Normal world generation worked.
The ponies are using seahorse as food, apparently.
The plant table in the manual is incomplete and incorrect, at least if my script was correct and there were no major changes.
http://www.bay12forums.com/smf/index.php?topic=117374.msg4303368;topicseen#msg4303368 I think radish and turnip seeds are called the same.
Sugar beet seeds are called beet seeds.
There is a powder called "turnip plant"
No leather? Well, makes sense with no meat.
I embarked, run stonsesense. It is very slow, and has some problems with unknown vegetation, but displays ponies properly. All starting 7 had the correct race and gender.
Hm, Pony Armour is 1 breastplate, 1 barding (or padding if you're cheap), 1 horseshoes, 1 socks, 1 plumed helm, a weapon and at least one wooden buckler.
[ITEM_WEAPON:ITEM_WEAPON_AXE_PONY] has [ATTACK:EDGE:2:100:hack:hacks:NO_SUB:1250] This is a mistake. 2 contact area is a piercing attack.
I think either a short sword or a spear is the best starting weapon.
Migrants look OK in stonesense too. I think, I just have hardware issues with running stonesense for larger forts. Which means I'm not the right person to work on enabling stonesense for a mod.
EDIT: Nevermind, I commented out some sml files for vegetation and it works better. Surprisingly, dogs and cats have heads in some weird colours.
Hm, it looks like Stonesense uses the TLCM_NOUN RAW tokens for naming body parts. Good to know.
FoE has these: "mane and tail", "eyes", "coat", "cutie mark".
MLF has these: "cutie mark", "coat", "mane and tail", "eyes".
Those are the same, which shows that scripts used to generate castes for both mods have a common origin. This is great for generating stonesense config files.
Castes and body parts for some other creatures in MLF:
Zebra: TLCM_NOUN: coat, stripes, eyes ; Castes: FEMALE, MALE
Buffalo: TLCM_NOUN: coat, hair, skin, eyes ; Castes: FEMALE_PLAINS, MALE_PLAINS
Griffin: TLCM_NOUN: coat, plume, feathers, eyes ; Castes: GRIFFON_M, GRIFFON_F