Also on an unrelated matter (I'm messing around a little until I can get my moody dwarf saved)...
If I were to mod an egg laying intelligent creature as playable race in fortress mode, how would it reproduce?
So far it seems my egg laying fortress dwellers claim nest boxes and lay eggs, how exactly they're going to be hatching it is a mystery to me though.
By staying at the nest until the eggs hatch. You might have to Do Things(tm) to get them to STAY PUT and not let anyone haul the eggs away to a food stockpile.
Curious, it seems to be dragging barrels of alcohol to the eggs, very strange.
Also if it's a carnivore, is fish on their diet?
Anyway, the question of the plant cloth is more important!
Try adding [THREAD_PLANT]
to [MATERIAL_TEMPLATE:SILK_TEMPLATE]
in raw\objects\material_template_default.txt
SHOULD make silk count as both.
if that doesn't work (haven't done the !!SCIENCE!!) there's:
*Modifying a reaction to add appropriate cloth/thread -You just need to meddle with a reaction in reaction_other.txt:
[PRODUCT:100:1:CLOTH:NONE:PLANT_MAT:REED_ROPE:THREAD]
Could be tacked onto any preexisting reaction in reaction_other.txt
*adding a reaction (or building and reaction) to add the appropriate cloth/thread - Needs DFWorldTinker or equivalent
and that your saves are already uncompressed
I recommend the Emergency Mood Kit... which I kludged together because of such mood antics from pieces of the Creation Forge, and some messy research. I just noticed it doesn't have a direct plant cloth reaction (thread rope and bags, but not cloth), but as you HAVE a working textile industry weaving isn't an issue.
Emergency Mood Kit on DFFD Includes Building, Reactions and Permissions