Also, a quick scan of dwarves revealed that every one I checked had been horrified or traumatized at some point. So good luck with that.
Just like reality, huh.
Well, that settled: I have no experience in V4.0.
> I have no idea how to use wheelbarrows.
> I have no idea how
[!spoiler=Changelog/Notes: Day 2//Year 3]
> We lacked a specialized Mason/Miner Crew. Instead of being extra-general, I've specified workshops to specific individuals [Persus/than402/Deus Asmoth] instead of letting EVERYONE get to work on the workshop. Therein, I've marked out a 'Hauler' profession--with Masonry on; they are responsible for moving darn well everything where everyone else that isn't marked as a 'hauler' isn't.
- Miner crews have been designated in their profession name. I’ve noted several individuals unskilled in mining to be carrying a pick. This has been fixed.
- This all means: Miners =/= Masons. Their labors have been separated for utility and faster productivity.
- Specialized labors have the ‘Dwarven’ Prefix (in that they are the only ones to that labor; if there is no prefix in that certain field, it has been diversified and generalized)
- At any time, one can set Haulers to construct woodworks by turning on their Carpenter skill. The requisite workshops have been designated to: [TDS/Sarvesh/Besmar]
+ Noted, only TDS is allowed full use of the workshops; Sarvesh and Besmar are crossed into woodcutters, while TDS is a full carpenter.
+ Miners with Hauling labors really reduce effectivity.
> Farmers have the Item Hauling/Burial/Food&Water Hauling labors on. They are also the only ones who take care of the fields. I've set the 'o'rder for only farmers to harvest (due to utility concerns). Everyone else doesn't.
> Fixed and localized many stockpiles for materials. All wood/stone stockpiles are now near their required workshops.
- ‘Storehouse’ stockpiles are for centralization of resources. Workshop-stockpiles take from these sections [the huge area for stones/wood right above the mason workshops]
> All seed/farming plot areas are underground; seed stockpiles are near the farming areas.
> Moved the farming workshops and associated constructs near the farming plots.
> Created a localized dining stockpile (in dining hall//near Agriculture Workshops), with stocked drinks in the area (because its pretty inefficient to strew around drink stockpiles given…you just drink it off the spot and return it there, compared to how food is treated).
> Fixed residual designations ._.
> We now have bedrooms. REJOICE!
> We now have a basic gateway design and defense perimeter. REJOICE.
> I have no idea how to handle undead. Created a dumpsite guarded by a hatch to keep the remains (instead of drawbridging them).
- I really consider and recommend drawbridging them because of the item/FPS annoyance.
> Moved the well to a better location--now no more Muddy water tiles (due to only 1 z-level of water underneath; need at least 2 z-levels of water to avoid muddy tile.)
++Finished walling off the Fort, as well as creating a bridge and individual connection network to each of the major areas of movement (...hilariously, across and over the north and east/south 'islands' separated by that tiny river.)
- Note, dwarves...just get into the river. If afraid, or..normal pathing. Lost a few kids that way before I was able to wall off the open spaces.
> Trade for Elven/Later caravans improved: Rock pots are now the norm instead of barrels \o/
- Yes I trade Prepared Food. Lore excuse for that [which would've come
later on <_<] is primarily due to the 'exotic' appeal of how dwarves grow food underearth. Looking at it from a scientific perspective...it's a real beauty dealing with nitrogen, as a minor note.
[/!spoiler]