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Any sort of ink for tattoos is going to require mineral, plant or animal harvesting/exploitation, without modern chemical synthesis. They don't dig, and they abhor harm laid on animals outside of self-defense. I think even wool implies animal kill in vanilla, so something like squid ink definitely would (though this could be handwaved as a bug or oversight.)
So, with no ink source, and no metal for different body mods like piercings, scarification appears to me to be the body art they'd be able to create without breaching the ethics of their civ/culture.
I initially tried with something like tattooing tool but ad the end without DF Hack / some scripts executed on demand I wasn't getting expected results. And the most frustrating is not able to impact description. When DF modding will be better supported or I will dig into DF Hack scripts I will add more complex approach. Right now it is just a background flavor.
@ScrambieBambie
it is engine limitation / side effect - getting tattoo causes pain and bleeding so its triggers the combat log
Is this an engine limitation tradeoff, or conflict with a mod, like CombatLog?
Obviously, it isn't technically a tattooing reaction, but a poison which gives the dwarf who crafts it the power to give a tattoo to another dwarf. I believe DFHack can also do this more simply as part of the workshop reaction, but I could be wrong as I haven't played with this myself.
I have no idea if or how this would work during worldgen; my guess is that multi-stage things like this just don't?
If you would like to take deeper look - with DF Hack you can search for syndromes.
They do impact dwarven mood; depending on tattoo; for example tattoo of a deity can make a owner feel more zeal or guilt. And the person that see it can feel hatred or repentance. When the tattoo of favorite thing more likely make owner to feel passion or pride etc.
Special tattoos have more significant impact not only emotions - eg can impact personality or give a spec power.
New races will ignore tattoo related changes. There would need to be added compatibility additional changes as written in 'Compatibility' section or each new creature type.
If the playable races is using the vanilla one of: human, goblin, elf, kobold, gremlin, troll, ogre or satyr - without a CUT change - they should be compatible with this mod.