OK! Finally out of creature hell, now on to the items!
Lucky me, most of the items from the old mod will work fine, so this step is mostly just reorganizing stuff into a sensible setup (I prefer to group armor into "sets" instead of by type, so all armor in one file, clothing in another instead of all boots in one, pants in another).
I took some time to write a general TODO list for industries. Provided I didn't forget anything (I'm sure I did) it will actually be less work than I originally thought
I got far less done than I would like due to new games...
sigh. Anyway, while creatures are "done" some are more done than others. Most of them are quick minimal ports. A few are extensively templated, neatly organized, easy to read and edit. After I have a working version I need to go back and clean up all the creatures to the same standard.
Before I can post a test version I need to push a new Rubble version, as I created a new "creature helper" addon to simplify creature editing. The new addon really helps! In particular gaits are now trivial, you just type "{@CH_GAITS_BIPED;40;12;6;6;-}" and it gives you a duplicate of the dwarf gaits. In the same vein "{@CH_SPIT_N_TEARS}" gives you spit, tears, and sweat, all in one neat little package. The templates posted here are just the beginning, if you use the full set you can reduce several pages of creature raws to less than one! If it wasn't for Rubble this project would take twice as long.
EDIT: I didn't mention this before, but the provided worldgen profiles will limit the world to a single cavern layer, and no magma sea. There will still be ways to get industrial quantities of magma, but not for free
There will also not be an underworld or adamantine. Evil and good biomes will not be generated either. All the evil content will be merged into the normal biomes (enjoy!). The result of these changes will be a shallower world, with nasty stuff everywhere. There will be no escape, no easy biomes, in the grim, dark, future of man, there is only danger