I know, it's strange but the fact is [GRASSTRAMPLE:0] does not seem to work as one would expect it to. However, not having the tag is as good since only creatures with GRASSTRAMPLE trample grass.
I'll scrap it then. My busy weeks are almost over. One more week of finals and then I can crank out some new ideas.
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Some headway into the next development... (v0.12)
The first "tech tree" workshop is going to use a new metal. Orichalcum is a very rare metal without a consistent hiding spot. Most if not all maps will have some deposits, but their distribution is truly random. Should you get lucky enough to strike one, you will find a metal with some... unique properties. While a decent weapon material (comparable to bronze), orichalcum's true value comes from its shape memory. Orichalcum, when heated, will return to the original shape in which it was cast (with a staggering amount of force). This property can be exploited to create advanced mechanisms at an alchemy lab, which can then be used to create a new Advanced Mechanics Workshop. Once built, the workshop can use these mechanisms to create more advanced mechanisms (to allow for more workshops).
In this way, striking orichalcum and producing the first advanced mechanism "unlocks" the Advanced Mechanics Workshop. Advanced mechanisms can be used to create more workshops or pocket watches, a new trade good that may see some other uses down the line. I have some plans for more uses for these advanced mechanisms, but I am not ready to reveal them just yet.
Also, I am breaking my vow of "no back-adjusting" for a single change that I think is beneficial. The "salvage clockwork pendant" reaction isn't particularly useful at the moment. I will be changing it to give one mechanism and one to three advanced mechanisms. This way, if you fail to strike orichalcum, you can also advance and "unlock" the Advanced Mechanics Workshop by killing a damascus sentinel and salvaging its drop at an alchemy lab.