I save half of any mithril I find for the creation of hadrine
You... you use mithril for hadrine?? *facepalm*
Anyway, I found some things worth looking into. Firstly, the egg laying problem with turtles. Being grazers, they starve themselves when laying eggs. Secondly, you may want to change the amount of eggs other egg layers can lay. (this is a vanilla problem, but I'm wondering if you can change it with modding)
And that bug rears its ugly head once again. I had seen...
...do that, but assumed it was because they were waiting for unusual eggs to hatch (which never happens, obviously), but I didn't know this was also affecting tortoises. The grazer tokens will be removed from both of these creatures until this is remedied.
And if you want to modify the number of eggs things lay at a time, this is the token you're looking for.
[CLUTCH_SIZE:4:15]
First number is minimum, second number is maximum. I do not plan to change these tokens for vanilla creatures with LFR, but you are free to do so as you like, and I am happy to assist in any way I can.
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Now, regarding the next update. This version will contain the first "hybrid" building, which will tie into both the mechanical and upcoming ritual tech trees. I have designed a few ritual buildings as well, but most of the functions associated with these will likely not make it into the game until the next DF release. However, I'm so excited about how things are shaping up that I'm going to share a little about what I have in mind.
Ritual buildings are the other side of the coin when it comes to advances in dwarven technology and lifestyle (it's currently a two-sided coin, but it may get a bit more prismatic in the future). While the mechanical tech tree is based on step-by-step advances and research, the ritual tech tree is based almost entirely on fortune and sacrifices. It is theoretically possible to unlock the deepest secrets of the ritual tech tree in a single motion, should Armok or another extend you his favor, but it is both unlikely and highly dangerous.
The ritual tech tree will consist of NINE "tier one" buildings. All nine buildings will be able to perform a similar function - to appeal to a higher power for favor and gifts. The difference lies in how they go about it, and what "gifts" they are able to receive.
Three of the buildings are classified as "altars."
The dwarves will be able to perform sacrifices of varying scales upon these altars. A small sacrifice will only require one or two reagents, but will most likely go unnoticed by higher beings. If it does attract their attention, it is as likely to anger them as it is to appease them, resulting in a number of possible risks and rewards. Those of you who have been avidly performing alchemical experiments will see some similarities here, though most of the products will be entirely new in form and function. A large sacrifice can bring greater rewards, but also has a greater risk of angering rival powers.
The "Altar of Life" is a small building dedicated to the sacrifice of organic materials to appeal for divine favor. "Organic materials" will include plants, logs, and certain plant products (booze).
The "Altar of Death" is a similar altar that accepts skulls, bones, blood, and vermin remains for sacrifice.
The "Altar of Riches" will be yet another altar that accepts coins, gems, and large gems.
So what are the other six buildings, you ask? Well you're going to have to wait for those. That being said, the ritual tech tree does some things with buildings that are new and bold even by LFR's standards.