Day 2After sealing the group off from the surface construction of basic necessities and infrastructure is initiated.
We dig out rooms for the starting 7 (with the idea this time around being to add new rooms gradually as more migrants
show up survive hell).
A small room is also dug in addition to the bedrooms which becomes the new meeting hall (it will later be smoothed and engraved to improve room quality and give happy thoughts which are important in hell).
Chairs, tables, doors and beds are created, but there is only enough wood for 6 beds.
Some more rooms are dug out on the same layer as the wood stockpile, the upper room becomes the skull, bone and shell stockpile and the lower room becomes the general refuse stockpile (thats all I had time to set up at the time, garbage dumps and such will come later), it is sealed with a door so that miasma wont spread out of the room.
A butchering shop is set up next to these two stockpiles and a tannery is built so that the skin doesn't go to waste (especially if we end up getting strange moods requiring leather before we get traders safely below ground).
The cattle are all slaughtered, we can't feed them and ponies don't eat self-dead animals for whatever reason.
It sucks seeing as the whole plan was to breed a herd for surplus meat and milk, we'll just have to try and trade for more cattle once things are better set up and we have an underground pasture in which to host them.
Still, we got over 300 units of meat which is well enough to feed our small group and potential migrants for a while.
The bedrooms are all smoothed out.
Looking at the decreasing drink supply I figure that we need a well for water.
Ponies aren't alcohol dependant, so drinks aren't as vital as in vanilla, but they still prefer drinks over drinking well water.
For now the well becomes the main project, blocks and mechanisms are prepared.
A kitchen is built, we needed it to process the fat into tallow, which we will need for soap.
The dogs attack each other, I believed it to be due to the cramped space they were in, they were all pastured with the 10 (?) turrets by the blocked entrance, so I had them all unpastured allowing them free roam and access to the larger mess hall.
A dog bit one of the turrets denting it's base, but aside from that the turrets are okay.
We come across a problem which could very well doom the stable.
We have no wood for buckets, I was convinced that we had buckets with us, but no, nothing.
The only way to continue the well project is to breach the wall, collect some of the chopped wood and get the fuck down asap.
There is a single ghoul reaver roaming about the surface in a wide circle around the hollows, so we take our chances, dig two dirt tiles by the wall and unforbid 3 logs which are collected quickly and smoothly.
Following this we make 3 buckets, 2 for wells and 1 extra.
The dogs attack each other again, I am certain now that the females are competing, a dog is seriously injured, two females are moved and pastured in our general goods stockpile upstairs. This made them stop fighting.
Well aqueducts are dug out from the brook, down below and to the map edge.
We'll dispose of the water by carving fortifications by the edge, we can't risk anything else right now.
The meeting hall is expanded slightly and a corridor is dug from the meeting hall to a room next to Replica's office.
The room placement is out of flavor, she is the overmare, so the control room (and her office) should logically be next to her bedrooms, the corridor from the meeting hall is for effectiveness, we need to pull levers quickly when we need them and the idlers hanging out in the mess hall (when we get idlers that is) should cover that job.
A large area is dug out for farming and 9 3x3 plots are built.
A tunnel for what is to become our new main entrance is built, before we can trade we need to hurry up and prepare a safe "airlock" that is pegasus and reaver proof.
Looking at
a screenshot from Lycaeons main post in the mod thread I get an idea that might just work (also that stable design is fucking sexy as hell, look at all dem metal doors!).
IN THEORY building pits with bridges separated by floodgates SHOULD secure us from necromantic, normal and non-pegasus reaver ghouls and still leave us easy access to the surface in case we need to let migrants and traders in.
THE PROBLEM HOWEVER is that there is NO GUARANTEE that pegasus reavers wont show up and destroy the floodgates, reavers are building destroyer 2's.
But, according to the wikia, separating your buildings (ie the floodgates) with channels and bridges should keep them away (it also says that raised bridges act as walls and cant be targeted by building destroyers when raised), thing is, pegasus reavers are fliers, so they could very well just pass over our pits and destroy the floodgates anyway.
I'll have to look into it some more before I open the entrance up, in the meanwhile that's what our current entrance design is going to be like.
Floodgates and more mechanisms are built, a few levers are set up in the new control room.
A disposal room and drowning chamber is designed for the pit bottom in case something falls down and gets stuck there.
It will have a room with fortifications where we can send ranged units to dispose of stuck creatures and a channel with floodgates that will fill and empty the room with/of water when necessary.
The only way this would be a liability is if flying, no_breathe building destroyer 2's show up, then our aqueducts are fucked, if there is then, well, Lycaeon you dick.
We have plenty of drinks left, so I have everyone begin smoothing the aquedcuts out, I figure that we might as well do that and get some engraving skills going before we touch the mess hall and engrave the bedrooms, the waters of life can wait a little longer.
Synth-Reeds are planted 3 out of 4 seasons in three of our farm plots.
Synth-Reeds have become my main crop after Maklak mentioned that they were brewable, edible AND threshable, plus with a name like "Synthcola" you can't
not have synth-reed farms going in your stable.
We'll plant something else later once we begin getting synths going.
Couple of tables of chairs are built for the mess hall.
Migrants arrive at the very end of the session.
With four necrotics roaming about and a dire need for more ponies I take this massive risk and bring down part of the wall to let them in.
They all rush inside and we block the entrance as quick as we can.
That was lucky, our next migrant wave probably wont be so fortunate.
I was too lazy to sort them out at the time, so I didn't do much aside from renaming one of them to "Pokon".
Before I saved my game I noticed that both my stockpiles had been completely emptied.
I panicked and looked around for my goods and found them all gathered in a single tile right next to where we had breached the wall.
Luckily it was on OUR side of the wall so the goods were quickly moved back to their respective stockpiles.
That bug could have killed us all.