the plants from the option for more plants in the materials tab don't follow the guidelines of masterwork. the above ground plants are year round while the underground ones are restricted some months. And the plants are not affected by harder farming.
from my findings of reading the raws of the new animals and playing a fort, i found that shearing a cragtooth boar gives a skin to be sent to the tanner instead of ivory from tusks.
as far as egg clutches go horned turtles have clutch size of 11-15. the bearded cavernkeet has a clutch size of 8 to 12. the boulder crab has a clutch of 3 to 7.
i'm enjoying all the new animals though
current fort is 70 levels deep with 4x4. using dfhack i see i only have 19 balrogs and 67 rockwraiths from gold. maybe you could make the digging invaders on there own button to ease the use of them. maybe add a smaller much weaker rockwraith to disrupt the mining operations to go along with the other ones. could they get there own tech? maybe reprogram them or add to the current golems to make them more enticing
and other than that... i usually never have to worry about cloth being so many ways to get it, so many vermin produce it in the caverns. maybe a harder cloth button? but better worded
Sup meph. I think i found a bug with stockpiles. When i make a custom refuse stockpile to accept only bones, sometimes they also accept some body party (which can rot and produce miasma).
a quick fix would be to have another stockpile take from that one with bones turned off. bone stockpile -> refuse <no bones> stockpile.