I removed SNEAK skill. No more free quivers. Free crafts I cant do anything about.
I tested 3 embarks and waited for 2 migrant waves, no surviving migrants. Seems to work correctly now.
I added mortars and pestles to the craftsman.
I added breakable shovels from bone to the craftsman.
I added cloth+tallow and cloth+wax quivers and backpacks to the cloth workbench.
I added a firepit, which allows to either burn things for ash/coke, burn wooden furniture for coke, burn any object for no result (destroying it, just for cleanup. Best to be used with stockpile feeding), and it melts down slag. You have a low chance for some base metals from this.
I added a Workbench (Fossils), has 4 reactions. Excavate stone, takes 5 boulders, might find something. Same as dwarf mode. And restore fossil/relic/treasure. Fossil might be a deep-bronze weapon. Relic might be a deep-bronze armor. Treasure might be golden furniture, golden training weapon, or (2%, very rare) 10 dragonscales. (steel-grade, lightweight, temp-immune leather).
So we have archeology, cloth quivers, no free quivers from migrants, no surviving migrants, bone shovel, getting rid of slag, added the missing "render fat to tallow" and "Mill seeds/nuts to paste" reactions... anything else? I dont think hermits can do anything with megabeast corpses yet.
*I made a shovel but couldn't find out how to dig a hole with it, if it can bury those regrets.. Another part of the guide said to just build coffins so they've got the finest coffins trash-wood can afford Maybe put the command/method for using the shovel for holes in the faq?
EDIT 2: *I've got a cow running around that is "Opposed to life" :> Now that some time has went by the cow is back to normal "Tame" status..
Shovels are picks, for all intents and purposes. Just assign mining labor. Cow is opposed to life probably because its an evil biome and it ate evil grass.