Wow, only bug reports... lets see:
@zeebie: If yes, then that is because of the new DF version. I might change them to pet, from pet exotic then. Easy solution.
@feb: is known, the reason is the generic mats. I know the solution, but had no time to actually add it yet. Same goes for bonecrafts and some leathertypes btw. I need to make fake animals bearing these mats, instead of inorganics. Was busy doing the same for trees, had to make a fake tree for all wood types. Fun. -.- (really annoying, since everything works, except the stockpiling) I am downloading the safe, quite a curious bug.
@smakemupagus: Ha. do not change the inorganic mats, I dont use them anymore. Check the bottom of plant_masterwork.txt. I had to make fake trees to produce the generic wood, to allow DF to stockpile everything. Change the colors there.
@zaz: that does not sound like a bug from the mod, all that is hardcoded. Check your hauler/order settings ingame.
@rohit: I know the issue and fixed it. The golem cast will stay, you only ever need one. I made 7 different types for the next version already, for different mats.
@simonthedwarf: I never had that problem, but I havent tested the new interactions. I had to replace all material breath attacks with interactions since 34.1
@mitchewawa: the workshop only respects the actual melting point of the mats. It uses the firesafe and magma safe token, ignoring everything else. No other way to do it.
@umiman: You do know that this mod does not support ascii ? And that all changes in the settings require a new world gen ?