weeks that you've had traps out have brought to you only a few catches; some moles, but mostly brown and black furry creatures, slightly larger than an adult fist that seems to prefer to jump in trees and eat seeds and nuts from the forest. They don't provide that much meat as they are fairly skinny, but you can't tell if this is normal or not. They do taste great, and make for a good soup once skinned and drained of blood. Hoping for more successes in the future, you've managed to double the amount of your deployed traps.
You order a small alcove at the lower level of your fortress aside for the well, and the digging begins. And while the digging is being done, your masons construct the actual well. They also carve several ducts into the rock walls, leading to the well and to be later connected to the small ducts you're planning for the fortress.
You're almost out of bandages and sterilizing plants, and entirely run out of purgatives and pain medicines for you, and the altar you've consecrated is not of great comfort as for the third night in a row the pain keeps you awake, cutting your rest short. Once again, you curse the spiders, and the mystery they represent.
Group Name: Hammer Steel
Headaches are becoming a constant, in addition to the cramps and waves of weakness that still plaque you even weeks after the battle. Though if from poison, or simply the matters of leadership, you are not sure.
The training room has effectively halted. As the plans become more and more detailed, the amount of required gears and pulleys and rope seems to keep increasing at a greater pace. By your rough estimates, as the plans stand now, the gear system would take more room than the entire fortress combined, weight almost as much as all the stone you've mined, and have such a power requirements that even several windmills would not suffice to get it moving.
Ambition is all well and good, but with no actually skilled mechanic comfortable with his craft, you're beginning to see there is no way for training equipment to be built on room scale.
It has led to a fringe benefit: the main drive-shaft, you realize, would make for a mighty useful source of power for an actual millstone. All you need is the actual millstone, the wooden power axle, space for both, and a small windmill topside. Preferably directly above the millstone, as otherwise you'll need to add gears and horizontal shafts - on the other hand, having some disconnectable gears might be a good idea for controlling the millstone. Of course, that increases the complexity and size of the whole machinery.
Your farm, while large and tended, doesn't seem to experience all that much growth. The soil is good, and kept moist. But the seeds seem almost...reluctant... to grow. The mushrooms are pushing up at rapid rate, but even they seems somewhat smaller then they ought to. At first, your dwarves made no note of it, but as the harvest size seems to stay the same instead of expectedly increasing, Rue Steelspark as your dedicated farmer and cook brings you the bad news. The mushrooms taste normal, and your plant-heavy meals are still filling and nutritious enough. However, if the expected harvest size for plants doesn't improve, there might be more than a little tightening of the belt later down the line. You are out of underground seeds and mushroom spawns for the moment however, so just increasing the cavern size and farming area won't as such help. Not until the amount of mushrooms increases and spreads, or you gain more seeds for the other plants.
The few weeks that you've had traps out have brought to you only a few catches; some moles, but mostly brown and black furry creatures, slightly larger than an adult fist that seems to prefer to jump in trees and eat seeds and nuts from the forest. They don't provide that much meat as they are fairly skinny, but you can't tell if this is normal or not. They do taste great, and make for a good soup once skinned and drained of blood. Hoping for more successes in the future, you've managed to double the amount of your deployed traps.
You order a small alcove at the lower level of your fortress aside for the well, and the digging begins. And while the digging is being done, your masons construct the actual well. They also carve several ducts into the rock walls, leading to the well and to be later connected to the small ducts you're planning for the fortress.
You're almost out of bandages and sterilizing plants, and entirely run out of purgatives and pain medicines for you, and the altar you've consecrated is not of great comfort as for the third night in a row the pain keeps you awake, cutting your rest short. Once again, you curse the spiders, and the mystery they represent.