Thanks again for helping me out!
So your issues with xbow dwarves might have something to do with this...miners, woodcutters, and (I believe) hunters won't use the same tool/weapon for combat and for their day jobs, and will either drop the weapon where they stand when they get drafted or go to a stockpile and switch out. I'm pretty sure that's still the case.
Ah ok. I read about the problems with wood cutters being also axedwarves but somehow didn't make the same connection with xbow military dwarves being hunters although it is the same case.
Yeah, I don't see how your military skill gain is fast. Mine is always horribly slow. I can't seem to construct a working military.
Just to highlight this issue, I quickly checked with Dwarf Therapist some of the youngest (up to 18y) military dwarves, this is what I see:
16y - lvl20
14y - lvl11
15y - lvl20
14y - lvl18
14y - lvl16
18y - lvl20
17y - lvl20
16y - lvl20
15y - lvl20
17y - lvl20
So according to this data they tend to reach lvl20 by the time they are around 15. No danger rooms or "cheating" in any way, just normal training. I don't even have a champion, which I've understood is some sort of dedicated trainer. But will look into ways of editing the learning behaviour to be slower. They can't be all Gimlis already at teenagers!
2. Yea this just happens. If the mass of hauling after a cleanowned command is a problem, disable the hauling/dumping labor in question either on dwarves who should be doing something else, or even periodically for your hauler peasants when you need them for something else.
After the first time when it took months to haul the rags I decided to be a dirty cheater and just autodump them after cleanowned x. I know, I should feel bad.
5. Maybe something was pushed by the flow to block the floodgate tile? Might also be invisible, flows used to make some of the items they pushed invisible, possibly only viewable/able to be located through the stocks screen.
A good hypothesis. Might've just been something like that. Luckily hasn't happened again.
6.-7. ??
Yeah I was and am still quite baffled by this. In the beginning of the game I could scroll back several pages but nowadays it's just one page for both announcements and reports...
10. Not sure what's happening, but note that traps (including pressure plates) block caravan pathing.
I checked that this wasn't the case (and the depot was accessible). Basically the income hallway hadn't changed from earlier times when it worked. And the randomness is weird. Same save, a couple of first times they drive to the entrance, turn the wagon towards inside but then turn it back away and continue to the edge of the map. The next retry from the same save they just went in.
12.-13. ?? or not sure. Could be you've misunderstood the o-r menu somehow, it's entirely possible it's not quite intuitive
Heh yeah, always exclude the stupid-user-error first.
Currently my o-r reads like this:
Current Refuse Orders:
r: Dwarves Gather Refuse
o: Dwarves Gather Refuse
From Outside
v: Ignore Vermin Remains
c: Dwarves Save Corpses
l: Dwarves Dump Skulls
b: Dwarves Save Bones
s: Dwarves Dump Shells
i: Dwarves Save Skins
h: Dwarves Save Hair/Wool
k: Dwarves Dump Other
-> Nothing is dumped, all go to refuse. Am I missing something?
16. That's your logic, the game does the milking at the farmer's workshop, definitely intended behaviour and not a bug. Even in reality, if you had a lot of milk cows, you would drive the cows to be milked at one spot instead of making dozens of trips to the pasture to milk individual bucketfuls from each cow.
Fair enough.
18. Dwarves just aren't the smartest tool in the shed. Give the wheelbarrow storage stockpile wheelbarrows of it's own, for added irony?
Haha.
To touch on Workflow real quick, as much as I love it, it can be buggy like you said.
There are times jobs freeze up, just like the clothing for you. It seems entirely random as to what gets hit, too. I've never had clothing freeze but I've had the mason shop freeze up and a few others. The way I fix this is to delete the workflow order and the repeated job at the workshop. Re-assigning the order usually gets it going again. Some people have reported that they had to deconstruct the effected workshop but I've never personally had to go that far. I love Workflow but this one thing gets on my nerves a lot when I'm expecting 100 blocks to be ready to go and realize the order froze two game months ago and I have a grand total of five.
I managed to get around the workflow stalling like this:
1. Pause
2. Remove the work order from the workshop
3. Unpause for a few ticks
4. Add the order back
So I haven't needed to remove the actual workflow order itself or dismantle the workshops so far. It didn't seem to work so well if I didn't unpause the game after removing the work order but I'm not sure about this.
"If I abuse broken game mechanics my dwarves train far too quickly!"
Solution: Don't abuse those mechanics.
I cannot make my dwarves train their military skills at a non-absymal rate.
So it is your opinion that making the dwarves train at barracks is abusing the game mechanics? As I stated in the OP, I don't use danger rooms, I just have a normal barracks with an armor stand, weapon rack and some beds. Units are made active from the military menu and then assigned to train from the barracks. I usually make them train about half of the year. Is it possible that you misread the OP?
(21. I do have a new issue. Recently a weaver got a mood and claimed Clothier's workshop. I don't remember exactly what he wanted but it was pretty normal stuff. At some point I noticed that he's just stuck there and pressing "t" showed he had not gathered any of the required materials to the workshop. Eventually he went crazy and died from dehydration. It wasn't a big deal, dwarves die all the time but now the same thing appears to be happening again. A weaver has claimed Clothier's workshop and wants the following items:
- rough gems
- metal bars
- rock
- plant cloth
- logs
- bones
There are plenty of these available and non-forbidden and accessible but he just sits there and doesn't go pick them up. Any ideas?)
EDIT: This was my fault, not a bug. I did not have plant cloth after all, there's just so much stuff there that I didn't notice my Plant processing labor had suspended. Apparently moody dwarves do not collect any of the needed items if even one of them is missing.