Outpost Emallikot, Felsite 251, Reg Okoldomas
From a strange mood, our building designer Avuz Adildolil brought us
new plans for an overall layout of workshops, which we approved.
This works within our halls: slightly overlapping, open 11x11-urist
areas, with staircases in the four corners.
Around a wood pile we will have workshops for the carpenter, crafter,
bowyer, and wood burner, and piles for wood furniture, crafts, and
crossbows. Between the wood area and the metal area we will store
charcoal, and bituminous coal and lignite if we find any.
Below the stone workshops we'll pile interesting stones, near doors
and hatches to the mines. Around a magma-safe stone pile will be
workshops for the mason, jeweler, mechanic, and crafter, and piles for
stone furniture, encrusted furniture, mechanisms, and mugs. (The mugs
don't really need to be magma-safe, but it's not worth setting up a
stone feed to an isolated craftsdwarf. We can set up crafters in
areas where the magma-safe stones are gone.) Between two staircases
we'll put cut gems.
From the charcoal between two staircases we'll locate three smelters,
then three bar piles, then three forges. Dedicate one smelter, bar
pile, and forge to weapons, armor, trap components, and ammunition of
weapons-grade metal other than iron and steel. Another for iron and
steel. The last for forge-crafting other metals, except adamantine.
The remaining margins fill with weapons and trap components, armor,
and ammunition and crafts.
Adamantine will have its own workshop area down by the magma, using
microcline as our building material. Around a pile of fuel we'll arrange
a crafter, two smelters, and a forge, and piles for adamanite threads,
wafers, wafers again, and weapons. In three margins we'll store armor,
and the fourth the raw adamantine for which we praise the miners.
We'll make clothes and soap in the same area. Around a pile of cloth,
the loom for the weaver, workshops for the dyer and clothier, and a
pile of clothes, with thread and dye in the margins. Fill out the
remainder with a pile of ash, the ashery, a pile of lye, and the
soapmaker, with tallow and oil in the margin.
We'll have to leave a wall around corpses, the butcher, and skins.
Outside the miasma-room we can put the tanner, a pile of tanned hides,
the leather worker, and a pile of leather armor.
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Also together will be glass and ceramics. In the middle a pile of
bags, between two piles of fuel. To one side, sand bags, a glass
furnace, and a pile of glass, with pearlash and rock crystal in the
margin. To the other side, clay, a kiln, and ceramics, with ash and
cassiterite in the margin.
In a farm area, we'll have space for two 7-urist furrows for each of
the four undergroud-plant arrangements (pig tails, and plump helmets
in the off-season; cave wheat and dimple cups; sweet pods and plump
helmets; and quarry bush and dimple cups). A furrow-sized pile of
seeds, and another of plants, between the two farm plot sets. Farmer,
kitchen, still, quern and screw press. Raw food pile in one remaining
margin, and edible food pile in the other.