1. Miners.
There is no lack of picks, only a lack of good management. What's your goal now?
1.1. Abandon the mines, focus on Redlabored.
1.2. Abandon Redlabored, focus on gold mines.
1.3. Abandon Redlabored, focus on obsidian mines.
1.4. Abandon Redlabored, DIG DEEPER.
1.5. Abandon ALL mining. Focus on other activities!
1.6. Assign Redlabored, gold, obsidian, deep diggin' at the same time and let the miners figure it out themselves. Can't be arsed to think right now. I AM A MOTHER, OKAY?
2. Workers.
Food industry failed, because we ran out of BARRELS!
But surely you expected that when you decided to STOP DOING CARPENTRY!
Textile industry failed due to lack of dwarfpower. They've just finished setting up workshops and hauling raw materials to nearby storage.
Metal industry failed for the same reason.
Just finished setting up.
Stone industry failed due to lack of competent masons AND masonries. Dwarves are unhappy, their work speed is severely reduced. LOOK AT THOSE FUCKING UNPROCESSED STONES!
Why are they unhappy, you ask? Because SOMEONE decided to IGNORE their needs! We NEEDED that goddamn Kommunalka!
I need my fortress CLEAN AND TIDY, damn you! I'm sick of goddamn BOULDERS scattered everywhere I go! But now we have NO STORAGE SPACE, because it's FULL OF BOULDERS that NOBODY IS CAPABLE OF CUTTING FAST ENOUGH!
Every single activity HAS FAILED! Do you know what you really nailed this Season? What you did really good? That's right, NOTHING!
So here we go again with current activities. This is your LAST CHANCE!
1. Masonry. Stone blocks and stone furniture - quite essential. Requires 4 dwarves.
2. MORE Masonry. Set up two additional workshops to process raw stone faster.
2. Food and Booze. DOESN'T WORK WITHOUT BARRELS! Requires 2 dwarves.
3. Carpentry and woodcrafts. Again, there is plenty of wood stocked inside Redlabored. We might even open the gates for a week or so to haul some wood from the surface if we run out. Requires 2 dwarves.
4. Farming. Yes, we still have unplanted seeds. Requires 2 dwarves.
5. Metalworks. Tools, weapons, armor. Requires 2 dwarves (one to smelt ore into metal bars, one to strike the forge).
6. Textiles. We have plenty of pig tails and some hairs, so we can make thread and cloth. Requires 2 dwarves.
7. Clothing. New clothing out of thread, cloth, leather. Requires 2 dwarves.
8. Bowery. Glorious wooden crossbows. Requires 1 dwarf.
9. Gems. Unlike metal ores, we mined quite a number of uncut gems. Requires 1 dwarf.
The fewer activities you choose - the more grunts AND miners you'll have. Gotta try to keep a healthy balance between miners, builders, and haulers...