Ok new embark. I went more random instead of the usual tailored design. Advanced smaller world default params with some adjustments for performance (cull, pop cap, sites, etc) metal everywhere (100) and no vampires/werewolves/otherbullshit (we do have towers though). Got gobbos, tower, hippies for neighbors. All the metals, sand, coal, flux, lava pipe to 130, 1 big spire of candy, wagon right next to river full of evil carp...FML! - all the things that make a dorfs life worth living. All in a 2x2 embark too.
Very little wood, surprising since it is a woodland level embark, it's all swamp and pretty dry too. Very odd. Of course I brought that 2nd axe so this is your fault Myk! At least site clearance will be very very quick. Fairly flat, which is good or we'd have trouble placing the fort. As it is I'm fairly limited in where I can put it, but it looks like near the center will work.
[PROFILE]
[TITLE:STRIKETHEFUCKINGEARTH!]
[SKILL:1:MASONRY:5]
[SKILL:1:DESIGNBUILDING:3]
[SKILL:1:SWIMMING:1]
[SKILL:1:DISCIPLINE:1]
[SKILL:2:MINING:5]
[SKILL:2:DETAILSTONE:3]
[SKILL:2:SWIMMING:1]
[SKILL:2:DISCIPLINE:1]
[SKILL:3:MASONRY:5]
[SKILL:3:DESIGNBUILDING:3]
[SKILL:3:SWIMMING:1]
[SKILL:3:DISCIPLINE:1]
[SKILL:4:CARPENTRY:5]
[SKILL:4:DESIGNBUILDING:3]
[SKILL:4:SWIMMING:1]
[SKILL:4:DISCIPLINE:1]
[SKILL:5:MINING:5]
[SKILL:5:DETAILSTONE:3]
[SKILL:5:SWIMMING:1]
[SKILL:5:DISCIPLINE:1]
[SKILL:6:MECHANICS:5]
[SKILL:6:DESIGNBUILDING:3]
[SKILL:6:SWIMMING:1]
[SKILL:6:DISCIPLINE:1]
[SKILL:7:PLANT:5]
[SKILL:7:MECHANICS:2]
[SKILL:7:SWIMMING:1]
[SKILL:7:JUDGING_INTENT:1]
[SKILL:7:DISCIPLINE:1]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
[ITEM:12:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]
[ITEM:6:BOULDER:NONE:INORGANIC:CASSITERITE]
[ITEM:6:BOULDER:NONE:INORGANIC:MALACHITE]
[ITEM:51:POWDER_MISC:NONE:INORGANIC:SAND_TAN]
[ITEM:20:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[ITEM:28:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:28:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
[ITEM:28:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[ITEM:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:9:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:9:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:9:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:9:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
[ITEM:9:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
[ITEM:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
[ITEM:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
[ITEM:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
[ITEM:1:TOOL:ITEM_TOOL_NEST_BOX:INORGANIC:QUARTZITE]
[ITEM:12:BOULDER:NONE:INORGANIC:QUARTZITE]
[ITEM:1:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:5:FISH:NONE:LOBSTER_CAVE:FEMALE]
[ITEM:5:FISH:NONE:FISH_CAVE:FEMALE]
[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
[ITEM:15:WOOD:NONE:PLANT_MAT:WILLOW:WOOD]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:1:BAR:NONE:COAL:COKE]
[ITEM:5:MEAT:NONE:CREATURE_MAT:BIRD_EAGLE:MUSCLE]
[ITEM:5:MEAT:NONE:CREATURE_MAT:BIRD_KEA:MUSCLE]
[ITEM:1:BOULDER:NONE:INORGANIC:GYPSUM]
[PET:5:DOG:FEMALE:STANDARD]
[PET:1:DOG:MALE:STANDARD]
[PET:1:CAT:MALE:STANDARD]
[PET:1:BIRD_GOOSE:FEMALE:STANDARD]
[PET:1:BIRD_GOOSE:MALE:STANDARD]
I forget what I explained or not before about choices. The problem with old people is they repeat themselves constantly...
The discipline and swimming are very situational, they also seemed more important in earlier versions. I still feel comforted by them. The architecture and engraving could be replaced with whatever is desired. For dangerous embarks some military skills probably.
5 units each of 4 food, any is fine. This makes a lavish meal (20 units) and leaves 4 empty barrels for wine (20 PH). Some people like to totally min/max for barrels but I find that's enough to get going. 9 each seed except PH (1 just for ready bag). I cut down our coal and metal for extra axe. Just the mated pair of birds with nestbox because too busy to deal with more early on and the first clutch will get you off to a good start for next year. 5/1 on the dogs so autobutcher doesn't catch me offguard before I fix the settings (I'll let my dorfs butcher cats all day long but no doggos!) We dropped weaponcrafting on grower for mech. This should let us get our traps and levers built before fucking xmas!
The usual assign dogs for war training. leader to broker, 1 miner to manager, 1 bookkeeper (set max precision, always do this or you'll forget), leave the rest for now. Go to kitchen and block booze cooking. Find spot. This would have been easier if someone gave me a new CSV
(figured it out though, perimeter is hidden...quickfort gui ftw! although the gui is a bit fussy at times...queue orders could use some sort of feedback) Assign animals to pasture. Place nestbox.
Then we'll do a few things a little different this time. The 2 mechanics will cut wood since they have fuck all to do until the area is cleared and then I'll have them cook and brew, the miners will go mine, the other 3 will each train 2 dogs and then get shops setup next to wagon and get to initial blocks and wood stuff. Obviously assign the other jobs as needed.
Forgot to mention, I change the surface channel designations to priority 1, otherwise the miners haul stuff/stand around doing fuckall. Once they start digging they will generally continue to (until some kind of reset happens; reload, gets hungry/thirsty/sleepy/etc). I find besides prioritizing 1 dig over another, they also have a subtle influence on what other tasks they might do. If all their digging is 7 they will seem to find anything else more important to do. Engraving is generally an even lower priority than digging, which is why I find the combo works. When they run out of things to mine they go smooth.
Following along the help, I designate my digs, order industry2, farming2, surface3. Add my own 9 wheelbarrows, 3 buckets, crutch, splint, stepladder. Set all my wood & stone types. Almost forgot a lavish meal, and 4 brew plants (trigger start after meal).
Autonestbox doesn't seem to be working right, I manually ran start on it. Complained 1 box short (for the male???) and even though she claimed the box and laid eggs, she isn't assigned to the pasture.
Misc and cloth/leather pile still have bins enabled.
Names not right eit....Tradestockpiles still messed up so they borked the rest. Might be my aliases still. Feeder has good, all qualities and 1 barrel. None of which is right. Actually I would set all qualities to off, so that nothing goes there by default and put in the help that it is for setting as desired. Or you could go with my personal fav,
schwetty spiked
chocolate salty wooden balls! QSP should be set to auto-trade of course.
Hmm, actually it doesn't like X15, otherstone. Removing that fixed it. Other than the single barrel on the feeder.
Another thing I forget all the time, taming area should be a pasture as well, for dumping cages.
You need to fix the farming plan, I think I forgot that too, been broken a while now. 3 is not a valid dig command!
Farming level dug out by 2nd month. I like the new minimal buildplan a lot! Will have that done quick.