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Tried edditing the mod files, changed text to a newer version to prompt an update in loading a save but did not do anything saddly.
The first is to assign the animal to the civ in the entity file. That's described here on the wiki [dwarffortresswiki.org]. Here's a working example of it from a mod I'm working on:
[ANIMAL]
[ANIMAL_TOKEN:SPIDER_CAVE]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_ALWAYS_PET]
The second thing to do is make the civ have trade agreements. The current way to make a civ present the trade agreement option is to give their entity the token [MERCHANT_NOBILITY]. With this token, you can request they bring the animals the next time they arrive.
There are 157 species with seeds in vanilla. At default settings, this would be 31,400 seeds you could get just by farming. Then merchants could bring more on top. However, since the fortress seed cap is only 3,000, what actually happens is seeds start getting destroyed, oldest first, regardless of species.
To fix this, you need to go into (Dwarf Fortress installation folder)\prefs\d_init.txt. Change "[SPECIFIC_SEED_CAP:200]" to something you're comfortable with. The more plant varieties you grow, the lower you can have and still grow plenty to eat. I use 30, since I grow all 76 varieties of brewable plants (though, I'd be safe as low as 10). Then, change [FORTRESS_SEED_CAP:3000] to something higher than your specific seed cap times 157 + 300 (for merchant overhead) or higher. I use 7,000, because I don't want to lose any seeds and this makes the effective limit the specific seed cap and basically ignores merchant stock.
By default, each plant species has a seed cap of 200 seeds. When a seed is created (eating, brewing, milling, etc.), that count goes up. Seeds in farm plots are still seeds until they are harvestable plants. Once this 200 limit is reached, no more seeds of that plant will be produced (but none will be removed either, the production jobs just stop giving new seeds). Caravans can bring more seeds, allowing you to go over this limit. No seeds will be deleted.
However, there is also a fortress seed cap. Default is 3,000. Seeds in storage, farm plots, and merchant stock count towards the fortress total cap. When the cap is hit, your oldest seeds get deleted until the cap is reached. This includes seeds in farm plots.
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