Thanks so much for updating this! I've been hoping someone would pick this up for months!
Course, it's one of my favorite mods so I'm happy to have picked it up.
I have a small suggestion.
Fallout Equestria mod adds water talismans. They allow you to create a water source in location of your choosing. Idea is to prevent frame drops from all water calculations because you tap to large water sources. No idea how this item is implemented there but could be nice to be able to embark with such thing.
I'll look into it but the talismans (and honestly, a lot of what Fallout Equestria does in general) use a lot of DF Hack and reaction trigger stuff that I don't actually fully understand yet. I can guarantee that once I start understanding DF Hack more (kinda need to for the more esoteric magic I want to do) I'll add in ways to generate things that are more canon to MLP like water, magma and the like.
On an unrelated note, after a bit of exploring and paying attention to various modding question threads, I learned that improvements to items
also use material tokens and applies them to said item. What this means is that, because Item Syndrome Reborn puts the syndromes on the materials with Syn_Classes that dictate when said syndromes take effect on items made out of them, if I'm thinking correctly then because improvements also can take material tokens, you can do things like master class enchantments via improvements, or even instead of creating spellbooks and needing previous spellbooks to create the next level of spellbook via reactions, you can just improve a previous spellbook into a superior one.
This could also work in tandem with things like poisoned weapons and the like.
Speaking of poisoned weapons and the like. I want to create poison flask throwing weapons for Changelings to use, but to do that I need to know how some specific DF Hack modtools work. Unfortunately the modtools section of DFHack just tells you quite literally what the command/code does, and nothing else. So if anyone knows how I could use Projectile Trigger to, say, spawn a small cloud or puddle of poison once it hits a target/the ground, let me know!
Finally, I've decided to make the magic system an entirely different mod itself. Since the base idea for it came from this MLP mod I'll either continue making it with that idea in mind (and let other modders mod it as much as they like to fit their own settings) or I'll make it more neutral without MLP influence, submit that for anyone to use, set it up in My Little Fortress, and then mod it further specifically so that it's MLP focused for My Little Fortress specifically.
That way people can take the magic mod, use it and mod it as they like for their own mods if they want (or just to add magic somewhere) and also have MLP specific magic for this mod!
Unfortunately I've been sick for 2 weeks at this point (finally got my anti-biotics though! So hopefully I'll be getting better sooner rather then later) so I haven't been able to make progress on much of anything, let alone this mod, the story fort and my own art. Once I get better I'll definetly be going full tilt into these though! (Work is still thing, so I won't be able to go as much as I'd like, but I'll try my best!)