The actual questions seem to have been mostly answered, so:
if I had a girlfriend who's as clever, zany and unique as Dwarf Fortress with as much enthusiasm for gratuitious geekery... I don't think I'd be put off by a few personality quirks and looks I find endearing anyway (if not conventionally pretty).
If
I had a girlfriend like DF, I don't know whether I'd be the one worrying more about her apparent sociopathic nature, or my friends for the way I was
sooo into such a sociopathic girl.
As for
Migrants, can be annoying and rewarding in equal measure. You can always wall yourself up and let them suffer and accumulate (as much as the inevitable invasions and ambushes will allow). Or, if you feel like it, set up their
own parallel and yet expendable fort (...perhaps leave a pick in a walled up bunker for them to use if you're feeling like it...) while you get your original dwarves set down to keeping themselves self-sufficient. See what goes wrong first... the potentially ever-increasing immigrant camp exposed to all invaders and monsters or your own little insular group.
One explanation about the
Elves is that they tease the trees and plants into budding wooden instruments like fruit, to be picked. But they apparently can't tell the difference between their
own environmentally-friendly produce and your own items carved out of the remains of murdered trees if you try to pass them back to them, so maybe they are just plain mad.
Also, I think that if you don't have stockpiles of wood, but construct them into (useless or otherwise) blocks of wooden walls they don't actually count them... And you can put off their ire a lot longer if you're not just horribly efficient at hoarding the logs in stockpiles and and have an awful lot of logs hanging around unused.
With
Bones, you probably need loads of bone bolts, by the sound of it. Get someone (best bonecrafter, or one of those useless migrants who will eventually
become your best bonecrafter) to use them all up. Or as many as you can, or as many as you think you can without finding yourself without them when someone decides that their moodcraft needs body parts or similar. (Depends a lot on how, and how frequently, you are accumulating bones.)
To add to the information about
Containers, seeds can sit in stockpiles alone, but typically at one seed per tile, so they can go into bags. Bags can sit one-each in each stockpile tile, or go into barrels. Barrels can sit 1-for-1 in a stockpile. You've already heard about the rock equivalent. (The most confusing thing about some items is that there are different names for different material items... Chairs when wood, thrones when rock or metal, for example. The ones that come to mind are Coffers=Chests. Coffins=Sarcophagi. Ropes=Chains. Portals=Doors. Cages=Aquaria.) Bags, by the way are made in a clothesmaker's workshop from cloth. The cloth is made from thread (silk, plant fibre or yarn) at a loom. The thread is gathered (in the case of silk thread, also via the loom) or made from certain plants (in the case of the plant-fibre stuff, at a farmer's workshop) or spun from various wools (also at a farmer's workshop, usually after a shearer (also in a farmer's workshop) has sheared a suitable wool-bearing animal, like a sheep or alpaca). It's a production chain that I can never get working self-sufficiently, I tend to just spam a (R)epeat job on some job, apply some random guys to the job (if I don't have a decent guy with the skill already) and when it runs out spam a (R)epeated job on the next stage, with either the same random guys or the extant professionals for that particular profession. When an Expert Shearer doesn't have any animals to shear, he's usually given other things to do, of course. Nothing like keeping them all busy. And it seems to work, at least as long as the rest of the fort does.
Ninjaed by franti about the barrels/bins settings, so that bit being snipped out of my reply.The advice regarding
Saved Games is much as I'd give. Although I tend to: a) save a whole copy of the pre-embark save as (say) "region1#raw", just in case I want to go back and go at the same site slightly differently; b) make a "_region1" directory (that's the full name, prepending the default save with an underline... hey, it's a handy convention!) to put both the "#raw" and all older-than-one-year "region1_season_yearnumber" saves into. For no reason other than having gone to the small (almost insignificant) trouble of making it save backups, I don't like just deleting data. This way it can moulder away and even with two forts currently running, I'll only have a "region1" and four "region1_season_yearnumber" forts and ditto for "region2".
If I feel the need to permanently revert to a previous save (rare, as opposed to testing out different approaches to a problem which I'll probably Ctrl-Alt-Del abandon before the season ends anyway) I'll rename "region1" to "region1(abandonmentreason)",
copy the appropriate seasonal save that I'm rewinding to and rename it to "region1" and continue in that vein. But I do feel rather cheaty about doing that, so it's rare.
I've no idea if any of my more technical information means anything to many people who aren't already experienced players who do (or have done) similar (or their own equivalents), but I'm putting it out there.