Hey, thanks for the info!
Fully agreed on the original slime carrier being underwhelming, but the slime carrier mechanic definitely didn't work in the version of Ch7 that was on your Itch page 5+ months ago when I was playing it casually (v1.12?), and I think that version was still up until yesterday?
In that version, the perseverence token icon was a white box, and the move slime_emergency was not in the files, so the effect as a whole didn't work (also doesn't look like it was forced, it used add_move). On closer inspection, it's fairly obvious why: you didn't include your edited version of Playermoves/Slime.txt in the old release, so the token didn't actually do anything, and the perseverence_unl token icon wasn't included in the files. I don't think I figured that out back then.
"Fed on": Ah, that explains why you designed it that way to begin with. I think it's fine mechanically, the hyper-specificity and the "random negative token" interaction just bothered me personally. I also think it would probably be fine if it just applied a 20-turn dot (which would allow it to stack and allow dot-cures to work on it).
I see you have a new version (1.13) uploaded recently which does have the missing scripts/files for slime carrier, and comes pre-merged with the original Seedbed? When I get a chance, I'll look at your mod files in merging/diff software and try to get back to parity with the current version of Ch7, including the slime carrier mechanics. Please let me know if there's anything else you'd prefer for me to do, or not do. :)
By the way, you might want to update your install instructions to mention that merging with original Seedbed isn't necessary any more?
slime_emergency still isn't forced in Ch7 v1.13, by the way, it's just added to your move list when <30%. I'm guessing that was a deliberate change? It would be fairly easy to make it mandatory if you wanted.
Edit: rewrote a couple paragraphs to remove wrong/vague info, around 20~30 minutes after original posting


