Currently reading through your raws. I will add everything that stands out into this post.
1. ANNOUNCEMENT_ inorganics in your reactions have 100:1:, which is not needed. The script does not look for the created product, but instead if the raws for the reaction to have a product. So PRODUCT:0:1 is perfectly fine. This way you dont create a rock, which might do cold/heat damage to nearby items, and dont create the extra XP for the worker running the reactions.
2. You have 10 [INORGANIC:RELIC#], which leads to the DF worldgen to add a few of them into a world. Your embark will have a few of 1 number, maybe 2-3 numbers, but if you have 100 relics, they will all be of 1-3 types. You wont have 100 relics, and 10 times each type. Or, to say it in other words: DF has a maximum of different inorganics per map. It would probably be more effective to use 1 single INORGANIC:RELIC, followed by a reaction that has 10*10% chance to create RELIC1-10. Thats how I solved this issue. Of course you can keep the current system, which leads to a lot of relics of similar type on the same map.
3. It might be that I overlook something completely, but it seems that all entries in inorganic_gem_runes_CD.txt are missing the actual syndromes. You have many runes of strength and agility and so forth, but not a single inorganic has a syndrome assigned.
4. lesser soul gem:soul gem:greater soul gem:massive soul gem:special soul gem. Lesser, No-adjective and Greater is perfectly logical, but is a massive gem better than a greater one, or the special one better than a massive one? Just personal preference, but the easier it is to understand, the less problems new players will have. Something like tiny,small,no-adjective,large,great soul gem... something thats very intuitive.
5. Your blank inorganics, which are used for crates and other items, seem to be magma-proof.
6. I assume that WORKSHOP:CD_ENTITY is for foreign civs, as a place for their reactions that supply them with materials/metals. Just for you info, this is not strictly necessary, the reaction alone is enough, they dont need the workshop in worldgen.
7. Just out of curiosity: In your reaction_workshop_packaging_CD.txt, you did write a custom tool for each crate. Why did you not use one tool, and GET_MATERIAL_FROM_REAGENT for this? Was it for stockpiling reasons, to keep all crates with one material?
8. Typo in "open box of subteranian woods" should be "subterranean", in reaction_workshop_merchant_CD.txt.
9. Could you give me some insight in how your balancing for the greenhouse works? I had something similar planned, a herb garden, but I never liked this instant-growing of plants.
10. Just for your information: The gem items created with reaction_workshop_gem_CD.txt will not be stockpiled. Some furniture might, but items from gems are not in the stockpile menu. I circumnavigated that clumsily by adding a "gem" metal, which I use for my weapons/armors I make from gems, this way the military will equip them, and they are stockpiled correctly. For furniture and crafts I use the same system you have, the GET_MATERIAL_FROM_REAGENT, simply for more flavour, because it keeps the properties and names of the actual gem used.
11. Again, just as info (you probably know that one, but hey) In reaction_workshop_furniture_MW.txt, the bone reagents use entire stacks. A dining room set would devour 8 entire stacks of bones... maybe you want to trim that down a bit. Than again, maybe not.
12. I saw you took a few reactions from MDF. Or MW, as you call it. The "upgrade sawblade" uses large serrated discs, which I renamed in MDF... simply because a large, serrated disc, in my mind, looks like a sawblade. Point is, your original trap-comp file still lists them as discs, so users might be a bit surprised if they are used up to upgrade sawblades. You should probably fit the naming scheme to either only large serrated discs, or only sawblades.
13. You also seem to lack the ITEM_TRAPCOMP_RAZORWIRE, ITEM_TRAPCOMP_BATTERING_RAM and ITEM_TRAPCOMP_BATTERING_STAKE. You only have the upgraded versions, which leads to the reactions to upgrade the base versions to accept any trap-comp, because it cant find the fitting ID in the raws.
14. I am not sure if this syntax [PRODUCT:10:1:BOULDER:NONE:INORGANIC:NONE][METAL_ORE:ALUMINUM] works. It would be fine for a reagent, but I think it creates a random inorganic boulder, and ignores the metal_ore:aluminum, and all other examples you use. Better to directly go for BOULDER:NONE:INORGANIC:NATIVE_ALUMINUM, which will generate the ore.
15. [EXTRA_BUTCHER_OBJECT:BY_TOKEN:HEART]
[EBO_ITEM:TOOL:CD_ITEM_TOOL_TROLL_GUT:NONE:NONE]
[EXTRA_BUTCHER_OBJECT:BY_TOKEN:BRAIN]
[EBO_ITEM:SMALLGEM:NONE:INORGANIC:SOUL_GEM_THREE]
I LOVE THIS! It solves all my problems with this weird bug that does not allow me to use specific corpses in reactions. I do use itemcorpses atm, which leads to all corpses being piled into tool stockpiles, never to rot... but if I change it to ebo-items... damn. With your permission I will add this to MDF, including the soul-gems, which either find a use in religion or magic. Probably religion. (I know I already asked you about this, and you said yes, but still, its the first time I see the raws.
)
16. Just a note: Any reaction that has SPATTER_ADD and a product, will crash the game. These reactions can only have the preserved reagent and the improvement. I didnt see any products, but dont add any. These reactions also do not give any XP, they dont train the skill, because of the missing product. The wax working skill will not be improved, so maybe give the poor wax workers some extra XP in other areas.
17. I love your learning system for spells. I havent seen any way for the player to see ingame who learned what, but the newest Dwarf Therapist shows the active syndromes, so you could add this to the manual. Players can check out which spells a mage can do in the mouse-over text in the therapist.
[CDI:INTERACTION:SPELL_EARTH_STONESKIN]
[CDI:ADV_NAME:Stoneskin]
[CDI:TARGET:C:SELF_ALLOWED]
[CDI:TARGET_RANGE:C:10]
[CDI:USAGE_HINT:GREETING]
[CDI:VERB:cast Stoneskin:casts Stoneskin:NA]
[CDI:TARGET_VERB:is protected by stone:is protected by stone]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:2000]
Spells like these I do the same way, but people often complain about the combat log spam they cause. If you find a better solution, let me know. I thought about giving their blood the ability to cast this spell, so as soon as the dwarf gets injured (covered in his own blood) he casts the spell... but of course that only works in the creature file, and you add spells by syndrome. Anyway, good luck.
18. Tons of reactions are missing hotkeys, which might or might not be important to a player. By now I usually go with a a-b-c naming scheme, because everything else is too much work. ^^
19. Your reaction_profession_warrior_CD.txt, is missing ranged-combat, crossbow, blowgun, bow, knife, pike, whip, biting, striking, kicking, wrestling... dont know if thats intended or not. (Sneak-edit: Ups, some of them are included in the reaction_profession_rogue_CD.txt. Btw, how are the social skills for new industries, like the biology/balance and archeology/poetry working out for you?)
20. I have never seen this syntax: [BUILDING:CF_FORGE_FINISHING:'s']... shouldnt it be [BUILDING:CF_FORGE_FINISHING:CUSTOM_S] ? I have to admit, I did not check this ingame, but it does look odd to me. All of the reactions in reaction_ironworks_CF.txt do have this.
21. Once more pure curiosity: Why does "process colossus remains" create furniture?
22. As mentioned above at some point, your glass/gem items will have issues. GLASS_CRYSTAL in the glass forge, and everything created in reaction_forge_gem_CD.txt will not be stockpiled and not be equipped automatically by the army. "Equip specific item" will still work, but they will not wear a ruby breastplate if you dont especially tell them to. Neither will the ammo be used or stockpiled, which is quite a handycap. Using a metal or even plant-mat would fix that. (because vanilla DF has metal and wood ammo, so a stockpiling option for them exists)
23. You still have many unused scripts, like announcement2.lua~ which can be deleted, as can the included errorlog about a duplicate ITEM_TOOL_MAGNET. You did fix the bug, but forgot to delete the errorlog. Same goes for a 41kb gamelog.txt. Tiny things.
24. Most reactions in reaction_forge_creature_CD.txt are probably unreadable without TTF. "make a shield out of the behemoths hide" or "make a dagger out of the giant cave spiders fang" are very, very long. Maybe "make dagger from giant cave spider fang" Thats 10 characters less. (Oh, and it says "make a dagger", but actually makes 2 daggers, so... probably should say "make daggers", or only make 1)
25. In reaction_forge_arcane_CD.txt you have some reaction names like "Inscribe something with something". The Inscribe is the only case in which you use a capital letter... all other reactions in all other files are all low-caps. Again, super tiny thing, but it looks super professional if its all in the same style. I'm not the one who should say this, because my mod mixes upper and lower case all the time... ^^
26. Also: It says "Inscribe boots" or "Inscribe gloves", but only takes a single item. A boot. A glove. Maybe make the reaction use 2 items instead of one. Because of the improvement you have to do REAGENT:a and REAGENT:b, both being one glove/boot, but I think players would appreciate it, if they dont have to run these reactions twice all the time.
27: [REAGENT:object:1:ARMOR:NONE:NONE:NONE][PRESERVE_REAGENT], for your armor-rune inscribing, accepts cloth shirts. Maybe not so important, because people are supposed to use this workshop with stockpile-links, I just wanted to mention it. ARMOR:NONE:INORGANIC:NONE automatically restricts it to metal armors. Dont know if you want rune-inscribed leather armors or not.
28. Why are all your custom buildings workshops? BUILDING_WORKSHOP:CD_FORGE_GOLEM, for example. It looks like a prime example of a BUILDING_FURNACE:CD_FORGE_GOLEM. ?
29. Your [BUILDING_WORKSHOP:CD_WORKSHOP_GREENHOUSE][NAME:Alchemy Lab] has the wrong name. Should be Greenhouse, I guess.
30. [BUILD_ITEM:2:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL] looks like something that might rot away. Not 100% sure about it, but it looks like it accepts corpse parts, like cut-off bodyparts, which then rot away and deconstruct the workshop. Constructions like walls, floors and so forth from this are ok, but workshops deconstruct.
31. I did not look at the creature or entity files yet, but you have to explain the entity_huntersguild_CD.txt and magesguild_CD.txt to me. They are normal civs, or do you do something special with them? (btw, I saw the AUTOMATON_MW in there... let me tell you, I never got the damn things to work the way I like it, so they might be more unbalanced than you imagine)
32. TRANSLATION:SKAVEN and TRANSLATION:SHADE are not used anywhere... possibly other language files as well. Could be deleted, or used for your custom civs that share the same languages atm.
33. "[CASTE_NAME:dwarf working for 2 month:dwarf working for 2 month:dwarven]"... should probably be 2 months. Same for all other number, besides 1 month. Again, super tiny issue.
34. I saw many raws taken from MDF, which I have not written. Creatures by Deon, Inorganics by Narhiril... probably others as well. So, if you give credit somewhere at some point, release post, manual, whereever, you should probably mention them.
35. Please dont kill me because I just wrote 35 things, keeping your busy till worlds end.
All in all: I love it. Its massive, it has plenty of workshops and uses, the soul-system is new and unique, very clever use of ebo-items. I cant say much about the balancing, because I havent played it (sorry) but it does look quite awesome. I love the work_1_month thing for the drills and fake mining, even if the product is created instantly. I am quite curious about several parts of the mod, and thank you for the idea I might incorporate into my modpack. Hope the find the time and will to continue on this.
I did not forget your script for the castes btw, I did some testing, but ingame testing is slow. I'll get around to it, sooner or later, I promise.
(36. Graphics... I noticed that your creature graphics all have a transparent background. This will show as solid black ingame... I usually use a brown or greyish patchwork as a background for them, similar to how the floor tiles look ingame. Makes them stand out way less. See phoebus/dwarves as a example, I stole his background
I think that some creatures are lacking sprites as well... easiest way to find out which ones is to read the raws with Brad Uffners Raw Tile Explorer, it will list all the creatures and show their sprites. Easy to spot the empty entries.
)
PS: That turned out longer than expected.