ok, lets see: One crash report, sadly without source, but thanks for reporting. One flickerin-tile bug, which is caused by duplicate raws of the phoebus you installed (why ?, it is already installed anyway) Check your errorlog, and you will see many: Duplicate Objects entries.
Boiling stone reactions dont work always, and I cant figure out why. I even made a carbon copy of a system Putman uses, and which works in his mod, but not in MasterworkDF. Very strange, and if anyone can solve this he'd be my personal hero. Maybe I should offer prices like the ones in the 10year Challenge for bugfixing.
But it is not a problem, since you keep the golem-cast anyway, you can try as often as you want.
Sorry about the thiefing zombies, but either they get the babysnatcher tag, OR become friendly. The only other option I found is giving them "utterances" but then they will have no names, and will be named: Zombie the Goblin Zombie... maybe the new tags, opposed to life mostly, can remedy that. I want to give them the ability to make more zombies by biting people anyway...
Genies give all kinds of super valuable stuff, some random things as well, but only live 1-2 years. This is intended, the service of a genie are short, before he retires back into his lamp
Otherwise people would buy them like crazy and get free everything.
Pure metal ores are an addition I made.. two version ago ? Essentially you can find pure_mineral in all native_mineral veins, in small clusters. This means you find a vein of "native_gold" and in it you might find "pure_gold" The metal produced from them is still simple gold, no changes. But you get 2 bars for each piece of ore, since it is pure, and therefore yields more of it. (@darunija: there are no pure metals, only the ore is new)
BugfixesAnother note: I am making progress on v1.3 Golems now fight and dont flee (if the dwarf that was turned into a golem was in the military, they will even be considered a squad member and react to orders), rocktip/gemtip arrows are porperly named, stockpiled and used, AND, major fix, everything is stockpiled. Bone crafts, armor, leather quivers, backpacks... all the animal mats that were clogging up workshops are now working correctly
I havent tested yet with the more exotic leather that elves might bring, but so far everything that you can take at emark or produce from butchering is working beautifully. The leather types also have different colors now
Next thing I have to do is remake all my leather upgrades, since they still use inorganic mats and references in the reactions. Yeah, fun.
ABOUT THE WIKI: I did not know that the format would be weird to you. I just picked one from google. If you know a better wiki, or an easier one, you can change it of course. I also added another 7 members to the organisators, 13 now in total. I am curious how it will turn out.