So I finally got my personal mod all pasted together, which is mostly just a few extra plants from Deon's Genesis, his cave turtles, turtle beans from Dwarf Chocolate, the Higher Learning library system, and a few other little tweaks here and there. After getting it to load with no errorlog and feeling proud of myself, I came across a new problem. Gnomes, my only new entity race, seem to be just too puny to survive much farther than 100 years. Looking through Legends, it seems like megabeasts just wander into a gnome village and eat them up like candy, which I admit does seem pretty realistic. However, they are also starving off just as fast or faster than kobolds- which doesn't make sense since they are fully able to farm and to trade (active in winter) with lucrative gems and metals. Is there any reason why due to their size or fragility they wouldn't be able to feed themselves in worldgen? I'm looking at ways to beef them up, while not losing their... gnomliness. As it stands, after a few testgens the only gnomes that survive are the ones who get absorbed into human or elf communities, messing up my goal of having a wintertime caravan full of exotic pets and shiny things.
Right now, options I'm considering are just raising the starting number through the roof, in hopes that more make it, or giving them multiple litters so more are getting born all the time... but I'm really curious if anyone has ideas on how to make them just a little more viable in general, or if you Genesis players have had this problem with gnomes before. I'll post the raws if anyone thinks it will help, even though they are basically Deon's gnomes with
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_ANY_PET_RACE] added in. Thanks in advance, and thanks Deon for doing the hard work for me.