I used to solve the overpowered cage traps by adding TRAPAVOID quite liberally to all sorts of creatures - giants, dragons and other stuff that's simply too big for cages, and to all intelligent and humanoid creatures, even goblins, so cages are no longer the ultimate solution to everything but merely a way to catch normal animals.
Perhaps a suggestion for including into ModestMod?
Maybe a module, but probably not the base mod. Cage traps are OP, but the only way to disable them for a given creature is to make
all traps ineffective against that creature, and that's way overkill.
Modding is like surgery: with care and a scalpel, you can fix problems and even make improvements; but if all you have available is a broadsword, it's important to exercise restraint.
Oh by the way, this change might no longer be needed:
Seeds which grow on trees have hulls, and so can be gathered by an herbalist.
Because in 42.03, Toady fixed this bug.
Yep! Saw it, tested it, made the appropriate changes.
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I'm playtesting now. Unless Toady makes some major changes in the next week, the mod should be ready for release shortly after Christmas.