Few bits i have noted down.
church buildings materials list missing leading [ for the books to build them (meaning books not required)
Iron weapons building requirement for the hall of a mountain king are a pain in the arse. If you use a good weaponsmith to make them, your army (individual choice weapons) keeps picking them up to replace there existing weapons, so until you make a large number never any in the stockpile to build the Hall with.
sprites/changlings dont seem to be breeding
How do you use spitting orchid and treant seeds now?
armoks mushroom (and probably afew other things) can't be brewed in the brewery. If dont want to add all possible items, could a generic brew job be added.
new bard system can cause issues: If you set a profile and auto repeat the job. When the bard transforms they get removed from the profile list, which switchs back to allowing everyone, then the next person starts the job.
FAQ note:(from experience) dont use auto-repeat and a profile with the Sacrifice life job. Once they dwarves in the profile are dead the profile list is cleared and the rest of the fort joins in the sacrificing!!!
Various tranformations in particular seems to be applied to units twice, may double up the effects of things like material force multipliers (e.g. [INORGANIC:HOLY_STONE]). Should the transformation syndromes have (untested) [SYN_IMMUNE_CREATURE:TargetRace:TargetCaste]
Butcher a mountain goat. Can't spin the wool you get.
Is it possible to have a single fat and an single tallow instead of one for each creature (simular to what was done for meat). As it stands at the moment having a tallow or fat only stockpile to feed a workshop is painful.
Is it possible to make the various custom tools out of custom stone type (e.g. paper, parchement, velum, book, tomes made from a new inorganic stone called Library materials). Could then make a stockpile in near the workshop with its supplies (E.g. The library with stockpile: Finishedgoods, type=tools, Stone/Clay=Library materials)
dfhack thread has a copy of the showunitsyndromes script with a basic readme if you want it.
Are the "===Skillname===" jobs in a workshop meant to train the skill, as they don't do so if intended.
With ironhand tileset Microline stone shows up as crates?
With ironhand tileset left<->right tracks show as a black square, crossroad track also shows as something wierd.
Brick oven appears not to use fuel, intended?
Has something changed on the skill level of immigrants. ~100 dwarves and the highest skills has been level 4, and only a couple of them. - Newly generated world, got a couple of higher level immigrants.
Suggestion for allowing breeding of toolkit: Give them an rarish (~10%) automoton caste that can breed, 'This clockwork construct scavenges discarded materials and builds toolkits and even complete automoton's from them.' Could give it a cleaning interaction, and butcherable for clockwork parts also to make it more intresting.
This is what i am presently using and it appears to work [TODO: needs new/reused tile for clockwork scavenger caste]
[CREATURE:TOOLKIT]
[CREATURE_CLASS:ALL_CREATURES]
[DESCRIPTION:*TRANSFORMS INTO CONSTRUCTS IN WOKRSHOPS* *TURRET/LANDMINE - Machine Factory* A toolkit that enables you dwarves to build complex machinery, like decoys, turrets or landmines. Just take the toolkit to the machine factory and run the reaction. The toolkit will then transform into the wanted creature.]
[NAME:toolkit:toolkits:toolkit]
[CASTE_NAME:toolkit:toolkits:toolkit]
[GENERAL_CHILD_NAME:incomplete toolkit:incomplete toolkit]
[PET][CREATURE_CLASS:PET_HEALING][COMMON_DOMESTIC]
[CREATURE_CLASS:PET_HEALING][NATURAL]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:1][PETVALUE:1][CREATURE_TILE:'t'][COLOR:7:0:0]
[CHILD:1]
[FREQUENCY:0]
[SPEED:200] [NOBREATHE]
[NO_DRINK][NO_SLEEP][NO_FEVERS]
[NOEMOTION][NOFEAR][NONAUSEA][NOPAIN][NOEXERT]
[CANNOT_UNDEAD]
[VIEWRANGE:0]
[PREFSTRING:usefulness in building complex constructs]
[NOTHOUGHT]
[BODY:LANDMINE]
[USE_MATERIAL_TEMPLATE:BRASS_LMINE:METAL_TEMPLATE]
[STATE_NAME:ALL_SOLID:brass]
[STATE_ADJ:ALL_SOLID:brass]
[MELTING_POINT:11000]
[BOILING_POINT:11500]
[HEATDAM_POINT:10250]
[MAX_EDGE:10000]
[PREFIX:NONE]
[TISSUE:OBSIDIAN]
[TISSUE_NAME:brass case:NP]
[TISSUE_MATERIAL:INORGANIC:LANDMINE_TEMPLATE]
[RELATIVE_THICKNESS:1] thicker so to protect the innards better
[VASCULAR:5]
[CONNECTS]
[STRUCTURAL]
[TISSUE_SHAPE:LAYER]
[TISSUE:BRASS_CLOCKWORK]
[TISSUE_NAME:iron tools:NP]
[FUNCTIONAL] -because of the body being a THOUGHT bp, this eing damaged = death
[TISSUE_MATERIAL:INORGANIC:LANDMINE_TEMPLATE]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:LENS]
[TISSUE_NAME:steel precision tools:NP]
[FUNCTIONAL]
[TISSUE_MATERIAL:INORGANIC:LANDMINE_TEMPLATE]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:BODY:BRASS_CLOCKWORK]
[TISSUE_LAYER:BY_CATEGORY:BODY:OBSIDIAN]
[BODY_SIZE:0:0:5000] - at age zero will be this size.
[TISSUE_LAYER:BY_CATEGORY:EYE:LENS]
[ALL_ACTIVE][HOMEOTHERM:10070]
[SWIMS_INNATE][SWIM_SPEED:2500]
[SELECT_MATERIAL:ALL][MULTIPLY_VALUE:1]
[CASTE:GENERIC]
[MALE]
[POP_RATIO:40]
[IMMOBILE]
[NOT_LIVING]
[NATURAL_SKILL:MILLING:7]
[PROFESSION_NAME:MILLER:ability to build turrets:ability to build turrets]
[NATURAL_SKILL:HAMMER:7]adept
[PROFESSION_NAME:HAMMERMAN:ability to build landmines:ability to build landmines]
[NATURAL_SKILL:SPEAR:11]great
[PROFESSION_NAME:SPEARMAN:use at the machine factory:use at the machine factory]
[CASTE:AUTOMATION]
[DESCRIPTION:Scavenges your fortress for refuse to build toolkits and copies of itself.]
[FEMALE]
[NAME:clockwork scavenger:clockwork scavengers:clockwork scavenger]
[CASTE_NAME:clockwork scavenger:clockwork scavengers:clockwork scavenger]
[CHILDNAME:incomplete clockwork scavenger:incomplete clockwork scavenger]
[LARGE_ROAMING]
[POP_RATIO:10]
[LITTERSIZE:2:2]
[BODY_SIZE:0:0:30000] - at age zero will be this size.
[VIEWRANGE:5]
[SPEED:800]
[CAN_DO_INTERACTION:CLEANING]
[CDI:ADV_NAME:Clean]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:USAGE_HINT:CLEAN_FRIEND]
[CDI:VERB:clean:cleans:clean each other]
[CDI:CAN_BE_MUTUAL]
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]
dwarf forts can't refine cromite (orc forts only), however crome bars are used in the rune forges.
grind rocks and grind rocks to sand reactions seem to require a lot of boulders with the new fixed 25% mining drop rate. I reduced grind to sand to 1 boulder (from 2) and grind rocks to 3 (from 10) which seemed a bit more reasonable to me.