I can't help but feel that we've discussed this already, but it came up in suggestions earlier and I can't find it in the logs, so here goes: Can you make a size 0 (size zero) body part or negative size body part? How do they effect the creature? Would it be possible to have the system ignore 0 (or negative) sized body parts altogether? I ask this specifically as a way to hack the tadpole/caterpillar problem
Is the descriptive text (braided beard) tied to the physical beard status (beard grows from 0 age at a rate of 1 dwarfinch per year) in any meaningful way this release?
On a more interesting note, it may be possible to hack wings for requiring the correct size by having the flight token on a sub portion of the wing (winglets?) that isn't big enough until the wing as a portion of body size is big enough by stacking the size-tokens in a clever way. I could be wrong.
You can give body parts a zero size through appearance modifiers and have them appear whenever you like, but their relative size within the overall body must be set to 1 or higher (this is the size when all appearance modifiers are at 100%). The effect of a zero is to have it avoid injuries, but other things like inventory don't look at it yet, as far as I remember, but that would need to be added at some point. The overall body size cannot be zero -- the minimum there is 1, though you could have all the body parts themselves have size zero after modification. The overall body size refers to the absolute size of the creature if all body parts are at 100%, so the absolute size of any body part is (modified rel size)*(overall size)/(sum of rel sizes). I thought this was more convenient because when you are adding a creature all you need to do is keep track of how large its body parts are relative to each other, and then you set the absolute size to be whatever you think it should be.
What will the next version number be?
Yeah, it won't be that much higher. I don't remember if the number of Core items is going to be dropped by 3 or 4 total, something like that. That might not reflect the total proportional work, but given some of the remaining Core items, maybe it does, he he he.
So, what will the new light wound colors be?
No recorded active wounds on the part. Default = white
Any damage that doesn't have functional/structural consequences (might be heavy bleeding though). Default = brown
Any muscle, structural or function damage without total loss. Default = yellow
An important function of the part is completely lost, but the part is structurally sound (or at least partially intact). Default = bright cyan
The part has lost all structural integrity or muscular ability. Default = bright red
The part is completely gone. Default = dark gray