The permitted jobs don't seem to be working - my kobolds only have available mining, carpentry, crossbow-making, wood cutting, all the healthcare skills, all hauling, architecture, alchemy, and cleaning. There doesn't appear to be any way to get food - no fishing or hunting. I think someone mentioned something earlier about something causing the menu they're in to not appear?
Anyways, I added the impact_fracture change to make stone unmineable to all [is_stone] rock except obsidian and tried it out: it worked! Stone was unmineable, and I was able to dig through soil, obsidian, and even dig out some gems (but not ore, apparently ore [IS_STONE] but gems must not be. Of course if you wanted certain ores to be diggable you could make it possible). It only took four lines because I first ported Kobold Camp 2010 to
Uristmod.
(I also found and fixed a bunch of bugs in Uristmod last night while I was doing that
)
So I embarked at the only volcano in the world and dug out my own cave in the obsidian. ^_^
I also moved fur to a new BODY_DETAIL_PLAN:KOBOLD_MATERIAL, in the hopes that by making only kobolds have it, it will make fur only appear on kobolds, but I haven't looked at it much yet to see how well it worked (I'm not actually sure how to), and I have no idea how it will interact with the added line about fur in [MATERIAL_TEMPLATE:SKIN_TEMPLATE]. Actually, it seems like on the embark screen there were still skin items for every creature, probably because of that [MATERIAL_TEMPLATE:SKIN_TEMPLATE] line.
P.S. It's a simple matter to exclude specific stone types from the impact fracture change. Each stone being excluded will only need one more line - obsidian's is ![STATE_NAME_ADJ:ALL_SOLID:obsidian]
(This doesn't include the primitive workspace and reaction, or any graphics set or tileset, only what was in the KC2010 download and the two changes I mentioned above)
I've uploaded the Uristmod-ed version of KC2010 here:
If you like it, you can work from it. One idea behind
Uristmod is that instead of having to check your modified raws against the DF raws every time DF updates, and try to find everything you may have changed, you have your changes right there, and they're likely to be applicable directly without being modified again. Another is that it can find things and change them en masse for you - like I did with the impact fracture change. (It can also install tilesets and graphics sets, and update saved games when you update raws)