OK, here's a quick rundown of some of the more important features of Glovedloved. Next post will be the link to the save.
Stockpiles:First the stockpile situation. Due to the constraints of only having 8 laborers on the Mountain side of glovedloved, I wasn't able to do all the things I'd planned with the minecart system. Instead, I did something a little less elegant.
Basically there are 8 primary stockpiles here set to "take from anywhere." One is for raw materials (rock/ore, wood, and gems), one is for food (not counting booze and prepared meals), one for furniture, one for finished goods, one for seeds, one for cloth and leather, one for bars and blocks, and one for refuse and corpses. All piles are hooked up to a quantum stock pile and containers are disabled on EVERYTHING.
That last part is important. I've disabled containers on every. single. stockpile on the map. One of the big problems I ran into is that containers do not respect stockpile links. Since hauling doesn't respect burrowing, it creates a situation where a dwarf will grab a container, target an item outside their burrow, and then just stand there until they die of dehydration/starvation. In order to prevent this behavior, I had to completely disable bins and barrels on all piles everywhere. This has caused a small issue with barrels building up everywhere and stacking up in the stills. Not a big deal as empties eventually make it to the furniture stockpile and dwarves are more than happy to snag a barrel from the still if they're thirsty.
I've got a few linked piles in each side of Glovedloved, but didn't have the time to really fine tune everything to make sure metals and gems stay in the East.
The big problem with the segreagation is that there is no easy way to move items from the central piles to either side. It CAN by done by using a minecart system (pushed, not lead), but I didn't get around to making a prototype of how that would work.
Even with all that, you're still going to be buried in hauling cancellation spam. There's absolutely no way to avoid this without creating a squad of haulers that have absolute free reign on the whole map. And it may yet come to that.
The Gibbets:Looking around the map, you might notice this curious structure west of the town square:
I didn't have quite enough time to finish it, but this is going to be the new jail area. They are essentially gibbets. Eventually I had planned to enclose them in fortifications and make the bridges retract so that the prisoners could be isolated. As it stands, each sits on top of a support and is only otherwise connected by a bridge, which does not provide support. There are thee levers at ground level hooked up to those supports. The idea being that extreme troublemakers can be jailed there, and then dropped. A couple levels of wall on top of the cage could increase the deadliness of the whole design.
The Crypt:That's MY crypt. It's located in the northern part of the Mountain area near the top. Sadly I never ended up with a worthwhile engraver, so it won't take much to make a better crypt than that. Even so, it's sporting a gold sarcophagus and a bunch of gold and silver statues.
The housing:I never got around to designing a third one. You could quite easily deepen the two existing building down a level and add another 40 rooms that way.
TacoMagic:Currently she's in an impromptu hospital in the southern housing block. There's a traction bench in the process of being built. You can put it in there if you want, but it's actually not going to be necessary for TacoMagic's injuries. You might want to add another few beds and an extra table, though. Or make a new entire building for it.
I've also moved her over to the Slums burrow so as to coincide with the story.
The Dojo:Now that Skulls is down in the neutral zone, the Dojo is back in Doc's hands. There's a carved out area under it that was originally going to be extra rooms for Skulls as well as the jails, but I ended up changing that plan in favor of the gibbets idea.
The Fish:While I was setting up and executing the fall of the queen event, I forgot to check the incoming dwarves for fishing. As a result they are in the process of depopulating the stream and letting the fish rot. You will probably want to turn off the fishing skill or make a bunch more fishery workshops to get the fish that is still good processed into useable food.
The WereSloth:Good luck with it. The WereSloth is just south of the Mason's shop in the south-west portion of the town. So far I think it's killed five dwarves and is well on the way to ending a bunch more.
The Voting:Two dwarves will need to be picked for admission to the mountain. One for the start of the new year, and one to replace TacoMagic who has fallen from the Mountain.