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Can confirm growing is in the updated version. I tried throwing some other skills in from older DF versions to see if they worked but no luck.
Sorry for the delay in the update and growing/fix. I had updated a lot of formatting to make it easier on me going forward.
RE dining room; you're right. I honestly made that to make it easier for me to make larger dining halls for my fort not individual dining rooms.
One reason I left the bulk furniture cheap was to avoid hitting the created wealth threshold too soon and triggering an attack. I do think I'll add some options for aluminum (super high value and still lightweight to quickly haul) as well as more bulk options for single pieces.
An unintentional bonus, all of these workshop reactions can be scheduled with work orders.
@AHTK plant should be there as Grower.
* add missing skills (like discipline, fighter, archer, striker, kicker, thrower) - planting should be in there under Grower
* add some armor and weapons to the dwarf list (mask, flail, etc)
* create creatures in cages (hopefully)
* add milled/paste plants, extracts, and single job full armor sets
* finish adding all strange mood mats
* update the reactions requiring barrels to also also allow large pots
(I didn't use metal barrels because I have large ceramic pots which should be equally safe and
very light - I will make an option to make them in an increased quantity)
* rework/streamline categories
* change the graphic from screw press to something cooler like a full armor rack or a
werepanda
* clean up the raws and make sure everything is formatted for easy code
folding/updates/edits/remixes; comment the code where it might help
* make an actual cover image
Just tried it. Seems like it's missing steel shields?
But great work!