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I would love to see more renewable resources, and random drops!
I wound up fixing this myself for now, but would love to see the above suggestions officially supported. The PAK file for this game is a simple bzip archive with XML values you can adjust. I changed the drop rates from most creatures to include an assortment of item... mostly coal and some iron, but also rare chances to drop higher metals too. Beetles and spiders can drop sand and dirt, slugs have a very rare chance to drop gems, etc. essentially making everything renewable.
I also added a recipe for iron ore and changed the coal recipe so it doesn't depend on dirt (it didn't make sense to me anyway). I now have a fully renewable game that I can play as long as I want.
To the developer: please consider a world mode option to allow renewable resource changes (just load a different creatures.xml file, etc.). It does change the nature of the game, but it's the kind of gameplay I really enjoy.
Edit : i checked the xml files from your post, and i must say it's fun. Till now i added 2 recipes to turn snow and ice to water, added mithrill weapons recipes, and even added them to the tree. This is so configurable, so much fun.
(1) plentiful is great, but it's not the same as infinite. Some of us will want to play the same map for an incredibly long time, far after all of the map's resources are exhausted. Full mithril gear, an impressive fortress, etc. My mod brings renewability to all resources with the hope that the developer sees that there's an interest for this style of sandbox play and adds official support.
(2) the miner skill does not increase gain rates from mining. There are specific numbers for the varying levels of dirt and the bonus goodies they can drop (and I strongly agree with you that it's important everyone know that there are a lot of resources to be gained simply by digging up normal-looking dirt). Specifically, the miner book "increases the speed of excavating blocks of earth and rock".
(3) The bonus resources for various dirt:
These are not cumulative chances, so as you put it: the red dirt can yield lots of extra iron, but not the levels above it nor below it.
(4) the longer you play, the more you realize that keeping 15-20 dwarves is an endless endeavor. Most food recipes require coal (and dwarves won't eat the same food more than 3 times in a row). You can give them lower-satiation items like apples and pine cones, but they go through them very quickly when you have a large group.
References for the above taken from main.pak in:
/data/blocks.xml (specific dirt drop bonus data)
/data/creatures.xml (confirmation of no bonuses to drops from the mining skill)
/Lang/English/data/local/craft_resources.xml (description of the mining skill)