Neat. I see there's currently only 2 idlers. Glorious efficiency!
And digging out the mason room for volcanotop covering is going well...Might want to start thinking about making a few buckets to seal the volcano again. I unforbid a magma forge.
Shame 2 GCS got slaughtered in caverns, though. Maybe should deal with the FB. I see there's already some stair designations over unsecured cavern areas? Not sure what's the plan with that.
I also notice a cave spider silk web on one of the cage traps. Neat, auto-webbing traps. Annoying for when dwarves want to leave, though.
Lot of building in military training room. Though, removing armor and weapon stockpiles somewhere...storing in barracks on? Well, might want to expand barracks to cover them then - it's currently (purposefully, for expansions and other practices) only the central hallway.
Redid stone stockpiles in stone QSP, however setting the feeder to Take from links only as we'll need stone upstairs for volcano capping. It's a temporary measure for minecart quarries anyway, but if you want ore right by magma smelters without digging those out just yet, adjust that stockpile setting.
Our farms were not planting, so...fixed that. Mostly plump helmets, so designated some plants for gathering.
Probably related, re-enabled cooking of 97 crundle tallow and disabled it for 13 Giant mole tallow. 13 soap bars is fine (put in 10 "make lye" orders). 117 booze is less great, and we have no plants. This order is suspicious, but I've left it in place for now.
Love the pitchblende mugs, like always. Does this also need to save every 2 hours? I'd guess no, what's with Moony post ~4 hours ago and the game being up.