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If you deselect ancient soldiers, pioneers, etc you should only get standard colonist/tribesperson pawnkinds. If they're still all overpowered after that something else is going on, as I use the standard vanilla pawnkind.
Also an option to set a max value for each migrant would be awesome so they don't come even better equipped than my pawns lol
Pushed an update; for now, immigrants are prevented on any underground or Odyssey/SOS2 space map. I may do more to make things selectable later.
WarlordKandyman:
If you deselect pioneers and ancient soldiers, you should only get standard colonist pawnkinds (no weapons)
Xenogerm implantation is mandatory, btw.
To your knowledge, has no one in Dwarf Fortress made a way to filter out "undesirables" (useless professions, especially nobles, etc)? I assume there must be, especially before they start to form relationships and connections with the other dwarves. Maybe a series of trap doors, to drop those you don't want into spike pits or something.
So I created a mod " Immigrants_zh " that adds a Chinese translation for your mod and published it on the workshop. Also I note them "keep the political stuff under control" as well. Thank you for your contribution! Keep on keeping on!
So, if you have no allies, you get few to no immigrants but each positive (or maybe only if allied) relation, sends an order of immigrants.
I was wondering if it is possible to have it so that you can select a number of xenotypes (like 4 or so) that can be chosen instead of just forcing only one? And when an immigrant arrives they are one of the xenotypes you chose? I can simulate this now by changing the xenotype after an arrival, based on a die, but I figured I'd ask here.
And wait for better ones