Butchery area: Butcher shop (two if needed), tanner shop (two if needed) two leatherworks, two craftsdwarf shops, cages and the kennel. I also put the refuse area right next door. Craftsdwarf shops are set to auto produce bone bolts and totems, leatherworks makes armor if I have no metal, but usually ends up making a bunch of backpacks and waterskins, a few quivers and lots of bags and clothes. Leather is cheap so I end up buying a lot of it and making all of my clothes out of it.
This is a good idea- planning ahead for an in-door kennel, butchers shop and refuse stockpile all in one. My last few forts, I kind of cobbled it together at the last minute.
Living area: Usually right below the farms, I put my dining hall and statue garden in here, also the dwarven gym (bunch of unlinked pumps that I assign my dwarven reserves to operate for a toughness boost)
Ha! That's good. I've just been jamming unlinked pumps anywhere they'd fit; I never thought of making a separate room for them.
Elf drowner: A sealable chamber with a trade depot in it, and door access seperate from the sealing. Pumps set to add water, grates over the intake, and a channel down into the brook to get rid of the water, with a grate over to keep the clothing inside.
A noble endeavor, but my new fort (being my first magma fort,) is going to have an elf BURNER. Who needs ten thousand loads of cloth? Just more hauling jobs, pff.
When I start screwing with the magma, I tend to seal off the magma itself from the pipe with obsidian, so I can drain the top of the pipe right down.
I'm not quite sure what you're saying here...
Anyway, it would be no problem putting a food stockpile there instead of the dining room. I actually always do that on the level above the bedrooms and my dwarves were pretty happy with their food.
That's always interested me- how people handle their dining rooms and food stockpiles. I don't know if I should have a kitchen somewhere remote, with input/output stockpiles, and a stockpile near the dining room that takes from the kitchen's output stockpile, or if I should endeavor to cram the whole shebang in near the Main (dining) hall.
My fortresses are usually 31x31 underground towers. There's a 3x3 staircase in all four corners, halfway between the corner stairs, and one in the middle. From that 31x31 structure, I can make several different designs.
This is probably the most interesting design philosophy I have ever, ever read. I find it especially interesting because I've always toyed with the idea of a gigantic tower that housed an entire fort- storerooms and all. The really appealing thing of this is that you can really keep track of what goes where- with a hard limit on horizontal dimensions, arranging things on Z-levels becomes a bit easier to keep track of (it's all in one long vertical stack.) Wrapping my head around planning on both horizontal and vertical planes really messes with me sometimes.
See, I'm not a big fan of using z-levels. I like to be able to see everything on my screen so I can keep track of what's going on, and when using multiple z-levels you need to keep switching between them. I prefer spreading out horizontally, even though I know it takes dwarves longer to get places.
I can certainly sympathize with that. The one reason I have less trouble with Z-levels and housing is because housing- especially the living pods design- makes for very neat "apartment blocks," so I'll know roughly where the "top" and "bottom" parts of it will go in the other layers. It's the one implementation of z-levels that doesn't tax my poor retard brain nearly as much.
Sometimes, though, I'm drawn to horizontal designs simply because you often end up OVER using z-levels and under-utilizing huge swathes of each individual level. Horizontal expansion is sometimes the best way to go.