@Cult of the Raven: That sounds a bit odd. I'll have to go in and see what might be up with that. Nothing i can think of would cause all plants to show up incorrectly, though.
@Ampoliros: Thanks, I'll get the drink tag added in.
@ojd: The oil press definitely sounds wrong. I'll check that out. Not sure what's up with the frothing chamber, might just be a name bug. The hatch cover issue is annoying, I discovered that yesterday. But I guess even having wooden hatch covers wouldn't be *too* bad, and most people would use stone anyway.
Does anyone know if Elves bring bins? I'd imagine not, so I guess it's more of a DF bug/feature than a CF one. The Chaos dwarves probably have a civ that doesn't use clothing (to cut down on junk in battles). I can make sure they always have a tunic or robe or something, though.
I considered having any type of glass make a generic 'alchemical jar', but wasn't sure if losing the material type was worth it. Might be, just to cut down on the annoyance factor.
A training building would be doable, I suppose. Would it make that big of a difference, though? I think Alchemy skill will just let them work a bit faster.
As for the ores, I agree. I talked with Toady, though, and I think I have a solution. Since traders will bring bars, I'm thinking of creating a building that creates 'transport tubes' that work kind of like jars. Basically a way to sort of sensibly allow trading alchemical components as bars. That should open up the alchemy options a good bit. You'd just have to use the building to transfer the alchemy items from the bars to the jars, which would be simple and help train up alchemy.
@microMOOSE: That's...really odd. All you should have to do is upload your save folder to DFFD and I can take a look at it.