I think elves should grow metal-grade magic wood, Seeing a Elf that live completely in the woods making charcoal to forge metal weapons seems... Odd? lol
Actually, instead of a magic metal-grade wood, how about giving Elves a special type of fuel? It would make more sense than hammering/forging wood.
So, let's go deeper in biotech!
Muscle plants = mechanisms. Used for cage traps and such.
Heater plant = fuel. And also used for power supply - special building to replace water- and windmills
Metallic plants = sources of metal. Takes a year(s?) to grow, after processing gives one bar. Since we can't get random, then we should have one specie of plant per metal. i.e iron, copper, silver, gold, lead, tin. Leave bismuth, nickel, platinum and aluminum to dwarves, as well as adamantine.
Wood enchantment that raises it to iron-grade - applied to wooden items and cocts.. well, let it be some elixir made from special plant.
Forest Guard. An elf can sacrifice himself to be transformed into this, to protect his brethen. It's a special moving tree-like creature, with ability to spawn new branches used to grab and attack enemies - I think it can be made via interaction/syndrome with adding new "hand" tag to self.
And the 'Stimulate creature's mind' thing should be included too.
More ideas later...
How about Wooden caps?
I'm thinking the make wood armor stuff is because the reagent is just this:
[REAGENT:wood:1:WOOD:NONE]
wooden cap making and all the others just have this, while wooden helm reaction has
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
which include the material portions.
Also just a friendly note even if you get gauntlets to get the proper material, they won't work unless they have "right" and "left" versions
And praying for stuff is broken because there is no way to make a product "randomly" pick a material saddly, however you can make it pick a random Item. But that is not the desired effect.
[REACTION:GETGOODSFROMTREE]
[NAME:Pray to Tree Altar]
[BUILDING:TREEALTAR:CUSTOM_P]
[REAGENT:giftA:15:PLANT:NONE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:giftB]
[PRESERVE_REAGENT]
[PRODUCT:85:2:BAR:NONE:NONE:NONE] - no material, generic "air" is used
[PRODUCT:50:1:SMALLGEM:NONE:NONE:NONE]- no material, generic "air" is used
[PRODUCT:38:5:STONE:NONE:NONE:NONE]- no material, generic "air" is used
[PRODUCT:10:2:ROUGH:NONE:NONE:NONE]- no material, generic "air" is used
[SKILL:PACIFY]
also for quivers having no quality that is because the [SKILL:XXXX] tag is missing from the reaction, which means it is done instantly by anyone and no skill to affect quality.
[REACTION:MAKECLOTHQUIVER]
[NAME:Make a Cloth Quiver]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_Q]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM:REAGENT:cloth:NONE]
[SKILL:CLOTHESMAKING] --- just added this, now clothemakers will make it. And a legenary will make a masterwork
Also peregarrett, I found your confusion about being able to make cloth quivers in vanilla. I'm doing a test fort, and somehow a migrant hunter came with a rope reed quiver :/ But I do have imcomplete adv. mode reactions that allow quiver making, Maybe worldgen creatures can use those on their adventures?
I think, I've seen wool/cloth quivers in vanilla DF, both for invaders or migrants. Since it's completely hardcoded item, everything is possible then...
Btw, I misspelled SKILL:CLOTHIER instead of CLOTHESMAKING here
And it should be 10000 as cloth quantity, not 1000.
I'm getting mittens for gauntlets, with no side specified. How to make them be left and right gauntlets?