Let's create an unusual organisms!
Very interesting creature you have there! There seems to be one glaring issue, though: Its core is quite unprotected, and even though most species will fit into its stomachs just fine, having an Advena with its spikes stuck in there would be rather risky, no?
Seems that this creature (nicknamed by myself as Gluttony, akin to your creature's name) here has found a solution: Not only has it reduced its stomach count to 1, but it's also decked out with stunning-type eaters (presumably to attract more nutrients and neutralize enemy weapons) and inward-pointing claws (perhaps a primitive form of digestion for emergencies?). These creatures sure can produce the most interesting of results when left to their own devices...*
* Creature did not actually evolve into this form through natural means. This creature is made by yours truly. Credit goes to you for the idea and concept behind Greed.
Very unique! in the pic on the right i wish i was that little Buginis creature because... Friendship
Well, on a brighter note, see those spikeballs?
Let's just say that this shotgun creature doubles as a launcher, if one is cunning enough...
I have noticed this effect for quite awhile now (one of the first creatures I posted here makes use of that concept!). In the meanwhile, have an image of a creature I made a while back that is probably the most risky-looking thing to use this concept:
A basically exposed rear and only a 1-structure-zooid-thick support for the spiky wall of death? It's no wonder that this thing once tore itself in half from the sheer force generated by the pushers and a single enemy spike clipping through the wall! Thankfully, it has only done this once, and that aside, the wall of spikes make very short work of whatever unfortunate creature lies in its path.
On a side note: you're not the only one around here who likes the Claws/Pincers. They are honestly quite overpowered! Oh well, makes it all the more easier to get to Free Roam!
Yes, pincers work nicely in close combat when placed together, I guess they deal more damage for that exact reason - you have to go into close combat to use them, alternatively to most other weapons. So it's damage is quite reasonable. First rule of pincers club - never say they are op *cough-cough*
Ooh, gotcha. They'll need balancing eventually anyway *cough* Yea, claws do have their downsides that balance it out; mainly being the fact that they're strictly close-range, which means any creature that's able to out-maneuver and out-range you will be more than just a "little annoyance".
Haha! Fun fact - internally we refer to this bug/feature as "Don Quixotting".
Wow, "Greed" sure has evolved a lot!
I've also noticed something you didn't mention: This new creature of yours has stunning eater zooids in its mouth to attract nutrients and to ensure that there's no escape!
Do enemies absorb stored nutrients before you kill them? It seems that food storage is a bit too open to prevent nutrients from being stolen as you kill the enemy...
In case anyone wants a translation:
This new organism is no longer a new structure(?).
Oral devices are maximally simplified, in order to increase the internal cavity of the body.
The large body cavity is filled with nutrients for rapid recovery and masking (The "bait" effect).
The surface of the body is covered with leech zooids that are able to grasp and sever any unfortunate victim that attempts to flank it, all the while helping to regenerate its own health from draining said flankers.
Have you tested if 4 Don Quixote engines give more speed than 3? Or than fewer, larger ones? I'm not sure if it is reasonable to make it so big. Also, how did you stretch the first row slightly further from main zooid?
I've yet to do further testing with said engines and how the number of engines affect speed, although that is on my to-do list.
As for the first row being ever-so-slightly further, that is the result of the soft-body handler glitching a little (normally extended connections like that are not possible, but would you know it, the building method for the engines can result in said glitch occurring) due to the symmetry of the creature (the devs did state that the handler hates symmetry).
After a bit of testing, I've come to the conclusion that yes, the above creature does need that many engines. Even though its speed matches (or is slightly slower) than a smaller creature with only 2 small engines (pictured below), the greater number of pusher-type Eater zooids means that the engines are able to function for a much longer period of time (since each engine adds more energy regeneration with each Eater). The creature below can also achieve speeds equal-to-or-higher-than the above creature, but it can only do so for a much shorter period of time.
As such, it is actually recommended to build larger creatures if one wants to use the Don Quixotting method of movement, due to energy constraints and the fact that engine size/count negligibly affects the speed of the creature while Don Quixotting.
Also, as you can see, the slightly-larger-than-normal gap between zooids is present here as well. As I've said before, it emerges due to the building method for the engines seemingly screwing up the soft body handler so as to accommodate the pusher-type Eater zooids (which are slightly larger than structure zooids) in-between the structure zooids.