@Deon: I have a biofuel thingy in the kitchen, oil and booze. But I think that there is more then enough fuel in the game already. But dry bricketts are a biofuel you could have a look at.
@zach: Ups, shouldnt happen. Their only biome is underground_chasm and they have a frequency of 0. To be extra sure I just added [NO_WINTER][NO_AUTUMN][NO_SUMMER][NO_SPRING] to all of them.
@tiresais: You can turn turrets on and off as you like now. I did not know that warpstone is so weak, it should be quite deadly, with full body necrosis. Maybe bees are immune to poison, since they have a poison themself, and dont fall under the [Affected_class:general_poison].
@hanspeter: Remove the plant_grasses.txt, then you have the same cavern floor as the last version. I wanted to look at it anyway.
@sayke: Yeah, feedback
1. Fossils are alpha, I noted that in the manual as well. Turn them off, if you dont like them. They are pasrt of the archeogical system for the next version.
2. No, they should not. I will have a look with dfreaval. Sometimes things go wrong with tiles, since I have so many subfolders for different graphic packs.
3. This is weird, yes. What settings did you use, Vanilla Minerals, or Simple Minerals ?
4. The steel upgrade works like this: You have normal steel. no change. BUT you have the option to upgrade it ONCE, to any of the four mentioned types. You dont like it, dont use it, or turn the setting for Refinery to OFF. Generally I wanted people to have more varied armor, for different situations. Light steel for faster squads, fireproof for demon /dragon fighting, heavier for slower, but stronger, battle for better protected squads, your choice. I am surprised that several people mentioned that this system seems weird to them. But yeah, you can simply turn it off, by removing Refineries. See the manual
(editnote: all this only works with temperatur on. Otherwise you will get cave fungus blocks, which would be weird, bit still has the same properties as microcline)
5. For sand, go the the inorganic_stone_soil.txt and change the color for sand.
6. Cave fungus is effectivly mircocline, just with a different name. Is mentioned in the manual as well. It is simply changed so that it leaves no rock, but only liquid. The reason for that is that I wanted to reduce clutter. Most people dislike mircocline for its bright blue, so I chose this one. It is slightly harder to mine working stone now, but easier to dig out big areas for your fortress, without generating clutter. Same goes for living stone. And 6 types of weaker stone, like rocksalt or sandstone, they just turn into dust. All to help the FPS. This setting is one of the few things you CANT change, since it is a core element of the mod, to help FPS.
7. Again, it should look like phoebus. If it doesnt, I will fix it, as soon as I know what tiles ^^ Tilesets are somehow hard work for me, I am not looking forward to the work I have when I add ironhand and mayday... except someone knows a good solution for that.
@ALL: Just a note to everyone:
If you have a question, look in the manual. It explains virtually everything i put into that mod. It took quite a while to write it, but I hope it is still ok to read. I tried to keep it clear as possible