Blah Blah... insert valuable wisdom here
Jeez man, you certainly gave a generous amount of time to helping me out here :) I almost speechless!
Sweet Jesus. All this time I thought Quantum Stockpiling was just when I made a Dump Zone, then dumped everything there (Which I normally did with Stones & Wood) :O But this is the real deal! I'm going to have to try this out right away :O
The only free roaming animals were the dogs, but looks like they have to go. And smaller pens for the birds it is!
The crop situation is undoubtedly true... I just became aware that 1x7 plots would be the best use of fertilizer (which I've never used) & the total plots used covers all the underground grow-able plants.
I guess my aesthetically pleasing castle arrangement will have to be scrapped until multi-threading exists to lift the path-finding & liquid workloads. Balls...
Did not know point no.6. Will have to enforce some regulations on that now.
The burrows aspect already sounds like something I'd dislike doing too haha, but it's a concept that never occurred to me. I do use one burrow to keep everyone inside the fort in case of an emergency invasion, but then I get a thousand announcements stating that they can't reach what they want to (which is on the surface, outside of the burrow) so assumed that burrows were more akin to making a Door not Pet-Passable (where all the damn pets still spam the door in a vain attempt to pass).
Never touched traffic restrictions, & honestly didn't think it'd matter if there was just empty space lying around. I mean, when I did mass Marble Excavation (like a 30x30 square), I made a 3x3 wall around the entrance to limit the lag, because that's when I started to get the worst lag ever. But it didn't seem to help in that instance, which demoralized me enough to abandon (M)DF until now. But looks like I'm going to just have to come up with a very FPS Economical fort. Back to the drawing boards on that one!
And again, many many thanks for taking the time to look over my case. I truly appreciate it :) A lot to think about now :p
yes I did like the design. But I run on an older laptop, 4GB ram, 2.20 ghz intel pentium processor. I have to limit the random job creation to maintain ability for game play. I found the layout to be interesting, but I can't be creating unused space.
heres a spoiler for an operating quantum stockpile:
(http://image.prntscr.com/image/e0287364816345ac8b16b28659ffa63e.png)
(http://image.prntscr.com/image/ebbf343f6413478f8f3447f7e817a67a.png)
the only task in the stop menu in (h)auling menu:
(http://image.prntscr.com/image/2119266abaaf4fc4850d832300da6133.png)
OMG that one square has what?!? lol..
(http://image.prntscr.com/image/8b34095f16fb4111bb5862bb5cba1850.png)
Food wont go rotten as long as it has a food stockpile... it doesn't need barrels. saves barrels for what they are needed for...beer. Store beer barrels where they need to be stored, in the still. place still in your main dining hall lols.
to get around the dig outs and fps drops from them, I find that the best is to leave the unwanted stones on the ground, and only dig out enough to get ~50 to ~100 of the stone I want. Then comes the math, most non ore stones drop at 25% so to get 50 I need to dig 200 squares of a layerstone, ores are 33% so 150 squares for 50. Slower expansion and then walling off unused empty space will help keep mintain FPS. I'll use a 3x3 stockpile set to say hematite with 5 wheelbarrows assigned to it. Link that to a ore processor. Now then when I order hematite to be processed, my haulers are notified that 3x3 stockpile is emptying, they run over grab a wheelbarrow and fly to the next hematite ore in the list and fly it back up and drop it off. Stone sitting around wont stop dwarves from walking right past if need be, it doesn't affect value and if they need too they will move it to build things.
To reduce junk stone, instead of trying to stockpile it all, I build a brick oven and an archeaologist next to a 3x3 stockpile that accepts all the stones that aren't flux or ore. When i'm not producing other things at the forge or wasting fps accomplishing some other task, I'll run all the junk stone through those 2 buildings. The items earned from excavating stone are valuable and your getting 1 item for 5 stones you weren't going to use anyway(I usually get tons of obsidian weapons and armor from this action, trade goods, the rest are usually relic, chest, fossil "gems" which I process further and occasionally come out as really interesting high end furniture). Bricks from the brick oven are useful for construction or for stonecrafter tables, as you can decide the color and its magma safe.... so your dreams of an all lavender fort can be realized without scouring an entire map for lavender Rutile stone. I like to choose a single color and keep 100 bricks on hand, then make every piece of furniture I need out of that color brick at the stonecrafter table, which reduces the need to chop down trees for things.
Back to magma. I don't use non-magma shops on MWDF for dwarves. Its too easy to locate a blood of armok gem and make a magma well, flood a channel under a workshop row, build magma shops on top of them. I try to build the magma and water wells immediately when I get the gem for them, to keep them from falling into artifacts or accidentally being cut. This reduces the fuel needs drastically and allows me to reduce the need to cut wood, by the second or third month, I don't cut wood unless I have no other source to make fuel for steel. which brings me to Crematoriums. build one next to your refuse pile, use it to turn junk body parts/vermin remains into ash for soap, ink, fertilizer. I find I rarely need to use a wood furnace for ash after I get past the initial "stocking" in the these 3 industries.
Also your embark site was a heavily tree growth. Scarce is better, as trees and other above ground growths eat FPS... try to embark on sites with only 1 square of heavy trees/8 none or 3 scarce/6 none for better above ground fps rates.
Basically FPS was the first problem I started tackling in vanilla DF after my first month of play, My system wouldn't run a fort past the first year because of FPS issues. So I started reading everything on what causes and eats data in DF and discovered that we generate most of these issues. Since then, I've built cities, dams, giant temples, etc on 4x4 and 5x5 embark sites, that ran for 5+ in game years at FPS of 50 to 60 on my legacy system. It just takes time to be more patient and understand the limits on the single thread program design.