0.12 Changes
+ Inedible body parts and seeds will no longer rot.
+ Marked some components such as sinews or cartilages as meat. These new "meat"s can only be consumed by pets
+ Made large trainable creatures inedible and require a combination of meat consumption, alcohol consumtion, water and sleep depending on the creature.
+ Made ambush predators start out hidden.
+ Bronze colossus is now web immune.
=== War pets overhaul ===
+ Marked some body components such as sinews or cartilages as meat. These new "meat"s can only be consumed by pets.
+ Large canivores require meat
+ Elephants & poisonous pets require booze
+ Some require sleeping
+ Dragons & hydras require meat, booze and sleep
War pets are now more as a part of your civilization then mundane creatures and need substantial attention to keep them going. In regular context of vanilla DF, this might be wierd but in IM, it's quite necessary and overdue. Reason being the high amount of wildlife a fort can assimilate and set loose on sieges with little thought, making sieges actually damage less then random unlucky death to wildlife. That need to change and thus the introduction of pet maintenance. I hope this little tweak will cause more decisive fun then bog players down in management headaches. However, as with everything in this mod, I cannot predict every consequences from changes. Thus nothing is final and I'd appreciate any kind of feedback.
=== Removed some anti-clutter features ===
+ Inedible body parts and seeds will no longer rot.
Well I added this awhile back. While it's handy sometimes when hair and cartilages such rot away in a season or two, for the most part you cannot configure the hauling jobs to such fine details and dorfs would either dump these anyway, or stockpile these (especially seeds) where they'd take forever to rot. I fear that tracking permuting objects such as these rotting bio material would consume too much FPS for its worth so I've removed the feature all together. Just pull that atom smash lever more often. If for any reason you find it useful, make your case heard and I'd consider it as an add-on.
So why do I need to update this mod? I havent got my self-promised break and it's still on the top of the major mod list and that's some great free advertisement anyway. Well let's just say that I like the idea and it should have come out this weak anyway if I got my break last week. I also know that, ironhand and mayday full support has been postponed for 2 release already and that's kinda bad for me but I havent finished testing stuff for .12 till earlier today and I dont want to skip a week if I can already release something. Speak of testing, .12 touched on some very very wacky creature tags which took forever to get a grip on them. I'd bang my head against the wall if 31.19 change any of them and I have to test all over again. So here is .12, and any other suggested/promised changes will go to next week's release. Afterward, hopefully I wont get any major idea and finally get my play test week, both for fun and integrity testing.