<snip my text... probably easier on everyone's eyes not to see everything I said, twice. Once is bad enough. >
I think you just broke my nose. When I said 40 years, I wasn't serious. But it does take a considerate amount of time.
Sorry, looked very literal. But couldn't understand it.
I never have time to make crafts, simply because my dwarfs are always bitching about how "THERE'S NOT ENOUGH CHAIRS TO PUT MY ARSE IN!" or "MAKE ME TABLES AND DOORS! NOW!" so time is hard to find :|
Perhaps just dedicate one of your starting seven to stonecrafting[1], don't let him do anything else (that you can control), sit him in a corner workshop of his own building and churn out crafts. (Get a 7x7 or bigger room dug out, put the workshop in the centre and surround with a crafts-only stockpile, initially set to no bins (until you know you have bins to spare, a separate job) It'll fill pretty quickly, if any other dwarf is hauling[5].
And that's without minecarts/barrows involved. Right now
I'm not using them to full potential, because I had a nice design plan before they came in and I've not worked out if/how I need to change it.
However, you
will raise your fortress wealth (encouraging immigration) and you
will get goods to trade with[6], and you may be 14% down on your initial labour-force (for other things), but by the years' end you'll have more spare hands than you'll know what to do with and have to
invent jobs for them, or enjoy dwarfly idleness from a position of not being too bothered.
Potentially, at least. There's probably a fine point or two that I'm forgetting, but this should send you in the right direction, at least.
(YMMV. Your fortress may be subject to repossession if you do not keep up the interest on your loan. Warning: Hot magma may be hot. Always remove infant before collapsing child buggies or floors. E&OE.)[1] On embark, see if one of the guys (that you don't think has another job nailed) has something like creativity, and possibly a listed psychological like for a stone you think you'll have in abundance[2] and ideally a craft-type[3] object. They'd be a shoe-in. So (to make things simple and quick) give them as much stonecrafting skill as you can (if you want to speed the process up), and either nothing else or add in auxilliary skills that aren't vital but that you might want to dabble with
when you've got everything else sorted out[4].
[2] There used to be explicit information on this, at embark, but this part probably doesn't work too well any more
[3] Earrings, rings, etc, there are seven of them but I'm missing one in my mental checklist...
[4] I sometimes double up with more vital things, but that's based on what I know I might want to juggle. And since I know that I'm going to be flooded with stone crafts, I often don't even
put any stonecrafting skills on the 'spare dwarf', and build him up from scratch anyway. But in the above I'm giving the head-start.
[5] If not, then he'll clutter his workshop up, so a god idea to have a Finished Goods Hauler (not necessarily dedicated, but included in other hauling duties), or whatever class of job it actually is again.
[6] The trader job can be doubled up with the craftsdwarf, because by the time any trading happens, he should have accumulated things he can sell (and you can de-stonecraft him for the duration, and he's already dedicated to nothing else that you can control).