This is this then, version 2.4A. The number of bugs I ran across while trawling through the various creatures to add in new creature class tokens as part of making gnome-blight affect all gnomes in the game and not just vanilla gnomes was quite staggering but now they are all gone I hope. Adamantine smelting is now restricted to a small number of entities while the value of the raw adamantine has been reduced to that of silver bars since it is not that useful to most folks, but it is still very hard so would make a pretty good gate or wall to a fortification even if you could not smelt it. The AI can now use the stuff potentially as well since I removed
[DEEP_SPECIAL] token, since I could never grasp why nobody else seems to use adamantium when there are strand extractors among the migrant waves.
As promised I added new stuff to the new gnomes to distinguish them from the vanilla dwarves and gnomes, most significant being the guns I added to lantan gnomes. They were downsized so are less powerful than the guns in the Black Powder mod, but still pack a punch. Mercury is now a thing in the game and is naturally used to make felt since a whole society of gnomic mad hatters is a cool idea indeed
. They also get to make gelatin out of cartilage and also get to wear party hats, so the mercury added gnomes can now have insane party involving eating a lot of jelly and parading around in felt party hats
. Lastly and most boringly the lantan gnomes (and only them) get to make aluminum from bauxite on account of being too technologically advanced to make any damn sense in context.