I think our bottleneck is food containers, are the glass pots in full magma production?
From the last bean counting estimates, we need like 60k per year to feed the entire civ, that's why we modestly up the mandate to around 6k as a goal.
Ooooh, so that dragon is no longer asleep. No longer the "Silent Hill" then
Yeah, lack of pots is basically what happened. We have a ton at the bottom of the moat where the caravan sank, and they're showing up on the stocks screen which confused the heck out of me. Since the moat is (slowly) evaporating, I should be able to retrieve them by summer and properly ship them out. Right now, I'm in full production mode towards metal to get more of the fort armored up. Given I've just been FBed, seiged, and then dragoned, I'm honestly expecting the game to go all out, and have the humans suddenly declare war. This is karma for getting slightly bored over winter.
Anway, on pots. The fort ran out due to all them being traded, and all the brew jobs auto-canceled which I didn't notice. For production, the trick is to make the stacks as large as possible. Normally, fertilizer is kinda a pain to use unless you use workflow to make it on the fly, or have 0.43 which basically has workflow built in, but it has an exponential effect.
Basically, in a nutshell, a single pot can hold one stack of booze or a stack of food. When you farm, fertilizer makes it that you always get at least two plants, and up to five per tile. When a grower harvests, it appears to add a multiplier on that based on skill. So, if you use fertilizer, then a legendary grower pulls the plant, you can get plant[20]. When that plant is brewed, the entire stack is multiped by five, and put into a single barrel, aka you get booze[100]. If plants have to be processed, i.e., milled and such, I think they also get multiplied if the reaction normally does it. i.e. query leaves -> bush will get you a stupid amount of plants.
For lavish meals, you get all the stacks added together. If you combine the above with allowing booze to be cooked, you're stacks will be stupid large. Unfortunately for us, Dwarvish cooking doesn't like to use non-solid ingrendents which makes this harder than it should be.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2393. Worse, cooking uses LIFO to determine what gets cooked, so basically, if you just harvested a bunch of rice, you get rice/rice/rice/rice roasts.
For pot production, I've been going with wood, but glass actually makes more sense (I usually use clay as its less fiddly than glass though). I figure as long as it actually gets exported, it doesn't matter THAT much if the elves or humans take it. Though given the basis of the fort, maybe we should remove the wood tag from the elves so we can offload it on them.
Worse however, I've noticed we've run out of seeds for a bunch of types of plants. I changed the fields to plant stuff we do have, but its irritating. I think we hit the fort seed cap, and its causing older seeds to vanish.
Incidentally, I did actually manage to catch the dragon and its female via heavy use of "EVERYONE IS A MECHANIC", and "BUILD ALL THE CAGE TRAPS NOW!". I don't expect us to get lucky enough to catch a male, but we might be able to add dragon eggs to the cooking ingredients. No !!dwarfs!! We lost a good part of our breeding stock since it rampaged through the pens before I finally got it in a cage. I haven't done the full accounting on what we lost beside all the hives in the fortress (which bought the time necessary to get it caged).
I'm debating what to do with it. Taming it is obvious, but I want to make sure it doesn't get butchered. It's only ~250 years old so its kinda small for one. If I can find a dwarf with a preference for dragons, I can get it adopted, but then I can't put it on a restraint. Though given its a BUILDINGDESTROYER:2, it might wreck whatever restraint I put it on. Megabeasts detame
fast. The plus side to this is since animal trainers will always be taming it, we'll hit expert on knowledge of dragons relatively quickly, and get a legendary animal trainer or two.
If I make it a work animal (dragons can be war/hunt trained), and assign it, I believe I have the same problem. I know you can pen/pasture pets, but I don't know if they'll leave to find their owners, and the last thing we need is the dragon going off in the booze stockpile, plus once you tame it, they become TRAPAVOID due to an unrelated bug*.
I'm open to ideas here.
* - the problem is they become part of the civ when they're tamed, but when they go wild, they remain part of the civ. You can fix it by clearing out the civ_id which makes them trappable again.
EDIT: I'm checking Legends now, but I don't think this is the same dragon people are thinking about. That was a male dragon. This one is female. There might still be another male dragon near Breadbowl. Breeding program anyone?