God I love this mod, though I'm gonna have to bite the bullet and see if I can find a way to make the balm of strength permanent+reasonable buffs with the balm of power wearing off after some period and having the crazy buffs I gave it (bwahahaha, 9.9 speed all the time, weeeeee, bullet time ftw) but I'm not sure if it is possible to have it revert to the balm of strength boosts.
Oh, you needed to add in [PRESERVE_REAGENT] with the bone breastplate!
*makes a few helmets til I get a masterpiece, gauntlets which I have to dfhack handedness onto though I'm sure there is a way to do it natively, greaves, and boots, then the breastplate I left for near the end thankfully*
You make a *dragon bone breastplate*!
You make a *dragon bone breastplate*!
You make a -dragon bone breastplate-!
You make a +dragon bone breastplate+!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
*two pages later*
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
*sitting there in a pile of breastplates wondering what the hell just happened that made the dragon explode into armor*
Incidentally, here's my linux objects folder, it has a bit of extra stuff like bone greaves and gauntlets which you need to gm-editor or script fix the handedness on which I left in since you can't add the reactions back in later. Fixed the breastplate x a billion thing. Added a dragonbone template which is more or less steel, makes them a lot tougher btw, no more one-shots from whacking them in the head with a war hammer! It also makes the weapons and armor from dragons/hydras really good and worth keeping full time barring candy or artifact stuff, which is awesome. Tweaked the values and tags on the balms, and uhhh... think that's most of it off the top of my head, oh I also left in the entity changes so goblins tend to cap out around 1500 in a few fortresses while several will just have a couple hundred gobs, which is much nicer, and I just left the use evil animals off because trolls are passive right now so they don't do anything but generate lag and occasionally mangle goblins, no loss there.
The files I modified from the wanderer's files are entity_default.txt, creature_standard.txt, b_detail_plan_default.txt, material_template_creature.txt, plant_standard.txt, reaction_adventurer.txt, for reference.
http://dffd.bay12games.com/file.php?id=10688