That is a good point about not having to dig and wall up the corners of aquifers. At the start of the game, that would save a non-negligible amount of time and resources. Also yay for platinum crossbows : ) I'm glad they get used without manual poking.
Until I get them properly documented and merged, here are some of my "auxiliary" blueprints that I use:
extrasetup.csv: sets up a "clearcutting area" burrow for use with autochop, sets professions of starting dwarves with dwarf manipulator (assumes the example professions are defined and nothing extra is in the list), and disassembles the starting wagon
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prisoner.csv: adds a prisoner quantum stockpile in the dreamfort barracks, taking from the animal stockpile 5 tiles to the north. I'm considering integrating this one into dreamfort since I find it so useful, despite the extra documentation that it will require (instructions for how to unforbid all, stripcaged all, ensure soldiers are training in barracks, assign stripped prisoners to pasture, etc.)
Also, status update: I've been working on the blueprint plugin and the gui/blueprint script. Updating the gui script to let you select a playback start position for the generated blueprint turned out to be much trickier than I thought it would be! GUIs are never simple...
I'm also writing a job latency analysis script so I can visualize how all our automation orders are interacting and see whether there are any more important job types that should be prioritized. I'm also curious what the totals are going to be for all the different job types. For every job type, I'll be tracking:
For measuring latency, I'm defining latency buckets that we can group by. I'm thinking we'll want to know:
Though I'll have to run some tests to see whether these latency cutoffs make sense. How long do different things take to rot?