Just started another fort. Embarked, started digging. To my surprise, cave moss is growing as soon as I dig out the first layer of soil. Didn't breach caverns yet. Wtf?
When you breach a cavern in one fort, it's considered breached for every fort that includes that cavern in the embark. Consider yourself lucky: you've can start an underground tree farm without having to breach the caverns.
this is my first fort in this world. I did run an adventurer through tunnels though, I guess that caused it then.
Must've been.
Doors would be great, if I had any walls. I'm also having trouble getting the dwarves to make stockpiles as I envisioned them. All I want is a stockpile of pigtail threads and GCS silk threads (1) and a stockpile of dimple dye feeding a dyer's shop (2) that feeds only it's masterworks to another stockpile (1a), which feeds them to a craftsdwarf shop that makes them into instrument strings (1b). But apparently, I/they managed to bungle that up.
1 - Sort the threads in a stockpile by editing the separation rules, pause the game first before establishing the pile, collect any thread you brought with you on embark into a disposable accept all stockpile, lock it down into closed stockpile when its all processed and run future production chains through it. Then establish a mass general cloth (or at-least separate category cloth *silk/plant/yarn*) pile/piles to take loom products for the clothier and (2)
1a - Same again with the stockpiles, establishing a second dye shop running off a shared supply of dye is recommended to shoving them all in the same workspace where it may get cluttered. Only a very highly trained dye specialist (embark lvl 10 recommended proficient tradesdwarf) can ensure quality as there are no special means, (aside from quantum stockpiles via player driven quality control) of sorting it in the UI and then placing dumps over closed link exclusive production chains (once it is reclaimed with D -> B 'reclaim') which will accept it into the stockpile (very useful for *laboriously* decorating objects)
1b - seperating cloth from strings into seperate closed non-linked stockpiles (as well as closing off the loom stockpiles) can stop thread being eaten by your looms (that is unless you turn "auto loom" off via orders" and give it enough survivability to be applied in hospitals & your suggested craftshops.)
2 - Start a dimple dye production chain (grind it, bag it, dye it), greater ability to control this is offered via the Orders "Workshop Options Menu" for setting clothiers selection choices to dyed cloth products only, now unless full you have room for bins of both dyed and regular cloth (whether you do/don't want to seperate them is up to you), once the clothier runs out of dyed material they will just stop there (this is the "Use Dyed Cloth" order vs "use any cloth" which is indiscriminate)