Ownrag's gotten so slow (played for 6 or 7 game years now) that it's running slowly. So I'm currently working on making some atom smashers in a room by my underground dump. Two 10x10 bridges set to retract with 10x10 dump zones in them. I had a siege that I used the mountainhome traders to help with, so I have not only some of the crap I traded to them again, but also what I didn't take from them. I haven't done any intentional atom smashing yet, so this will be interesting. For the moment, I'm just setting random old stuff I have found in my fortress entryway (x through XX) to dump. Once both stockpiles are full, I'll hook both bridges up to the same lever (probably placed in the room) to smash, rinse and repeat. Hopefully the old clothes will speed my life back up a bit. Because it's painfully slow. The 826 animals currently in my fort might have something to do with that too, but I'm having issues with food production...namely that food is going rotten in my kitchens before it gets eaten, or else the slaughtered meat goes rotten in the butcher shops. I've been trying to help it out by making lots of my extra useless animals assigned to the "outpost" chains, but it's just a drop in the bucket. So every ten or fifteen minutes I get a miasma in my kitchen area and designate the food to be dumped.
I think the fix to my kitchen thing might be to re-configure my stockpiles (I usually just make a bunch of everything stockpiles) to not accept tools, and have a tools-only stockpile that doesn't accept bins. Any thoughts on whether that would help?
Also, I designated my partially-constructed dragon pillbox to be de-constructed. I realized it was so close to my moat that I wouldn't be able to channel around it to keep archers from walking up and shooting. So I have a channel being dug with one tile between it and my moat channel (my biome freezes in winter). I'll put the blinder bridges inside of that channel, then the pillbox right next to those. I'm rather excited about it (dragon has reverted back to semi-wild, but still doing well in his cage. I need to figure out how many of my weapon traps I will have to remove so he doesn't melt them (I like using the failed siegers' weapons in traps to be used against them...seems pretty dwarfy to me). I'm working to make the entire area inside of my moat but away from Ziril a mass of traps with no visible grass whatsoever, with the exception of the windy path I made for traders' wagons (can fit 3x3 wagon the whole way but they go one tile, turn 90 degrees, go one tile, turn 90 degrees, etc.). I've also turned his pillbox 90 degrees, so the 2-long side is going west to east, with the 1-length side facing my entrance being a door, not a wall or fortification. I'm still deciding if I want the blinder bridges to all be on the same lever, or if I want the control to designate one bridge at a time to move to try to target the most enemy without harming my fort/dwarves. I wouldn't necessarily mind burning the elves...the only thing I got from them the last time was seeds and sand since my biome doesn't have any. Maybe some alcohol too, I'm a little low for my taste.
I might need to figure out setting up a firefighting system in case of uncontrolled fire. I still haven't figured out pumping/how to manage liquid flow yet (pipe sections?). Any good tutorials on doing anything with liquid flow beyond just digging a channel? I'd be looking to create a mist that might put out the fire (if that's even possible).
Anyways, that's Ownrag. It's drowning in its own ragged clothing. Guess it's appropriate!