

Dwarves are bringing in whole bins of metal instead of individual metal bars to the minecart, they kick it and then they bring those bins full of metal from the quantum stockpile back to the original metal bar stockpile. Don't use wood as fuel, but use magma facilities). I created metal bar quantum stockpile for my forges but it is working only partially. My guess is that the trees along the edges will be sufficient if you're careful with your wood usage (don't make things out of wood if they can be made out of stone, and try to make terraria out of glass rather than wooden cages, or make metal cages of you've got metal. With Vegetation greater than 5 (up to and including 9, as a higher level causes it not to be badlands anymore) saplings would spawn as well. With a Vegetation less than 5 (or possibly less/equal: I don't remember exactly) there might be trees that can be cut, but no saplings would spawn, but both grass and shrubs would spawn. O must not show up in the hauling route that defines the quantum stockpile. Any hauling routes that take from the quantum stockpile should take from O(stone stockpile 17). Its purpose is to store the contents of the stockpile group. Fill in the springs with dimple cups, autumns with pigtails, and winters with purple helmets where you cant grow the main crop. The O is the output stockpile, call it stone stockpile 17.

With a Vegetation of 0-1 neither trees nor shrubs would spawn, while grass would grow if you channeled the soil down one level. Build a 4x4 farm for plump helmets, a 4x4 for quary bushes, a 4x4 for wheat, a 4x4 for sweet pods. Sometimes you want that river to freeze for a little while so you can dam it, other times you never want flowing water to deal with. That said, all climates offer potential for building. No evaporation, no freezing, still opportunities for plenty of lumber. My experiments with trees were made on deserts, not badlands, but the results ought to be the same. The easiest to embark upon, in my opinion, is a warm climate. Items from a reclaimed fort seem to be sometimes buggy in that they can be marked for dumping but are never hauled for dumping or placement in a stockpile.

This is also known as a quantum stockpile because the tile can hold an unlimited amount of items. However, that sapling spawning rate differs between different biomes, so the time it takes for complete junglification differs. A garbage zone simply is where items marked for dumping are dumped. The sapling maturation rate is constant: 3 years.
