quote:
Originally posted by Sowelu:
<STRONG>Displacement happens when the location of the item doesn't get saved. It's not something you can "turn down", the game literally has to make a location up.I'm sure better information will be saved eventually.</STRONG>
IIRC, currently the only items guaranteed to stay put are those that are saved as being at a trade depot.
However, the following caveats apply:
1) In the old 2d version (haven't yet tested if it still applies today, but it seems probable) I used an adventurer to go into one of my old forts and relocate a few stacks of gold bars from where they were scattered into the trade depot. When I reclaimed, they were re-scattered.
1a) If this eventually gets updated so stuff you carry around in adventurer mode and drop in a fortress gets saved with that fortress esp. position in the trade depot, then you could theoretically mine as much adamantine as you want, just mine out all the stuff in one map, optionally processing it to thread or wafers so it's the light fluffy adamantine instead of rock-bearing raw adamantine, and then use an adventurer to haul it to a new fortress where all you've built is a trade depot.
2) In the latest version, I tried building on top of a goblin fortress, realized I didn't have fireproof materials for forge-building, so I tried to quickly make a wooden trade depot so I could save at least the anvil I'd brought along and save the reclaim group some points... But despite the wide patrol circle of marksdwarves, every dwarf tasked to construct the depot kept getting "interrupted by goblin Drunk" and similar. Lesson here: If you're going to invade a fortress with seven dwarves, make sure you have everybody as marksdwarves so you can actually clear out an area for building. Nothing less will do. I think.