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Alright, it does work indeed, thank you for your answer and the mod :)
https://steamhost.cn/steamcommunity_com/id/taxibutler/screenshot/2494516115358964735/
Screenshot for reference
Oh wow. Yes, that's this mod. Unfortunately I can't control how much a civ will use, I can only affect how likely they are to use it by controlling how often it spawns.
As with any metal that can be smelted straight from an ore, anyone who has access to it will use it. It looks like your goblins don't have a lot of access to other metals
Thanks! That probably explains why I could never get them to spawn there - I always intended for them to live in the badlands, deserts and tundras where no one else does but could never get it to work
Wiki says OUTDOOR_GARDENS doesn't cause world gen rejections, so that will stay. There's no fruiting trees in the tundra, so I'll remove OUTDOOR_ORCHARDS
I've found that civs without OUTDOOR_FARMING (or indoor) don't spread properly, so I'll probably add a plant to the tundra rather than remove that token. Rat weed seems like a good candidate
I'll add these changes to the next update, which hopefully isn't far away.
Try deleting the mod files, then unsubscribe and resubscribe on steam. That seems to to the trick for me
While playing a modded run my dwarfs have started leaving bloodtraces all over, the blood is from my dwarfs cause its named but no one is injured. I've also run the df hack command for clean all and it keeps happening.
I've reinstalled both game and mods and the bug keeps coming back within the first few days from embark with only this mod installed.
Its playable at first, but the constant cleaning will bog down the fort when population gets higher.
Using the syndrome GUI shows every dwarf in the fort with a constantly increasing duration of blackpuff ooze poisoning, even with no tincture/blackpuffs remaining in the fort and running clean-all every tick.
I think it would be a good idea to remove blackpuff tincture as a potential default drink for a new embark. It's a nasty troll to have this automatically drunk/used in cooking by dwarves when they don't do the same for any other poison.
The rest of the mod seems solid so far, cheers!