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Rapporter et oversættelsesproblem
in terms of domesticatable megabeasts, I probably won't be changing the time to full adult as it's currently on par with rocs? might give them a size bump though. we'll see
And for the secondary mod, you could add a purposed slugcat as an expensive embark choice, certain scugs could have items added to their inventory over time up to a maximum which can be used to craft with, and many slugcat features can be replicated by giving a permanent legendary skill such as climbing, swimming, or ambushing, and perhaps give a gourmand the ability to gain strange moods like a dwarf can.
Items created while well fed:
Arti: Explosive secretion
Spear: Chitinous spike
Gourm: Random plants or basic materials
As it stands, with arena testing, 8/8 times red lizards won. And these were 200 years old adults. So outside of value multiplier red lizard just seem better. Maybe the red lizard projectile handicaps train lizards hard?
I'll probably end up changing the vulture growth mechanic to not be interaction-based in general, since it seems buggy and i havent been able to get it to work in fort mode recently, though it was fine with testing?? hoping to get the new update out within a week or two. suffered from a fair bit of scope creep but it should introduce most of the remaining rw creatures, plants, and rebalance the world's ecosystem diversity in accordance to which creatures show up in the individual watcher biomes as well
Didn't read the comments because untill now didn't have much issues with the mod. Just came back to dwarf fortress and in new worlds there were seeds that appeared simply blank at embark screen. Apparently they are Rain World plant seeds (happened even with only this mod active) and had to delete the local files and reinstall it.
as for appearance sprites - do you mean portraits? I've been prioritising implementing creatures and other content first, but I will get around to them in due time. I haven't been looking forward to setting up yet another complex layered sprite, but the palettes feature made things a fair bit easier
just a suggestion tho, feel free to ignore
if you know a way i can disable that in particular, I'd be happy to do so as they really aren't meant to have it either. for now, all I can do is clearly state in the description that they aren't supposed to use that sort of stuff
I mainly test civ generation on default settings, and they've always seemed to work fine on those. Don't know why they'd be struggling without metals considering they can't really use them.