As you can see on this report, everything in Bizar-Filatin is green.
You know what that means: After however fucking long it took, I’m proud to say that the dreamland world egg fuckmaze that is Bizar-Filatin is finally done. Greens all over the board, including my happily green-painted noose. Rejoice.
The revamp of Thafar-Damith has begun. All the houses have been marked and revamping them can begin.
Almost all of them are low-class houses, so keep that in mind.
Ladies and nice guys in fedoras, the interior updates in Thafar-Damith have begun proper, with more houses being completed than there were before. This makes me ecstatic. Most of the main stuff in the mine has been finished already, so I’ll be devoting energy to the interiors to get them updated and finished as soon as possible, preferably before school starts up again.
As such, I’d just like to lay down some general rules for updating. Since most of the houses in Thafar-Damith are low-class houses, I’d like to generally eliminate all use of smooth limestone and polished andesite (formerly ‘large bricks’). Middle-high class houses can have them, but in moderation, since Thafar-Damith is poorer than Bizar-Filatin, so these things would be hard for the dwarves to get. Also, we just have more dwarven blocks that look and work better.
Also, be sure to remove any and all stone (ID:1) that you see in the cave walls in Thafar-Damith. Stone trapdoors in houses are alright, but its presence in the blue mountains was a mistake from the start, so please don’t use it or suffer it to remain. Also, do make sure to use the new dwarven paintings as much as you can (with reason, of course).
EDIT: An additional point - please don’t use the dark gray stone bricks, as that’s an elven block, or the weathered stone brick in houses. Please use the dwarven blocks more.
Also be sure to fully update the exteriors, getting rid of any brick blocks, limestone and polished andesite and stuff.
I’ll make a warp to an example house of what i think they should look like when done.
EDIT: Also don’t forget to update the ceiling shapes if possible. Try to get rid of any flat ceilings and turn them into arched or domed ceilings. If that’s not possible due to a lack of space (like if you only have a single block to work with because there’s a floor above), it’s alright, you can just make it look good and be done with it.
EDIT: Type /warp examples to check out the example houses.
Khalath-Giri (settlement 2) is now an open project. /warp khalath-giri will take you to a guide go trough this guide before you start building. The guide will tell you how to do the furniture in this mine. Also marked a example house make sure you check this house out before you start making your own.
IMPORTANT : 1 Do not use limestone in the houses as it is not a resource common to the area around the mine
2: Do not touch the exteriors in the main housing hall. If you have a problem whit the exteriors ask me if it can be changed.
As mentioned in the most recent meeting, Thafar-Damith has 7 interiors whose updates haven’t begun and 6 interiors that are in progress or in some other state of flux. As such, there will be a Dwarven Build Day™ for Thafar-Damith this Saturday the Seventh to try and get the rest done. Once all the interiors are done, Thafar-Damith is done.
The Dwarven Build Day™ begins. Come one, come all. If you can’t find a house a to do, then I can assign you one. I hope to be able to finish Thafar-Damith today, so help will be supremely appreciated.
MRW
The build day is over, and so is Thafar-Damith. A rather short but productive build day. Thanks to everyone to contributed and Beat.
Fantastic work!
I believe this leaves only the coal mine and lumbercamp in the eastern foothills. @Soap887 and @Guan, what are your plans for these?
No plans yet.
When will you figure something out?
Proper planning will begin fairly soon, in a few days, probably. The coal mine won’t be hard to build, so it won’t take long, especially since it’ll mostly consist of mining tunnels. It would probably be best to have the lumber camp constructed first or alongside the coal mine, being the marginally smaller of projects.
Are there any plans to differentiate the coal mines from the regular mines we’ve already made? I think having this could be a cool feature since it would give a visible difference between the two types of mines.
Now these are just suggestions and are up for discussion so feel free to argue against or add more ideas.
Having wooden panels on the sides of the tunnels could look nice imo but I haven’t tried it out in game. Another idea would be to make the tunnels feel a lot more cramped than the other tunnels i.e. having them 2x2 or even 2x1 in some places. I know this leaves little room for beams and for mining carts to get past each other but if you had some sort of one way traffic system then I’m sure it would be doable.
Another suggestion, is to make the tunnel layout more like a grid/less organic and more organised.
Something similar to this might be nice.
Let me know your thoughts.
The coal mine is already very much differentiated from the rest of the mines. Fornad and I started setting up the coal mine last night, and it’s based in a clearing in the middle of the forest next to the mountains. It’s a single elevator shaft directly downwards, with two seams being dug into, loosely based on bell pits.
It looks something like this, but of course different. I feel like the Dwarves’ type of mining would be something like the techniques from the Industrial revolution being mixed with more sophisticated, almost modern techniques and technology. This is mostly to differentiate them from the Orcs and ‘evil’ industrialisation that Saruman sponsors.
The mining tunnels themselves are being based on room and pillar mining and, to an extent, retreat mining. From this, the mining tunnels will be 2x2 'main tunnels and 1x2 ‘branch’ tunnels designed to feel cramped and tight as shit in a sort-of lattice formation, quite like this:
Though obviously less extensive. As seen from this picture, the tunnels will go out in diagonal cone-ish formations, linking back on each other regularly and creating pillars.
There’s already a warp to the coal mine on the server (the warp name is self-explanatory). You can go and see how these ideas are being applied so far, but your suggestions are still appreciated. I hadn’t really thought as much about supports as much as I should, and I do need to think about their method of transporting coal through such tight tunnels.
Wasnt there also a fourth settlement planned in the south? to make sure the south has more dwarves than north.
More settlements may come once the Ered Luin gets expanded southwards, but that’s not a part of our project.
I’m having an orgasm.
Cunts and cuntettes, everything that needed doing in this project has been done. The project is complete, it’s all over. Bizar-Filatin, Thafar-Damith, Khalath-Giri, Nara-Athuk, the coal mine, the lumber camp and various merchant camps and hunting camps have finally been complete. This project went for fourteen months. Fourteen fucking months.
Thanks to everyone who helped by building interiors and halls, and goodbye. I now finally have permission to kill myself. Here I come, my old friend Noose.
Congratulations to both of you. This project has set the tone for dwarven builds on the map, and has provided many builders with great experience for Moria and Erebor.
Soap, I always look forward to your project updates, and hope to see you lead another project in future once you’ve finished your therapy for dwarven PTSD.
Guan… keep being Guan.
Much love lads