That's odd. I'm not sure what would cause pets to crash the game like that. Are you playing as a kobold or one of the animalman tribes maybe? It might be specific to trying to name a pet when you have the [UTTERANCES] token that causes gibberish names, which is a code problem but only visible in mods that allow utterance races to be playable.
I'm looking at lockbows and they're set to use bolts, the lockbow recipes both yield the correct item, and both the wood and bone bolt recipes return the correct item, so I'm not sure what's going on there. Ranged weapons are finicky and demand being the very first item wielded if I recall. If you're somehow dual-wielding a lockbow and a bow, that would likely explain it. :/
Being unable to eat sentient meat and use their materials is
a known and pretty damn old bug. Catacomb bodies are usable because in technical terms they don't have the same link to their ID as a living being that a creature killed during gameplay has. The only workaround right now is in your abilities section, the "mark sentient prey" option.
Kobolds in Adventurecraft still have [UTTERANCES], it's just they also now have [INTELLIGENT] instead of [CAN_LEARN], so they can converse normally but still use gibberish names, and trigger any other behavior that depends on the [UTTERANCES] token. The main thing this addition does is not just let them speak, but also perform. As it is if I recall the vanilla kobold civ has access to dances, but without speech it'd be inaccessible to adventures since it's past the "tell player they can't speak if lacking the token" check.
I'm tempted to add more yeah, admittedly there are a ton of clothing items so I'm worried about clutter there. Before you ask, gloves and gauntlets aren't even doable due to
yet another old bug in the code. Dyes might be doable but I'd need to look at how they applying dye to an item actually works mechanically, I don't know if it's accessible to custom-defined reactions. If so, I'll want to define a wider range of plant-based dyes since a lot of real-world options aren't implemented in vanilla.
Ochre is one I'd want to do too, but dirt would be hard to use in reactions properly because each handful of dirt, sand, and clay (in adventure mode, in fortress mode they're gathered as itemtype BOULDER) is a POWDER_MISC with 150 units, which would mean running into at least two more bugs.
And huh, maybe it does? You can check your stats on the z screen. Any hardcode-defined poison like from titans takes affect real damn slow in adventure mode (
issue is here), but all raw-defined venoms and poisons have been given a more usable DWF_STRETCH in Adventurecraft. Either way, I presume that pinging syndrome effects constantly proabably does affect your disease resistance, never tested it myself.