So, the wiki claims in several places that eggs count as meat for CARNIVORE or BONECARN creatures, but my carnivorous Kobolds won't eat them raw or in meals. I'm assuming either the wiki was repeating hearsay, or it was changed for v50. Can anyone confirm that it used to work?
Currently trying to get eggs to be recognized as meat, by adding MEAT, BUTCHER_SPECIAL, MEAT_CATEGORY, and MEAT_NAME to the egg materials, but having no luck. I'm guessing CARNIVOREs need their food to contain an ingredient with the item class MEAT or FISH now, rather than materal tokens? And I can't think of another good way to make eggs count as MEAT items without having egg layers literally lay meat chunks that (obviously) can never hatch. I put a lot of time into making an interesting animal-based product industry for them, so it'd break my heart to make them omnivores that can just farm.
The wiki also says egg-based meals are also composed of EGGSHELL rather than EGG_WHITE or EGG_YOLK, so I made sure to add the tag to that too. Still no luck.
EDIT: Another modding hurdle; UTTERANCES critters apparently give nicknames using a random other language. I added an UTTERANCES-based language to kobolds in addition to the UTTERANCES tag, which lets them default to UTTERANCES names, but lets them assign kobold-sounding nicknames to deities, places, and notable figures. But now, if I try to randomize a name in the noun-based name picker, the game crashes 100% of the time. So probably gotta scrap that too.
Can't imagine mod-only bugs are high priority, but I wonder if it's worth reporting.
Between this, the carnivore egg problem, and the inability to apply venom the game recognizes in combat via either vanilla-style glazing reactions, crafting weapons out of syndrome-causing mats, or every hacky syndrome/vapor-emission based method I've come up with to put spatters on weapons, it's really killing my enthusiasm for working on an authentic-feeling playable kobold mod.
Are you playing 47.05 or 50.05? Worldgen has sped up quite a bit already. Only way to further speed it up is to ensure there are no people or sites (or only a couple), but that likely doesn't help you test your civs.
Ah okay, I misunderstood you is all! It's plenty fast as is, yeah.