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DF Modding / Re: raws that use color tokens way more liberally with creatures
« on: September 15, 2018, 10:35:40 pm »Have you tested your creatures with varying colors in a genned world with at least a couple of hundred years having gone by? Adding extra colors might work well enough for megabeasts genned at the start of a world, and I have no idea how animal pops work (hence why you should test), but when it comes to civ populations, color variations are tracked according to a genetic model. Unfortunately, DF's genetics are completely broken because it has no concept of genotype vs phenotype - when two creatures have a baby, the baby gets a single gene for each color from a parent, and that gene is whichever one is the most dominant (which by default is the one that shows up first in the creature's TLCM raws). After a time, dominant genes crowd out recessive ones, and the entire civ pop ends up looking virtually identical. I don't know if animal pop genes are tracked the same way, but you might want to find out for yourself.
Thanks so much for posting this, because everything you said is stuff that never occurred to me because I never stick with a game for long enough to notice.. anything, jumping from the raws to other stuff, and then I
I'm gonna build a semi-autonomous flamethrower wheeee~ If you need another save for debugging at any point, I can upload one, I have it set to seasonal autosave with backups, so I have them all.