Okay, I see why did you have problems with clay in stockpiles. Tomi, where did you get NO_STONE_STOCKPILE from? I didn't notice it when I merged some of your raws.
It was recommended to me in a vanilla DF thread. Then toady put out some more versions!
Yeah my refuse piles was looking rather empty also.
Please no .chm (compiled html windowshelpfile) files, use PDF or RTF or plaintext. And I put some tips into the wiki this week.
Merging changes... I dislike the high plant jam prices, 10-15, why does value become five-fold when you smush plants into a barrel.
added [EDIBLE_COOKED] to dragonfruit
would be nice to have lower preparedmeal values so can't trade 15 fine meals (3000€) into 3 red steel boots (3x600)
remove "wild" from strawberry seeds also, we Finns love our strawberries (big farmed ones
http://en.wikipedia.org/wiki/Garden_strawberry and tiny wild ones
http://en.wikipedia.org/wiki/Fragaria_vesca)
dandelion being Very Common, its dye should be the cheapest. Also by same logic, margarine common->cheap.
ok looks like cave chili will make the most expensive meals, as pepper and hot sauce.
should we add more cookable tags to boozes?
What, female obsidian still had firebreath! No wonder my caverns burned!!cave potatoes are great, so freq down from 100 to 20. You don't want the best things to be the commonest.
Proposal: since soldier training is Damn Slow, lets put a little +30% boost to armorwear,shield,axe,dagger,student with SKILL_LEARN_RATE 155% tags, for all castes. The FPS decay (from item count and possibly torn-clothes-replacing) prevents the military solution of "just wall off the world and let them train for 4-6 years". Three weapontraps are usually more powerful than 10 adequate-skill militia.
Other proposal: "recycle silk" reaction, in goes 5 silk items, out comes one cheap "spider silk cloth". It's like "burn clothes into ash" but better! Also same reaction for fiber clothes.