I've been a big fan of Dwarf Fortress for the last month or so. I started playing with the raws recently, doing such things as making all animal people milkable, making snake people lay eggs, deleting trapavoid, turning creatures into pet/pet_exotic, etc. You know, the easy stuff. Then I get into Masterwork and crap my pants. This is a fantastic mod--everything is here.
I only have one gripe. I like having my kobold bone bolts and goblin leather boots.
After cruising through the raws, I (eventually) started picking out the right tokens to start getting the names back. Meat was easy, bones were next, trees I couldn't touch lest the Timberyard become useless... then I started mucking around with leather and skin. Screwed the whole process. Should have backed up everything before each edit, but what the hell.
But notably, I messed around with milk a bit, and came across eight different lines of Forgotten Beast Milk in my embark list...
Anyway, I appreciate the mod, and after toying around in it, I realize that generic items are a completely hardcoded part of this mod, and after screwing around and finding out just how deep those CREATURE_MAT and ANIMAL tags go, I would wager an option to turn specific-name items back on is far too much of a pain to code. I guess I'll just have to find a way to deal with my fascination with amassing piles of dead elf and goblin paraphenalia.
I was trying to make a reaction at the Kitchen to turn vermin remains into crap food, i.e. MAT_ON-A-STICK. I've seen PRODUCT tokens with 8 different :sections: --is there a better list of what the product tokens do with all the other sections?