Stone byproduct is a bit weird.
no, not at all, but the (missing) description how it is calculated makes it look wierd :-)
maybe it would be more clear to specify the ranges separately, eg divoresity quota 0 to x%, stone quota 0 to y%, and vanilla quota 0 to z%, with a hint that x+y+z=100; or you simply scale up/down the sum of x+y+z to 100 ...
The reason Stone Byproduct is limited is because as you noted, if it's 75%, you're going to have a massive surplus of stone.
if divoresity is 74% and stone is 75%, there is no big surplus of stone, but the two limitations (to divoresity<stone and to stone <=75%) cause at least 25% of the ore to be the original ore type. with these limitations it's eg not possible to have all ore be random with some small surplus of stone: eg 10 ore types with divoresity 100% would give an average of 10% each, and with an additional stone quota it could be 90% divoresity (9% each) and 10% stone (total of 9%+10%=only 19% stone and no big surplus)
The main feature of Stone Byproduct is that it deletes native stone patches.
why not do the same for coal ? :-) :-)
I haven't thought to add checking if ores are disabled. I'm not really sure why you'd want to do that as you can't make plastic without coal in vanilla.
you also can't make plastic without oil in vanilla ...
and yet vanilla settings allow to disable any ore type and resource, including copp/iron, and trees, and coal and oil ...
then you shouldn't force those excluded ore types and resources back on the user.
i was trying to setup a map on a really dry desert which has no water (but uses ice ore), and thus also no forest (trees, grass, etc all NONE), and thus also oil (which comes from rotten trees) set to none. there are several mods which allow having no trees (and one mod to give you 40 raw wood at the start to later start greenhouses), no coal (making coal from wood), no oil (making oil from wood and/or coal, or even make something directly from biomass etc).
the only two problems that i still have: power production uses up a lot of water in the early game and steam is consumed instead of being condensed back to water (thus i was running out of water and had to allow stone wells which make water for free, with the "self-restriction" to only use them for power plants; maybe some day someone will write a mod that modifies steam turbines to give back at least a bit of warm water :-) and that most oil generation mods convert fewoil+coal to moreoil, or fewheavy+wood to moreheavy (thus always requiring a few liters of oil or heavy to get the process started), or require sulfur to make fertilizer for some plastic that is made without oil (but first requires a little petrol to get the sulfur) ,etc.
what do you think of this algorithm for calculating the amounts:
size setting times richness setting gives 0-25 points (0-5 times 1-5) for each ore. all those points are added up and scaled to 100%. then the mod settings tell how much ore from vanilla should be untouched (v%), how much ore should be from divoresity (d%), and maybe a few additional specific ores can get percentages (eg c% coal, s% stone). v+d+c+s should sum up to 100%, or that again can be normalized/scaled to 100%.
using 100% divoresity then would take the settings from vanilla and mix them all up with different ratios.
using 50% vanilla, 40% divoresity, 9% stone and 1% coal would keep the vanilla feel of ore patch distibution while mixing up 40% of the field, and guaranteeing some stone and very little coal if those two values are set and coal/stone are set to none in vanilla settings.
ps: that was just an idea, and the mod and how you do it is completely up to you. to not mess up existing maps or annoy people who got used to the current way it is done, maybe you could do this in a new mod "prOrepOretional divOresity" ? :-)