@nekronuke: I cant reproduce the error, same as smake. It must be something on your end...
@quiqafooqey: Kudakeru made the Mac OS pack, I cant help you with that, I dont have a Mac. You could leave him a PM, see if he can reproduce the error.
@Omeganaut: Your screenshot doesnt show the vermin/gem, because your mousepointer is above it. Concubines are OFF by default, and dont work with Orcs or Kobolds, the same goes for many other features. The GUI is designed to be used with dwarves. Some options, those that alter the world/plants/inorganics of course affect orc/kobolds as well. That orcs have many animals is normal, and intended.
On embark your orcs didnt turn into dwarves. You embarked as dwarf civ. If you play raound too much with the orc and kobold buttons, you might end up with 2 civs (orc and dwarf or kobold and dwarf) at embark. You have to pick one at the embark screen. You picked dwarves.
@SabbyKat: Dont worry, I love long feedback like that. Unfortunately I have to trash talk you a bit, because your reports are for... maybe 5 versions ago? And you dont say which part is about which version... which in turn makes it really hard for me to test anything on it. "Oh Meteor hammers dont work? I thought I fixed that" Then I go to the Arena, do 1h of Meteorhammer-testing, come back, say "No, friend, meteor hammers are fine" and you say "Oh, yeah, I meant Meteorhammers from 5 versions ago." My answer: "well I love wasting hours and hours upon testing wrong reports, thank you too." And then I am off to Fortress mode to test Marble, just to see that it works perfectly fine for constructions. Which I actually did, and it does work.
So what I am saying is: Long post are awesome. Suggestions are awesome. But what I always, under all circumstances need is this: (and I quote the manual here)
Please report at the forum thread, or write me a PM. Please mention the mod version, tileset used, if settings have been changed, and what exactly is it that is wrong.
Please keep in mind that some issues are Vanilla DF or dfhack related. If you think this is the case, give me a quick heads up, but post the report in the fitting thread.
That said, lets see what you posted:
Vomit is blue, I noticed that as well. Surprised me a bit, because vomit is hardcoded, so it must be the color scheme, but wtf...
Marble works, is an error on your end.
Interaction_weather is the correct file, but you also need to edit the worldgen. Otherwise its of no use.
Wiki: weather information is under "interactions", because its just ONE TAG in an interaction that makes it weather.
(these 1-5 is about your answers that were numerated)
1. Cavern grass and trees work, but only show up now and then, because all the normal stuff still grows in evil/good biomes as well, same as on the surface.
2. Yep, husks die from mithril runes. At least they should. Testfort on this would be AMAZING, since I havent gotten any reports on runes yet.
3. Point taken. Invaders bring no shoes/boots, because thats 4 items per creature, 100 invaders means 400 items more.
4. No one will lynch you. And I like reducing exploits.
5. Yep, will work.
(these 1-5 is about your balancing feedback)
1. Gem furniture should be nice. Especially the diamond "exploit" you posted. Just compare:
Fell tree, make bed. Done.
Mine stone till you find rock crystal, mine rock crystals, fell tree, make ash, make pearlash, make fuel, make crystal glass, make fuel, mine gold ore, smelt gold bar, make fuel, make artificial diamonds, make bed. Done.
2. Turrets. You dont know how modding works in that case, so bear with me:
Bullets shooting steel are as strong as bullets shooting silver, copper, gold, iron, whatever. ONLY THE SOLID DENSITY MATTERS. Thats why slade turrets are per definition better. I CANNOT alter how effective the material emission is. I CANNOT alter how accurate a turret is. What you describe as "30%" less accurate is sadly complete bollocks, both are absolutely equal. It might be that the stronger knockback of targets hit by slade turrets dont get hit, because they were just knocked back out of the line of fire.
Making a turret from each material would require a seperate reaction and creature for each. Too much work, for no change in effeciency. Not like golems, who literally wear their materials as weapon and armor. I honestly dont know how to make bullet/slade turrets better, because I can only alter the rate of fire and range. Thats pretty much it.
Web turrets seem to work as intended. Good.
Acid turrets were changed heavily. They cause this on the target:
[CE_BLEEDING:SEV:250:PROB:50:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:1000:END:3000]
[CE_BLISTERS:SEV:250:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:1000:END:3000]
[CE_NAUSEA:SEV:250:PROB:100:START:1:PEAK:1000:END:3000]
[CE_DIZZINESS:SEV:150:PROB:10:START:1:PEAK:1000:END:3000]
Warpstone turrets should kill. They cause this on the target:
[CE_NECROSIS:SEV:2200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:2000:END:3000] [CE_PAIN:SEV:2200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:2000:END:3000]
Fire turrets: Cant mod firebreath, its entirely hardcoded. Cant affect the temperature, range, anything...
Hellfireturrets: Cant mod dragonfirebreath, is entirely hardcoded.
Slade Metal: This doesnt even exist (for 5 versions now) If you somehow managed to make slade bars, which is impossible, please let me know.
4: Maces, Hammers and such. Wrex and Smake balanced a ton of them. Apparently not the mace, but blunt weapons should be a lot better. (also for 5 versions now)
5. What Guide? Have you had a look at the current manual? They have a 25 times higher ammo velocity and force. And bullet-ammo has 2,5 deeper cutting values.
6. Flashing grass in evil biomes: Wanted to post "doesnt exist anymore since 5 versions", which is true for Phoebus, but apparently it still does in Ironhand/Ascii. Will be removed as well.
A NOTE: Turrets are ridiculously cheap atm, because I have no alchemy/chemistry system. The old one was scrapped, so all "mercury, acid, warpstone, magnesium" and so forth is gone, and most turrets are essentially for free atm.
Now that I wrote all this: I hate to say it, but besides balancing the mace and removing a line of Alt-tile grass, your post was mostly addressing things that are outdated and have changed. Now dont take me wrong, I still love big feedback posts and balancing reports about testforts, but they are only helpful if they are about the current mod version.