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« on: February 07, 2013, 04:38:49 pm »
Loose stone is the appearance-bane of a fortress. This can be solved by any Quantum Stockpile solution: dump, undump, minecart, take your pick.
After that, stone is a useful, if plentiful resource for any fortress. Raw stone can be put to use for...
1) All your furniture needs except beds. Doors, Cabinets and Coffers for every dwarf's needs, weapon racks and armor stands for nobles/barracks assignment, and coffins for burial. Not to mention incidental but important furniture like Grates, Hatch Covers, and Floodgates.
2) Rock Pots, which hold food and booze further reducing your reliance on wood (which, while renewable, can be dangerous to get if you don't have a soil layer to dedicate to tree farming) by supplanting barrels
3) Rock Crafts. Though low value compared to, say, spikeballs and other trap components, Rock Crafts will clear the stone from your fort decently quickly and are valuable enough (especially at high quality -- a good use for mood-generated legendaries!) to buy up caravans. This includes mugs, instruments, and other "vendor trash"
4) Mechanisms. This is another thing colorful stone is great for: any good fortress wants at least a few lever-controlled machines, and color coding them is a good idea. "plain" mechanisms are essential for linkage, and anything for which color coding is not mission critical. It may seem like you don't need many mechanisms, but trust me: you need more. Traction Benches are 1 mechanism each, and a drawbridge you can raise/retract costs 3 mechanisms, and it only goes up from there. Want a simple, 4-tile danger-room (or 4 tiles worth of invader-perforator)? You'll need 9 mechanisms for that: 2 per tile and one for the lever. A long hallway of normal traps is a little cheaper at 1 mechanism per tile, but you'll also have to build a lot. Don't forget clusters of cage traps if you want to snag local wildlife/GCS/a dragon: they're a mechanism each too. A decently defended fortress with only a few machines can still consume a hundred mechanisms. And why not set them on repeat? they're decently valuable if you do find you have too many.
5) Rock Blocks. Rock Blocks are just plain better than raw stone for constructions: not only do you get four times as many (and trust me, as swarmed with stone as you think you are, trying to build a pyramid or castle will prove you're actually short -- especially if you care about color!), but the blocks are faster to haul, result in constructions being assembled faster, and give you smooth constructions if you care about that.
In my average fort, I quantum-pile then reclaim all stone I mine out from future rooms near the masons, with the old 1-tile dump method. Ore gets yanked out later, when I set up my metal industry, as does Flux if and when I start making steel. If I find myself in possession of stone I want to use for very particular purposes (usually colorful block/mechanism stone: Cinnibar, Pitchblende, Cobaltite, Rutile, sometimes even Microcline... but if it's rare enough in my embark, I might make a special pile for magma-safe stones.), I make a custom stockpile for it and set it as economic until I have a job order that requires it. All the lousy gray and brown stone just sits there until the masons or craftsdwarves grab it. In the end, I never feel like I have enough these days, and often start a "Quarry" layer or two to acquire more, at least once I start above-ground building.