- allow empty cages and traps on the surface animal stockpile
- remove animals from the industry quantum stockpile
- split furniture from the goods feeder stockpile so it can have
wheelbarrows assigned to it
- move orders for /services2 down to where we run /services2
- plan the roof over the surface barracks before the surface flooring to
encourage the easily-missed-but-important-for-the-next-blueprint roof
to get built first
- add a fourth craftsdwarf's workshop to the industry level, move some
workshops around to compensate
- add tip for how to configure mason's workshops
- forbid goblets in the goods feeder stockpile
- use dig priorities to get the guildhall tiles underneath the cistern
tiles dug quickly before the cistern gets wet
- move the first apartments level up in the checklist. it's usually needed before some of the "frills" blueprints
- remove unreliable `addcloak` alias from the `/setup` blueprint and replace it with a message that suggests manually adding leather cloaks to uniforms. We'll find a way to automate this someday.
- add instructions for expanding the `Inside` burrow as the fort is built
- add two craftsdwarf's workshops to the industry level, for a total of three. add suggestions for setting their profiles to restrict them individually to wood, stone, and bones
- add suggestion for restricting the mechanic's workshop to only be used by skilled dwarves
- widen the 1-wide corridor in the apartments level to 2-wide. the blueprint still fits within the footprint of the suites level, so we still fit fine in a 1x1 embark.
also set farming dig to priority 2 instead of 3 so the player can use 3
for other higher-than-default-but lower-than-farming tasks
and make the roughgems stockpile find the newly-moved gems QSP properly
make hospital and dining room more useful in the first build blueprint
separate out construction of the surface roof into a new stage so
dwarves aren't building too much at once