Coulda sworn I'd already asked this, but since IG I haven't, has anything changed in the transition from 44 to 47 that would affect my creature mods?
Only changes i can recollect is that by default unicorns & beak dogs now have pet tags for yoinking the animals off-site & some of the [UNIQUE_DEMON] , [FEATURE_BEAST] tokens were implemented by toady to work on worlds with those 'hidden secret things' on valuation 0 so you can substitute them for your own on file.
Most else includes entity level changes, which may interact with your creature file mods, though there are a few specific new spell like ability interactions that can be undertook like voluntary transformations & summons by psuedomagical ability. There's necromancer experiments which are a island of doctor Moreau tropes just as they sound & unless you modify advanced world-gen, primordial evil biomes are greatly reduced by default because initially evil biomes spread outwards from certain civ-level actors in power.
You can for instance say `here is where the evil desert snakemen live` tack on their evilness with [SPREAD_EVIL_SPHERES_IF_RULER] (new token) and in theory for lack of using new effects now assocated to sphere affected evil biomes to affects biome & vegetation, mod in a bunch of ubiqitous custom sphere monsters to fill the space.
Bogeymen are also very rare on account of being nightmare sphere creatures now.
Long and short, it shouldn't affect anything as it stands now but there were plenty of tools given over this version to further refine and play with your modding scope. You might just get slightly dissapointed if a lot of your features were contained within evil biomes, not that primordial evil regions aren't too hard to put into worldgen settings; good biomes were just as they are.