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I'm sorry, I forgot I still had those instructions up there, but I was wrong about how poisoning works and there's no DF Hack-free way to intentionally coat weapons. If you play with modding a little, you could look into the add_spatter reactions from DF Hack (look up "df hack add spatter reactions" and go to the Bay 12 forums link). I may add this in a future version, but I've been stalled working on art and irl stuff slowly for a while.
I have several warhammers stacked on that tile, and I am dumping a minecart of cave spider poison from the same level. As far as I can tell the weapons don't seem to have a spatter, but I'm not sure if it is just hidden information in the steam release or if I'm setting it up improperly.
I did add the reaction to dwarves rather than playing decapod.
Yeah, there's a base game bug that I forgot about where tame silk producers stop creating webs, so they don't currently work. I'll probably just add a recipe in the next update to allow you to create silk from their milk, but it may take a while for me to get to it due to irl stuff.
There's a table in the description here that has all that information (eg lobsters age up at 12)
Air sponge should breed if opposite sexes are pastured close together (probably within a few tiles), but to be honest I haven't completely tested that out and the fact they are immobile may cause problems.
I think that's hilarious and exactly what I would do if my hosts suddenly turned into freakish pink blobs coughing blood, but I'll look into maybe not having that happen if I can.
Unfortunately, fortress mode does not path any creatures into water no matter what, so not really unless you want to drain the flooding somehow. Although if your decapods are just idling around they might end up walking under water and being fine.
@Glizzy
Gelding update coming in 1.0.1 so all animals are geldable and or give birth to multiple babies more rarely
@Icena
1.0.1 will (hopefully temporarily) remove halberds and great axes from Decapodia because they will not equip them but will bring them on embark instead of battle axes by default and not be able to chop wood.
It appears that sometimes the 'play now' embark profile takes a great axe or halberd (which cannot chop wood) instead of a battle axe. I'll look into some options to fix that without completely disallowing those weapons, but in the meantime if you can get/craft a battle axe the decapods are still able to use it. Sorry for the trouble.
@Jericho
Yeah, these crunchy bois will definitely fight with dwarves if given the opportunity.
@King I started a discussion post on that so we don't spam the general chat.
You seem like someone to ask.
I have some raws for creatures of the quadraped kind and body entities.
Not sure how to add them to the steam version as it seems to have a mod loader/manager included.
Cool mod btw. :D