Issues in the detail plans:
- You create a mat and a tissue called R_FROND, then make a functionally identical one called L_FROND
- You don't use the abovementioned mats or tissues at all, instead opting for the use of LUNG in the frond parts
- You reference L_FROND twice in the tissue layers plan
- The THINKPAN:BRAIN_TEMPLATE lines are redundant
- Having said that, you could just cut the entire mat/tissue plans down to the frond mats + chitin since otherwise they're identical to the default humanoid one. Not like it's a big deal. You could do the same thing with the tissue layers plan, or make it even simpler and get rid of it altogether by making the fronds use a default category (LUNG + an additional skin layer defined within the creature would work the way you've got it set up now. I think Aqizzar used EAR).
Possible issues in the body entries:
- The think pan could just be a bodygloss for a regular brain
- NECK_GILLS is completely redundant and not used anywhere
- What's the deal with the complete bodies? The first looks entirely identical to the default HUMANOID, and the second doesn't need to exist at all so long as fronds are individual parts
Nitpicking aside, this looks decent, at least at a glance.
If you can't find what you want when it comes to horn appearances in the defaults (wide/close? thick/thin? long/short? convex/concave? high/low? straight/curly?) you can make your own ad-hoc ones via colours, but be aware that said colours are colours and they'll be picked out in preferences/used in forgotten beasts/whatever.
Honestly, most of those are narhiril's things mixed with my own general incompetence (the raws were an absolute mess, I wasn't aware of body gloss, I can go on about how much I didn't know, this was my first creature). The default horn appearences sound good, I'm not good with tissue layer appearances, despite looks. The complete bodies, I think, are due to all the casteing that had to be done, as well as the quirky bodyparts (like I said, I wasn't aware of body gloss), as well as narhiril coming up with a way to not make the game crash every time you would {l}oo(k) at a troll.
I was having trouble figuring out what each troll's blood was coloured, but then noticed that it's the same as eye colour when I was looking through the Raws. However, Dark Green bloods don't have their eye colour stated in their descriptions, unlike the other trolls. Candy red bloods have amber eyes.
Both problems should be fixed. Dark Green bloods not having correct eye color was due to a typo. Not sure what the mutant blooded eyes were about, but amber is the default color of Troll eyes; they're born with amber eyes, and they fill out with blood color as they get older. Next version, 0.3, will probably involve fleshing out caste differences far more.
Do you plan to add caste blood based workshops, or entity positions (monarch, general, etc.)?
If you look at the raws, there is a framework for caste-based entity position already included; however, the damn thing only works in fortress mode and not world gen. Basically, if it worked, you'd only get tyrian purple-blooded trolls in imperial positions; also, you'd probably have subjugglator nobles that are only filled by indigo trolls.
Caste blood based workshops are for later. I'm pretty sure they won't be too hard; LFR has shown the whole "using boiling rock as gas" thing, so I could make that a result of reactions in these workshops, giving the troll something incapacitating.
The problem is that actually allowing caste-only workshops seems like it would require micromanagement in the workshop profile, along with simply disallowing certain castes to work without injury. I already have a creature class for the royal purple types and indigo highblood types, but nothing else.