Yeah I haven't been around because there is still no option to disable ghosts yet (or at least violent ghosts that can hurt people "physically" if they ghost magic items around and hit people fine that happens with tantrums anyways) So making mods that involve just power spawn units and use them as a disposable force (power in number, deaths means nothing) getting some violent ghosts just ends up needlessly crippling people for no reason (broken spine, in some cases even missing limbs) I just don't feel like setting space aside for slabs and coffins(unless it's a coffin for say a leader/hero) common folk can be atom smashed and be happy for their service.
I guess I could micro manage since there is a ghost limit and just slab all violent ones until only harmless ghosts are around. But eh, I also got into modding Minecraft for some Java Coding XP and started a new job and moved and just was getting settled</rant>
Yeah VERMIN/PET stuff was always something I didn't want to dabble with, as my concern of all the ways those creature/itemtypes can be stored and since it's caste specific (
I also thought it didn't actually follow it right, I think even ENTITY things like [CREATURE_ALLOWED] doesn't work correctly however [CLASS_ALLOWED] worked better for say forcing a caste into a entity position (but that's off-topic)
Colonies would be interesting as they would appear on the ground instead of say the sea lol and beekeepers building hives of jellyfish. But I guess what needs to be done must be done.
I'd say worse case scenario that a custom workshop be made, that requires food or something that has a chance not to be consumed, and some working gear (protective gloves, now since they are Naga they may naturally have scales or resistance to said toxins from these creatures) and use a skill that they cannot learn (to make it slow and can't be perfected to run faster or have a crazy fast rust rate)
-So take food to workshop + other materials (jars, barrels for collection)
-Rare chance to fill container with desired material (jellyfish venom, Eel milk)
-Chance to get food back (45%)(optional could involve feeding the animals and getting a return while they are occupied depends if want to be able to reuse food a few times or like I just mentioned could be a full on feed)
-Skill is one they can't learn (so it's always as slow as it can, no skill is instant completion so that is not an option, same with no reagent(or would just having a jar be enough? with a super rare chance to fill it so it seems it's taking the worker a really long time to acquire the result?)
That's my 2 cents for a workaround but then it leads to:
-How does the workshop magically have said jelly-fish/eels (inside a desert as Naga farming jelly fish that you didn't even bring with you, unless make a special trade only item called "jelly-fish spawn" or the like and have it as a building requirement)
-If there is no cost and just takes time how are these creatures surviving (currently vermin don't need to eat so technically these pretend creatures don't need to eat either)