If it's not, I'd be more than happy to collaborate on modifying this for a future playthrough what includes dwarf-chewing.
It's likely the lack of edible sapients is a bug in 42.0X rather than a modding error: I
know I set the ethics tags correctly. Bad news is that this means I can't fix it now: good news is that it may yet be fixed in Thunderdoom itself by a DF patch.
As for the mod itself though, it does need improvements. I didn't stop messing with it when I started Thunderdoom: I have a list of changes for the next version.
* I acccidently left the Voracious Cave Crawler pet value at the value I was using for testing. Needs to be 10x what it currently is.
* Goblins should be able to make nestboxes, hives, jugs, stepladders, etc.
* I used wood because it's easier to get, but Impaled Corpses should really use menacing spikes instead. Maybe call the current building made with wood a "Mounted Corpse".
* Additional fun things to do with corpses: hang 'em, cage 'em, seat 'em, eat 'em, box 'em, burn 'em, wrap 'em, stack 'em.
* skull goblets should be named "creature skull goblet" rather than "creature bone goblet", and should be made directly from skulls rather than via totems. It should be possible to achieve this with a new organic material specifically for skulls, but I'm still playing around with this one.
* skull thrones. For obvious reasons.
* Increased stress vulnerability. I've been playing the game for a while now and they seem far too satisfied and happy for a camp of violent murderous psychopaths.
And possible additions include:
* Something to discourage too much mining. They're not dwarves, after all. The easiest way to do this would be to make some types of rock boil on release, and give the gas an inhaled syndrome. This is a pretty major gameplay change, though, so I'm not sure I want to add it.
* Something to do with gems. Currently goblins can't work gems, which means all you can do is trade them rough.