Thanks, new update should improve optimisation significantly, also. Constructs are undead, in my mind. But I will be changing their behaviour on Friday, since I'm not happy with them. The gold speckles are goldenrod flowers, they don't do anything, just add some variety over time :)
ah ok ty! Also I have encountered problems with deformed individuals exploding in populated or anctive areas around others even when they have clear access to remote areas which is annoying. They also destroy roots which should not be a thing until roots become renewable. Also are there any plans to make clay renewable and the ability for roads to be deconstructed alongside that? Also I found a video that might be good inspiration. It’s about a colony of shrimp inside a living sponge nest. It’s more alien and unrecognizable than ant colony stuff which I know your aiming for a alien vibe https://youtu.be/z735I4m8F8c?si=aHq4subMimBa0gOp
I really appreciate the shrimp video, thank you.
I don't know if I can avoid abominations exploding in inconvenient places generally, but they are definitely bugged somehow, as they will explode immediately on spawning sometimes, if their 'Find Remote Location' check fails. I will have another look at it.
At the moment there is such an abundance of coal it hasn't been necessary to make roots indestructible, but it probably will be further down the line.
Clay is renewable via creatures vomiting dirt, but it becomes very slow, and I do plan to add a new source for it. I will also want to add a new sink for clay, so the entire map doesn't fill with roads.
I will be making roads destructible, but it won't be in tomorrow's update, specifically.
Thanks for all the feedback o7