It's under "Render Fat". And apparently you now have to have renderable fat/glob available to even get that option to show up...
In fact automation seems to be a theme here.
It is also the case in the smelter. You can't use the smelter until you have fuel available. no options will show up otherwise. I will have to experiment if this is why my custom modding reactions don't show up (more research needed). I have to say I'm impressed with the coding this release so far.
Summary, there's no button until there's something for that button's command to use: smelter needs coal/fuel, and kitchen needs fat to show the render option.
wait somthings wrong, I have some in stock pile but he wont process it, works with new fat but not the fat I already have
What vhappylurker said. Also check your kitchen menu; make sure it's "cookable"
MILITARY:
Alright people, it looks crazy, but it's actually brilliant once you get the hang of it. Here is the basics of military. I will soon write a comprehensive guide. However it's about 3 AM now so screw it until at least tomorrow night: (I also can't post screenshots, damn it):
http://df.magmawiki.com/index.php/DF2010:Military/Guidehttp://df.magmawiki.com/index.php/MilitaryYou have a crapload of control at the expense of a huge damn learning curve. Sounds like this game's typical MO.
The kinks are: a somewhat painful process that you can get used to, and the demonstraitions. I've no idea how these work in terms of game mechanics but I'll figure it out sooner or later. Right now I've got a militia captain organizing a dodging demonstration. This means two things: One, I figured out how to get people to organize these things. Two, I haven' figured out how to get people to DO it, yet.
STARTING BUILDS.
Well, Immigrants are now awesome. I've gotten a few that are insanely skilled and I have to say I like it. I start out with a leatherworker, because hey, that's armor. However, I just got a high master leatherworker, which blew me away. Same thing with butcher and soapmaker. Yes, soapmaker is now a critical part of the game due to soap having a medical use. Yes that's right, Soapmaker now has a critical use:
I mean:
So far I'm focusing on Food supply (and it sucks that you can't farm on soil without mud irrigation) and setting up areas to live in.
The point is that all the starting builds are made on the assumption that you'll get essentially worthless immigrants in terms of skills. Now, this is clearly not the case. Thus, we'll have to factor this into the new builds. Moreover, there are new skills we have no idea how to use at present.