I am working on it, but to answer your questions: Bugs.
Fishfarm / Fishpond naming error in the entity file.
Golems should work, just station one full squad on the workshop when you run the reaction.
Build mat asks for "bone" blocks, while the workshop makes "inorganic_bone" blocks. I fixed the stockpiling for the blocks, broke the buildmats with the same update. It is just me being too hasty, because the latest update is still from on-the-road, while travelling. Now that I am home, I should really put some more work into it.
@fire1666: You can make any plugin you want for MasterworkDF, but ask narhiril about the voidwalkers. They might be vastly overpowered, and I personally think that people would rather play a race they have a conntection too. Voidwalkers sound too badass, Voidwalker Beekeeper... it just doesnt fit, but thats just me.
@cobaltness: station a squad of dwarves on the workshop, you should get better results.
@Dox: Havent checked yet, but I am fairly certain that it is the same stupid mistake again. I fixed the stockpiling for them, but didnt redirect the buildmats to the new material. Again, sorry. I am slowly chipping away at the next update.
@obivonknobi: Maybe a loyality cascade ?
@pikdome: Yes, I have thought about slings, but with crossbows being aviable from the very start, wood, bone, metal... considering that there is simply no reason for a more low tech ranged weapon, because I cant even make it more low tech.
@ivefan: transformed dwarves, mages, all those will still act like normal dwarves. Golems are different though, more like pets, I wanted to avoid these guys to do labor. Otherwise people would transform all their dwarves into golems. I might even reconsider this stance, because historically speaking they were designed to do labor.