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They will generally get maybe 1 or 2 more locations then just sit stagnant in 300 year generations.
Are they the only race you have issues with them eating properly?
That said, I will parrot what Amelio has said, that I'd really love if the mod was adjusted to use SELECT instead of CUT as much as possible.
Having done some mod editing to this end myself I understand it's a huge ask, especially considering how "all encompassing" this mod is.
My only concern with the use of CUT is any adjustments made to vanilla assets over time in the future. Changes to assets would not be appropriately represented when using a mod such as this that CUTs basically everything unless you update the mod with every single game patch.
Also, I'd personally just return NO_EAT to Goblins rather than make them herbivores as you have, for lore reasons, but that's very nitpicky. Other than the above, this mod is truly perfect in my opinion. Especially and most importantly for its removal of frequency and the overall increased difficulty.
@Amelio treat this as a vanilla+ addon. That is, load it first after vanilla, then everything afterwards. I need to CUT to get rid of tags from creatures/plants so that won't be going anywhere.
If that's the case any plan on making a refined version of the mod?
Fixed Kea size, fixed domestic animals spawning wildly, fixed goblins by making them eat plants, removed more useless seeds, fixed milling reaction problems