A highly unproductive second winter for Bootdrills.
The discovery of the first two cavern levels a few months back magically caused the peat floors near the entrance of the fort to grow fungus, moss, etc., so a mass paving program had to be implemented. Along with deconstructing, paving, and reconstructing most of the workshops. Everything but the stairs is now fungus-free again, but that's a lot of time and blocks wasted...
Farming has been mostly de-activated since food supplies are so ridiculously high. Did some digging to see if I could do a 2-z level indoor pasture/tree farm combo area, but I don't think I have two z-levels of soil on this map. An indoor pasture will still be useful though; now that the paving program is done that can go back on top of the to-do list.
Dwarves continue their stockpile misconduct. Why move the newly made cloth from the loom to the cloth stockpile next to the clothier's shop two spaces away, when you can move it to the general stockpile 25 spaces away instead?
Why move booze from the still at all? Sure, there's a mostly-empty booze stockpile next to the tavern/dining hall downstairs, but clearly it's better to stack nine barrels in the still instead. (Hmm, this entry is starting to be a Note to Urist rather than What's Going On post).
The starting seven are seeing wear on their clothing, so I need to get that cloth industry going soon. Or maybe put civilians in (partial?) armor, perhaps. Does anyone know what amount of iron armor a dwarf with average strength and no armor use skill can wear without being slowed?
Spring autosave, starting the third year - necromancer siege! This is new to me, should be interesting...