A minor request, just a gameplay issue really.
Currently there seems to be about a 90-95% chance that having a dorf cut gems will result in a cut gem of that type. However there is a small chance that instead of making a cut gem, they will make a gem craft, like a scepter or crown or a large gem. Something like that.
This can be somewhat annoying with glass, or any other source of gem you can get a large supply of, such as using modded reactions to prospect stone to gem, or just decorating everything with glass.
Normally you would be able to have two repeating tasks, cut raw green glass and encrust with green glass. First it makes a green glass gem, then it puts the green glass gem on something, that way the gems do not pile up in your stockpiles, nor do you run out of gems and have the encrusting gem task canceled.
However because it is not 100%, and sometimes you get a craft instead of a cut gem, eventually you will run out of gems and the task will be canceled. Or, if you put in an extra cut gem task, you will be swimming in cut green glass gems that are not encrusted onto anything.
It would also be nice to be able to turn my valuable gems into crafts. I want diamond and ruby crowns and scepters!
So my suggestion is a relatively simple one.
Split the cut gem results into two different jobs.
Cut gems results in 100% of all gems being cut into cut gems of that type, suitable for encrusting on other items.
Craft gems results in 100% of those gems being crafted into finished trade goods, like large gems, crowns, etc.
This would give much more control for the player over what they want to do with their gem stockpiles instead of the cutting gem task producing random results. It may cut a gem, or it may not cut a gem.
Its kind of hard to plan around quantum gems.
