gamerlord, need to edit the appropiate raws/buildings_ find the building, and remove the [FIRE_BUILD_SAFE] from the quern in the list of building materials. this also applies to the grate on the crematorium, and i think something on the crucible.
Few minor bits of feedback for v.2i
Farming library does not allow you to train grower skiller.
bloodcheese does not get moved to food stockpiles that allow all cheese types.
timberyard: the metal tree refining actions give extra seeds, is this intended
tree crop -[cut farmed]-> logs + seeds -[refine]->metal+seeds
brewery: make fuel reaction uses up an entire barrel of booze irrispective of the quantity (and i presume the same for mineral oil but not tested). Presume that this should use a fixed ammout of mineral oil and alchol.
Can the temple blessing be made simular to the music stage reaction so you can leave a priest on blessing duty on auto-repeat without eating all your raw materials.
Is it possible to put the building documentation the building sizes and entrance direction if highly restricted. (for things like the large temples can see ingame until you have all the required custom building materials, and then you find they don't fit in the spaces you have left in the fortress for them).
Is it possible to document what (if any) exact stockpile setting can be used to store some of the new item types, parhaps as part of the building dscription that makes them. (e.g. ink, velum, parchment, essays/books, caged monsters, clockwork parts, blueprints, fishing nets/rods, platinum souls [finished goods/type:tools/metal:platinum] etc)
Issues with some building requireing fireproof grates/querns where tag does not seem to be allowed.