Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: The Vault-128 Project (Ch 10: Year Four Progress)  (Read 2859 times)

Sanctume

  • Bay Watcher
    • View Profile
The Vault-128 Project (Ch 10: Year Four Progress)
« on: April 07, 2018, 08:19:00 pm »

This Vault project was inspired by TheImmortalRukan's succession fortress idea, and to give proper credit where it is due; to Dante of Rockfalls fame.

I just have to try it (create a Vault-Tec in Dwarf Fortress) out for myself.  I did not play Fallout series, but have read quite a few things about it and Fallout Shelter mobile/pc game for a few hours. 

Anyway, the idea is a volcano embark with aquifer biome--then build a vault sealed in magma (with rules made up along the way).

Ch 1: Moltenscorn the Last Vault
Ch 2: Basecamp
Ch 3: Year One Progress
Ch 4: A New Leader
Ch 5: A Warning and Oldsparks
Ch 6: Science, Miner’s Cave-in
Ch 7: Science, Continue
Ch 8: Science, Year Two Progress
Ch 9: Year Three Progress
Ch 10: Year Four Progress
« Last Edit: May 22, 2018, 07:21:23 pm by Sanctume »
Logged

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (an idea, then an attempt)
« Reply #1 on: April 07, 2018, 08:22:46 pm »

(replying to reserve)

I did not want to hi-jack/derail this awesome idea/fort, so I created a reddit post post of the idea and more input feedback. 

But then I played it some more last night, progress to this.

TLDR: The Plan. Cut a cylinder portion of the earth 51-wide tiles diameter; where 3/4 mountain collapses into 1 z-level to retain red sand; and 1/4 has the surface collapses down 10z below to serve as "outdoor" inside the vault (or Garden of Eden Creation Kit G.E.C.K.)
Jesus Christ, will that even work?

The World and Embark spot.  It’s a smaller region taken from the world cookbook thread.
We wanted a volcano for magma source, with nearby aquifer biome.  Too bad it’s not flat, but we’ll see if we can work with this.

Spoiler: world embark (click to show/hide)

The Vault Dig Plan.
The surface is at z+137 in the southeast.  And the mountain goes up to z+151, and it has red sand for it’s top soil.  There are also some clay layer a few layers down.  And at z+134, an aquifer layer in one of the biome. 

So the idea is to use dig circle 51 tile diameter.  A cylinder of this earth, collapsing those above the surface down to z+135.  And the surface portion of ¼ of the cylinder to drop down z-10 to have an outdoor with surface trees in the vault.  Well it’s a plan.

Spoiler: the vault dig plan (click to show/hide)

I got v44.09 Vanilla, then dfhack 44.09 r01 alpha, copied Phoebus files from 44.05 LNP, and even got Dwarf Therapist 44.09 memory layout working.

I used dfhack reveal to peek what is below to get a better idea of implementing this.
There are these red sand tiles on the plateau of the mountain that we can to save for the vault, so collapsing them down to z+135 when possible. 

Almost ¼ of the 51-wide circle has the surface in the Southeast (SE) quadrant, and this biome has aquifer which will be nice to have out own unlimited water source inside the vault.

Spoiler: dig circle (click to show/hide)

To the north is a volcano, and that is where “basecamp” is created.

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Chapter 1: Moltenscorn the Last Vault)
« Reply #2 on: April 07, 2018, 09:16:27 pm »

Chapter 1: Moltenscorn the Last Vault

Fortress: Moltenscorn the Last Vault
Group: The Dutiful Dweller
Symbol: The Mechanical Gears is an image of mechanisms and a hemp plant. The hemp plant is surrounded by the mechanisms. The hemp plant is burning.

The Founders

The real names are withheld and are open for dorfing.  For now, I will put a population cap of 19 to prevent mood.  I think that in 4 or 5 years, we will have plenty to open the population cap to something higher and move to the vault sealing.

The Vault Overseer is female, age 60, and likes "no particular item."  She also likes plum wine, hemp, llama wool, and cats. 
Enjoys crowds, quite ambitious, likes to brawl, helping others is rewarding, and compassionate.
Dreams of mastering a skill, and believes those that take leisure time are evil.
Skills: Leadership+2, Organizer+1, Appraiser+1, Judge of Intent+1, Persuader+1, Intimidator+1, Conversationalist+1, Consolder+1, Pacifier+1.
Goals: Grower, Thresher, Weaver, Clothier?  or Oganizer, and Weaponsmith?

The Vault Guard is male, age 64.  Likes battle axes and dogs.
He has an overbearing personality, polite, has a sense of duty, humble, fearful of imminent danger, values loyalty, and dreams of crafting a masterwork someday.
Skills: Leadership+5, Tactician+5.
Goals: Woodcutter, Weaponsmith, Furnace Operator, and martial skills. Possible couple with the overseer?

The Vault Sage is male, age 65.  Likes ballista arrows, Orthoclase, and Rose Gold.
He is extremely confident, likes to brawl, polite and curious to learn, can handle stress, prefers to be alone, has trouble mastering fear, and dreams of crafting a masterwork someday.   Hates those who wield power over others.
Skills: Logician+5, Critical Thinking+5. 
Goals: Fighter, Discipline training, Woodcutter, Weaponsmith, Furnace Operator, Siege Operator. Possible scholar?

The Bartender is male, age 82.  Likes maces, greaves, barrels, hemp paper, and pig iron.
He is completely wrapped up in their own appearance and forms strong bonds with others, quite polite, but quick to anger.  Friendly, not ambitious, dreams of raising a family.  Thinks introspection is valueless and self-examination wasteful.
Skill: Herbalist+1, Brewer+,1 Mace+2, Weaponsmith+2, Discipline+2, Papermaker+1, Bookbinder+1.
Goals: Military training, weaponsmith, paper maker, book binder, and bartender.

The Valkyrie is female, age 87. Likes spears, helms, and llamas.
She often feels discourage, stubborn, quick to anger, greedy, can handle stress, rarely curious, and dreams of creating a great work of art.  Finds leisure time wasteful, and eloquence off-putting.
Skill: Armorsmith+2, Teacher+3, Fighter+5.
Goals: Milker, cheesemaker, spear and crossbow training, guard duty.  Hook up with the Bartender?

The Engineer is female, age 88.  Likes gauntlets and steel.
She is very curious, would never pass up a chance for a good fistfight, prefers discussions of ideas, has a greedy streak, takes it easy, does not easily hate, values honesty, pessimist, dreams of mastering a skill.  He finds artwork boring, and sees cunning as indirect and somewhat worthless.
Skill: Miner+2, Teacher+3, Fluid Engineer+5.
Goals: Mining, mechanic, fighter and crossbow training.  Maybe engineer scholar?

Thorbald,The Vault Scribe is male, age 88.  Likes spear, gold and dwarven wine.
He is trustful of everybody, greedy streak, a bit stubborn, does not seek excitement, calm demeanor, slow to anger, avoids physical confrontation, does not seek retribution, and dreams of creating a great work of art.
Skill: Student+2, Reader+2, Weaponsmith+2, Spear+2, Discipline+2.
Goals: Record keeper, some military training, and scribe.  Hookup with The Engineer?

==

The Vault-Tec Notes.
A vault will have three sections: an entrance, a command center, and living quarters.

The entrance has an air lock, with control room, and a nearby emergency medical lab.

The placement of the command center varies but will include an armory, a barracks, overseer's office, library, primary store room, and a secret control room.

A single living quarters level has a capacity of 10 hot-bunking system in approximately 20,000 square feet of space (~47x47 tiles). 

Amenities of the vault may include the following: 
1. Water Source and Purification
2. Agriculture
3. Defensive Weaponry Equipment for 10
4. Communication System
5. Surface Monitor
6. Social and Entertainment Files
7. Waste Management
8. Incinerator Receptacle
9. Garden of Eden Creation Kit (G.E.C.K.)
10. Power Source: Hydro and Geothermal

Vault dwellers wear blue and yellow jumpsuits.

The embark supplies in this project include: an iron anvil, a copper pick, a copper axe;
4 types of booze (20 each), 6 types of vegetables (5 each), 7 types of underground seeds (7 each), 3 sand bags;
3x fireclay, 18x orthoclase, 16x papaya logs;
1 pair cat, 1 pair dog, 2 pair llamas, 3 turkey hens, and 2 turkey gobblers.

Embark date: 1 Granite 259.
« Last Edit: April 10, 2018, 07:08:36 pm by Sanctume »
Logged

TheImmortalRyukan

  • Bay Watcher
  • Master Story Weaver
    • View Profile
Re: The Vault-128 Project (an idea, then an attempt)
« Reply #3 on: April 07, 2018, 09:20:58 pm »

This Vault project was inspired by TheImmortalRukan's succession fortress idea.

Please give Credit where it is due. I took inspiration from Dante of Rockfalls fame. But thanks for the mention ;D
Logged
After 400 years the bucket disintegrated from wear.
Never in the history of Dwarf Fortress has anyone else ever had this problem.

While the drink stocks run low and violence is rampant, the narcissistic tyrant demands a monument to his name

Justin

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (an idea, then an attempt)
« Reply #4 on: April 07, 2018, 10:59:08 pm »

I would like to be dwarfed as the scribe. Call him Thorbald
Logged

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (an idea, then an attempt)
« Reply #5 on: April 07, 2018, 11:17:20 pm »

I would like to be dwarfed as the scribe. Call him Thorbald

Thorbald, The Vault Scribe has been officially entered in the vault roster.

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Chapter 2: Basecamp)
« Reply #6 on: April 08, 2018, 02:57:19 pm »

Chapter 2: Basecamp

Spring 259.

The wagon halted at the highest peak of the red sand dunes.  The llamas are humming their dismay at the lack of grass to graze upon while the turkeys, cats and dogs scatter about. 

Spoiler: (Wagon at z+152 (click to show/hide)

The basecamp will be here in preparation for the vault to be build somewhere to the southeast at the foot of the mountain. 

One hundred feet to the north is the caldera of the volcano which have the magma we need to seal the vault.

The basecamp tower entrance is constructed with wood stockpiles on top of the dunes for the wood shops.  The plant picking is plenty and stockpile is set outside the entrance.  The two dogs are war training.

Spoiler: Wagon to Basecamp (click to show/hide)

A small room for food services is dug, and crammed with the turkey nest boxes, still, kitchen, and food stockpile.  The clothing production shop are also setup for hospital supplies.  A small vein of hematite is being mined while the gold vein is ignored.

Spoiler: Food Prep (click to show/hide)

Another small room is dug for the farm and drink storage.  Since there are plenty of plants to gather, the farm remains fallow.  A craftshop is built to make rock pots from mundane stones like diorite and microcline.  A mason and mechanic shop is built also for temporary needs.

Spoiler: Farm and Stone (click to show/hide)

A forge area began construction after tapping the volcano to power the magma forges.  There will be seven forges, five smelters, one kiln and two glass furnaces. 

Below the forges is the grand opening of The Fortunate Honeys tavern for citizens and long term residents.  An office for the overseer and bedrooms are built also.

Spoiler: Forge and Tavern (click to show/hide)

Outside, far to the southeast a.k.a SE Quadrant, the llamas and other animals are pastured on the foot of the mountain.  An initial survey of the vaults perimeter is established. 

Spoiler: SE Quadrant (click to show/hide)

« Last Edit: April 10, 2018, 07:10:04 pm by Sanctume »
Logged

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Chapter 3: Year One Progress)
« Reply #7 on: April 09, 2018, 01:49:09 am »

Chapter 3: Year One Progress

Summer 259. Five dwellers arrive, our population: 12.

The Surgeon is female, age 146, She likes mail shirts, platinum and silver.
She can handle stress, but quick to anger, pleased by their own appearance and talents, tends to be swayed by emotions of others, takes it easy.  She finds merrymaking and partying worthwhile activities, dreams of masterking a skill but does not see the attainment of knowledge as important, and finds artwork boring.
Skills: Surgeon+2, Wound Dresser+2.
Goals: Doctor position, and armorsmith.
Relationship: Married to a miner, with youngest son; two other children not in the roster.

A Miner is male, age m146.  He has no preference to a particular item.  He likes sandstone, bronze, and clear glass.
He is given to flights of fancy to the point of distraction, has a sense of duty, rarely feels discouraged, passive in discussion, prefers that everyone live as harmoniously as possible, and respects fairness.
He dreams of crafting a masterwork someday, finds merrymaking and partying worthwhile activities, and prefers noisy, bustling life to boring days without activity.
Skills: Siege Engineer+2, Legendary Bonecrafter.
Goals: Mining duty.
Relationship: Married to the surgeon, with youngest son; two other children not in the roster.

A child is male, age 3.  He likes to maces.
He is very curious, sometimes to his own detriment, likes to brawl, can handle stress, truly values merrymaking and parties but rarely enthusiastic. 
He dreams of crafting a masterwork someday, does not care about art, and finds introspection to be a waste of time.
Relationship: Father is a miner, mother is the surgeon, two other siblings not in the roster.

A Milker is male, age 118.  He likes bolts, earring, and pig iron.
He is stubborn, acts impartially, rarely moved to mercy, tries to do thing correctly each time, keep thing orderly, passive in discussions, does not go out of his way to help others, rarely feels discourage.
He dislikes abstract discussions, would rather focus on practical examples, does not find most jokes humorous, value martial prowess, and dreams of creating great work of art.  He finds those that deny their impulses somewhat stiff.
Skills: Milker+2.
Goals: Mining duty.
Relationship: He has a wife and two children who aren’t in the roster.[/b]

A Presser is male, age 155. He likes battle axes, quivers and flasks.
He prefers discussion, single-minded, quick to anger, swayed by emotions, friendly, curious to learn, can handle stress, values tradition.
He dreams of creating a great work of art, and sees lying as an important means to an end.
Skills: Presser+2.
Goals: Guard duty with weaponsmithing training.

Summer proved productive with two full time miners digging in search for flux stones.

Spoiler: Found Flux (click to show/hide)

Obsidian stones are being quarried also along with hematite veins.

Autumn 259. Seven more dwellers arrive to reach our imposed population cap of 19.

A Peasant is male, age 145. He likes crowns, tetrahedrite, and iron.
He is a private person, brave in the face of imminent danger, quite confident when undertaking specific ventures, but quick to anger and does not handle stress very well. 
He values eloquence, nature, neglects his own wellbeing, having no interest in material goods, dreams of creating great work of art, does not value merrymaking, and disregards tradition.
Skills: None.
Goals: Mining duty.
Relationship: Married to the teacher, with youngest daughter; five other children not in the roster.

The Teacher is female, age 146. She likes shields, slabs, and blue jade.
She is extremely confident in situations requiring her skills, please by her own appearance and talents, quite ambitious, often cheerful, considers what others things of her.
She has a great deal of respect for the law, greatly prizes loyalty, very humble, values cunning, avoids exciting or stressful situations, dreams of mastering a skill, finds artwork boring.
Skills: Teacher+5, Cook+1, Gelding+1, Pressing+1.
Goals: Armorsmith training, Recruit training.
Relationship: Married to a peasant, with youngest daughter; five other children not in the roster.

A child named Id is female, age 6.  She likes war hammers.
She is very polite and observes appropriate rules of decorum, tries to do things correctly each time, comfortable with others that have a different appearance or culture, likes to keep things practical, without delving too deep into abstract, can handle stress, greatly respects artists and their works, has a calm demeanor, is not curious about the world, does not tend to hold onto grievances, values leisure times, can get caught up in internal deliberations when action is necessary, and finds merrymaking and partying worthwhile activities.
A child named Id dreams of ruling the world.
Relationship: Father is a peasant, mother is the teacher; five other siblings not in the roster.

A Fisherman is male age 13.  He likes tables, claystone and blue garnets.
He is intellectually stubborn, likes little excitement now and then, slow to trust others, does not easily hate, respects commerce.
He dreams of creating a great work of art, and sees no value in holding back complaints and concealing emotions.
Skills: Fishing+1, Fish Cleaner+1, Fish Disector+1.
Goals: Mining duty.
Relationship: Married to a Bayar, no children.

Bayar, The Huntress is female age 13.  She likes coats, chalk, and lead.
She has little time for forgiveness and will generally seek retribution, feels strong urges and seeks short-term rewards, likes to brawl, friendly, quite ambitious, likes excitement now and then. 
She values eloquence, never moved by emotions, does not particularly value loyalty, and reams of raising a family.
Skills: Crossbow+1, Dodger+1, Ambusher+1, Hunting+1.
Goals: Weaponsmith training, Recruit training.
Relationship: Married to a peasant, no children.

A Hunter is male age 81.  He likes grates, gypsum plaster, and black bronze.
He is very comfortable around others that are different, has an active sense of humor, is stubborn, prefers to present himself modestly, is somewhat fearful in the face of imminent danger.
He values cooperation, does not care if others take the time to master skills, and dreams of creating a great work of art.
Skills: Crossbow+1, Dodger+1, Ambusher+1, Hunting+1.
Goals: Mining duty.
Relationship: He is single.  His aunt is a child named Id.

A Cheesemaker is female age 104.  She likes short swords, shields, querns and anvils.
She feels strong urges and seeks short-term rewards, does not mind a little discord in a day-to-day living, finds helping others emotionally rewarding although sees sacrifice as wasteful and foolish.  She often feels envious of others, has a tendency to go it alone, quite hopeful about the future, slow to trust others, could be considered rube although values decorum, dignity, and proper behavior. 
She values hard work, dreams of mastering a skill, and finds friendship burdensome.
Skills: Cheesemaker+1, Milling+1, Beekeeping+1.
Goals: Weaponsmith training, Recruit training.
Relationship: She is single.

The trade depot is constructed above on the red dunes near the wagon, and practice pieces of iron serrated discs are traded for supplies. 

Spoiler: Trade Depot (click to show/hide)

The basecamp farm area is expanded to plant above ground crops on the same level as the underground crops. 

The farm area needs minor re-organization to install stills and kitchens.  The clothing and leather area is also going to be relocated with a quantum stockpile.  A prototype garbage disposal is also being constructed.

Spoiler: Food Area (click to show/hide)

Mining continues in the basecamp expanding the stairs a bit wider.

The stone processing area south of the forge is expanded to have two of each: crafts, mechanic, and mason shop.   

Spoiler: Stone Shops (click to show/hide)

Winter 259.

Some beautification is being done in base camp to train the dwellers’ engraving skills. 

Steel production is underway.

Wood area on the surface may need to be covered, but this is low priority.

There is a need to focus on military training soon.  Steel helms and mail shirts are on order.

There is a need for a water source so the well location is selected and being dug for basecamp use.  Smoothing of the well cistern walls and portable drain setup is included in the plan.

Spoiler: Well Dig Plan (click to show/hide)

==
« Last Edit: April 13, 2018, 12:51:15 pm by Sanctume »
Logged

King Zultan

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Ch 3: Year One Progress)
« Reply #8 on: April 09, 2018, 06:43:10 am »

Every things looking good so far, I like where this is heading. 
Logged
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Can I have the sword when you’re done?

snow dwarf

  • Bay Watcher
  • Is always cold
    • View Profile
Re: The Vault-128 Project (Ch 3: Year One Progress)
« Reply #9 on: April 09, 2018, 07:03:05 am »

ptw
Logged
Here at Bay12 we excel at Theoretical Biology. Need to know the value of Merbone? Check. Need to know the density of a thrown Fluffy Wambler? Check. Need to know how a walking Mushroom can theoretically talk? Check.

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Chapter 4: A New Leader)
« Reply #10 on: April 10, 2018, 07:02:07 pm »

Chapter 4: A New Leader

Spring 260.

The basecamp food area walls are finished, and reorganization is almost complete.  Using native gold blocks as base building material gives it a luxurious feel.  Three stills are in full production reaching our 400 booze reserves.
 
Three crafts shops are set for dabbling stone workers to make large stone pots using microcline and diorite stones.  Three kitchen are also ready but there is no need to make lavish meals yet.

The two leather shops, two tanner shops, and a butcher shop are functioning in conjunction with the prototype indoor garbage disposal.  We do not yet have a full-time clothier, so only two farmer’s shop is ready.  Two looms and two clothier shops are awaiting construction.

A modest lockable room for the nest boxes has a cage full of gobblers and poults.

The rest of the space is generous to house five 1x7 above ground farm plots seeded with rye, longland grass, alfalfa, prickle berries, and whip vines.  Four 1x7 farm plots for underground crops are unseeded.  Food piles for seeds, plants, meats, and all other food preparations are set.

Spoiler: Food Area (click to show/hide)

An elven caravan from Tiveyemimale has arrived.  We traded one iron serrated disc for some clothing, cages, buckets, splints, crutches, fruits, and a copperhead snake.

The Fight Club Training squad is using steel helms and mail shirts for uniform.  The squad is scheduled into two teams of two training at all time, so six others can continue to help around:

1. The Vault Guard
2. The Vault Overseer
3. Thorbald, The Vault Scribe
4. The Bartender
5. The Valkyrie
6. A Presser
7. The Surgeon
8. Bayar, The Huntress
9. The Teacher
10. A Cheesemaker

Spoiler: Squad Spring 260 (click to show/hide)

The Vault Sage is taking over manager and record keeping duty, and thinks to himself that he is the new leader.

The cistern walls are smoothed.  Temporary mason shops are set to use up the microcline and gabbro stones dug out from the well. 

Orders made: an iron chain, an iron bucket, a native gold block and a native gold mechanism for the well fittings.

Iron corkscrew and pipe section for the pump are assembled with a matching microcline block and mechanism.  The pump room is finished with a microcline grate to cover the aquifer water source.

The well’s portable drain is also completed with a matching microcline hatch cover and linked lever.

Spoiler: Basecamp Well (click to show/hide)

The Vault Sage, inspired by his new position while The Vault Overseer is busy in the squad training, orders 12 iron wheelbarrows and 36 iron minecarts.  He designated the dig site towards the vault.  One spot is saved for a support structure linked to a lever.  Some workshop rooms are also planned just before the vault dig site.

Spoiler: Vault Dig Site (click to show/hide)

Summer arrives.  This is the portion of the mountain that needs to be flattened down to surface level.


==
« Last Edit: April 13, 2018, 12:51:58 pm by Sanctume »
Logged

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Chapter 5: A Warning and Oldsparks)
« Reply #11 on: April 10, 2018, 08:56:15 pm »

Chapter 5: A Warning and Oldsparks

Summer 260.

The Vault Sage decides to increase our population cap by 6 to 25.

The dead walk. Hide While you still can!

We are unprepared, and the invaders announced themselves coming from the northwest:
Eti, a wren woman recruit,
Bilalo’s corpse,
Imere’s corpse, and
Usmza, a vulture woman recruit


The expanded basecamp tower entrance should hold with the double hatch cover entry.  The Fight Club Training continue their training with the outside armor stand they declared as barracks.


However, the vault dig site might be vulnerable, so a bridge is going to be built there in the tunnel entrance

There is also no burrow designations yet, so “Basecamp” and “Vault Construction” burrows are set.  Come inside everyone!

Priority orders are set for a couple of steel axes, spears swords, maces and war hammers. 

Wait, false alarm.  The siege is gone.  They left us alone.  But this just means we need to prepare for outside forces taking over our vault.

==

A human caravan from Sedastomon has arrived.  The Vault Overseer takes time off the squad to broker a deal.  We traded a 10,000 worth iron serrated discs for gems, cloths, leathers, food, booze, metal arrows, some books, and sheets.


Summer 260. Six dwellers arrived.
20. A Dancing Girl, is female age 4.  She likes shield and traction benches.
She is very comfortable around others that are different, is often cheerful, has an active sense of humor, is curious and eager to learn, and is very humble.
She greatly prizes loyalty, dreams of crafting a masterwork someday, and finds leisure time wasteful.
Skills: Dancer+2.
Relationship: Mother is the fish cleaner, Father is the manager.

21. The Manager, is male age 150.  He likes buckets, stoneware and cotton paper.
He lives at a high-energy kinetic pace, enjoys company of others, can handle stress, is very humble and has a calm demeanor.
He values decorum, eloquence, dreams of crafting a masterwork someday, is put off by merrymaking, thinks that the pursuit of martial skills is a low pursuit, and holds shrewd individuals in the lowest esteem.
Skill: Organizer+2, Fishing+1.
Goals: Mining duty and manager.
Relationship: Married to the fish cleaner, eight children, two are present in the vault: A dancing girl, and the trader.

22. The Fish Cleaner, is female age 148.  She is prone to hatred, often feels discouraged, has a calm demeanor, isn’t particularly ambitious.
She values martial prowess, leisure time, sees competition as reasonably important, does not really see the point of working hard, dreams of crafting a masterwork someday, and views cooperation as a low ideal.
Skill: Fishing+1, Fish Cleaning+1, Fish Disector+1.
Goals: Guard duty training and weaponsmithing.
Relationship: Married to the manager, eight children, two are present in the vault: A dancing girl, and the trader.

23. A boy speaker, is male age 4.  He likes battle axes, amulets, and blue jade.
He is very curious, often cheerful, likes to brawl.
He has a great deal of respect for the law, greatly prizes loyalty, finds obligations confining, dreams of creating a great work of art, sees life unfair and does not mind.
Skill: Speaker+2.
Relationship: Father is the trader, mother is the fish dissector.

24. The Trader, is male age 126.  He likes coffins, bauxite and silver.
He is a perfectionist, keeps things orderly, has an active imagination, hopeful about the future, and quick to form negative views about things.
He values tradition, artwork, dreams of raising a family, and does not care about nature one way or another.
Skill: Appraiser+2, Potash Maker+2.
Goals: Trader duty, mining orweaponsmithing?
Relationship: Married to the fish dissector, son is the boy speaker, and one child not in the roster.

25. The Fish Dissector, is female age 127.  She likes goblets, obsidian, and black bronze.
She is very comfortable around others that are different, lives in a fast-paced life, likes a little excitement not and then, rarely discouraged.
She values eloquence, sacrifice, and dreams of mastering a skill.
Skill: Fishing+1, Fish Cleaning+1, Fish Dissector+1.
Goals: Guard duty training and weaponsmithing.
Relationship: Married to the trader, son is the boy speaker, and one child not in the roster.

Mid-summer 260.
The Vault Overseer is taken by a fey mood, and claims a magma forge, and creates “Oldsparks”, a steel short sword.

==

Justin

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Chapter 5: A Warning and Oldsparks)
« Reply #12 on: April 11, 2018, 12:06:53 am »

Great progress, keep up the good work!
Logged

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Chapter 6: Science, Miner’s Cave-in)
« Reply #13 on: April 11, 2018, 09:19:49 pm »

Chapter 6: Science, Miner’s Cave-in

Mid-Summer 260.

The time has come to put the theories of science into actual and practical applications.

The first test is to observe a tile of red sand floor, and if it will collapse over a rocky cavern floor.

The setup is to channel down all adjacent floors and stairs.  The target red sand floor is above the shists cavern floor.


A dabbling miner comes over the dig site and channels out the adjacent stairs.  But the red sand floor did not collapse despite having no adjacent floor support.  The last stairs that is situated diagonally is channeled too, and now the red sand floor looks to be floating on air. 


/ooc Save and reload…nothing. 

Oh well, moving on…  The stairs, one level below, are channeled, and a collapse happened!  Ahh, lesson learned.  The up/down stairs below the red sand floor still provided support.  Channeling these up/down stairs leads to the removal of the supports, and the collapse happened.

The result is a success.  The red sand floor is on a level below, over the rocky cavern floor.


But there is injury in this dangerous testing.  The dabbling miner’s lower body and head takes the full force of the impact of the burst of red sand as it collapsed.  The miner is stunned, then regains consciousness, and stands up.

The miner is annoyed after choking on dust, and has a bruised head.

Before anymore testing of collapses and cave-ins, the hospital will need to be setup.

The stone workshops are set with a QSP of normal stone pile.  A QSP for wood logs is also started but no one is hauling logs.   

Spoiler: Hospital Construction (click to show/hide)

==

Sanctume

  • Bay Watcher
    • View Profile
Re: The Vault-128 Project (Ch 7: Science, Continue)
« Reply #14 on: April 12, 2018, 07:59:21 pm »

Chapter 7: Science, Continue

Early Autumn 260.

The Vault Sage increase our population capacity by 5 up to 30.

The outpost liaison Avuz Dumategen from Kadanasil with a caravan has arrived.

Five dwellers arrived, and our population reaches 30.

26. The Farmer, is male age 41.  He likes backpacks, and steel.
He is vengeful and never forgets or forgives past grievances, finds helping others emotionally rewarding, can handle stress, and is a pessimist.
He dreams of mastering a skill, values a harmonious existence, and sees war as a useful means to an end.
Skill: Grower+1, Herbalist+1, Thresher+1.
Goals: Farming and weaponsmithing.
Relationship: Married to the fishlady, no children.

27. The Fishlady, is female age 31.  She likes leather armor and sapphire.
She is prone to hatreds, moved by art and natural beauty despite finding nature disturbing.
She believes that peace is always preferable over to war, dreams of raising a family, and doesn’t particularly care about craftmanship.
Skill: Fishing+1, Fish Cleaning+1, Fish Dissector+1.
Goals: Guard training and weaponsmithing.
Relationship: Married to the farmer, no children.

28. The cheerful peasant, is male age 162.  He likes war hammers, backpacks, and magnetite.
He does not mind a little discord in a day-to-day living, a bit stubborn, often cheerful, calm demeanor, and has an active imagination.
He greatly respects artists and their work, dreams of raising a family, and sees competition as wasteful and silly.
Goals: Guard training and weaponsmithing.
Relationship: Single, brother to the manager, uncle to the traders and the dancing girl.

29. The brewer, is male age 149.  He likes bolts, amulets, obsidian and pir iron.
He has a sense of duty, quite ambitious, presents himself modestly, and can be considered rude.
He dreams of raising a family, dislikes cooperation, and sees no value in holding back complaints and concealing emotions.
Skill: Brewer+1, Cheesemaker+1.
Goals: Guard training and weaponsmithing.
Relationship: Single.

30. The musician is male age 73.  He likes no particular item.
He lives at a high-energy kinetic pace, swayed by emotional appeals, very stubborn, quite ambitious, slow to anger, can handle stress, but not inherently proud of their talents and accomplishments.
He dreams of mastering a skill, sees friendships as one of the finer things in life, somewhat quarrelsome, and finds pursuit of knowledge to be a waste of effort.
Skill: Professional Musician+9, Soaper+2.
Goals: Guard training and weaponsmithing.
Relationship: Single, grandson to the fish cleaner and manager, nephew to the trader, nephew to the dancing girl and the fish dissector, cousin to the boy speaker.

==

The Fight Club Training squad goes to five teams of two on full-time training schedule.

Science testing continues on the SE Quadrant. 

The second test is to observe whether existing tree saplings and plant bush on the soil layer will survive a collapse down to a layer below.

The next layer of the test is on z+140, and it tree saplings and plant bush.  We will collapse this layer down to z+139 by installing supports that are linked to a lever.  After the collapse, we want to know if the tree saplings and plant bush survive the fall.


The result of test #2 indicates that tree saplings and bushes do not survive a layer collapse.

Mid-autumn 260

Kobolds have been seen sneaking from the northwest.  Invaders have come and announced themselves from the northwest.  So the The Vault Sage concludes that a trap with an entrance from the northwest will be a good idea.

A bridge leads into a cage trapped hallways, then up and down onto a hatch entry, then into another trapped hall with a chained kitten at the end.  The trapped hall continues into a room of sort with furnitures (beds, table and chair).  This room is lockable by raising bridges on both ends.  The trap room leads out into a hall and another hatch entry with some more cage traps.  Finally, this leads to the farm area.

Spoiler: Invader Trap Room (click to show/hide)

Late autumn 260

The Manager withdraws from society and claims a mason’s shop and grabs a couple of obsidian blocks.  The Manager creates “Twilightfrightened the Animal of Mechanisms”, an obsidian door.

Pages: [1] 2 3