Okies, figured out the problem. Your workshop actually blocks the door. When you are building the workshop, the dark green X's are solid parts of the workshop, the lighter green X's are walkable areas. With that particular workshop, you lucked out as a door in the middle or on the right would let him escape (and do stuff like collect items to make things with). So... move the door to the middle or the right.
Some other observations: The farms aren't set to have seeds planted on them. Use 'q' to look at the farms, then select what to plant each season for that year. This needs to be done for each farm you have built, and I think re-done each year.
The trade depot is inaccessible by human caravans. They are width 3x3 (like most workshops, but mobile) so will not be able to get to the depot. Its not strictly necessary to cater to them, but they will have less stuff to trade to you with just mules rather than caravans too.
Finally, a stockpile for furniture wouldn't go astray. That is why your carpenter's workshop is cluttered.
All in all, a solid location and a respectable fortress as well.
Some other observations: The farms aren't set to have seeds planted on them. Use 'q' to look at the farms, then select what to plant each season for that year. This needs to be done for each farm you have built, and I think re-done each year.
The trade depot is inaccessible by human caravans. They are width 3x3 (like most workshops, but mobile) so will not be able to get to the depot. Its not strictly necessary to cater to them, but they will have less stuff to trade to you with just mules rather than caravans too.
Finally, a stockpile for furniture wouldn't go astray. That is why your carpenter's workshop is cluttered.
All in all, a solid location and a respectable fortress as well.
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