i REALLY dont like the no stone. can't there be, say, a single type of stone boids can dig and get material from?
also, can there be a ziped download? i dont have anything that can get into RAR files and i REALLY dislike WinRar.
I missed this one, sorry for the incredibly late reply. I believe Chert and some other stone can be dug into, still, by default. However, if you want to be able to dig through all stone, it isn't too hard to change. From the base folder, in \raw\objects\, there are two files called inorganic_stone_layer.txt and inorganic_stone_mineral.txt. They're modified for KC, but you can just replace them with the vanilla DF versions of those files, and they'll become diggable.
I can be mistaken, but isnt ITEM_TOOL_CHUNK missing from the download (I tried the raw-only version)
This is very likely a mistake on my part, not me deciding not to include it. I don't remember it, so I'll have to take a look again to make sure that is actually the case.
In regards to shamans, as of 1.3 the altar reactions were removed "until working properly", so something needed reworking there. I don't recall what that was, but chances are I imagine it shouldn't be too hard to fix.
I believe metal shaper was removed, because in the end I allowed for furnace operation, weapon/armorsmithing etc. Since that stuff could be done through vanilla means, it became redundant for the metal shaper building and reactions therein. As usual, caravans would likely be needed for the bulk of copper/silver/etc retrieving by default. Once altars are back in, that'll likely include means of gaining such materials. I believe I made it so that Ore would appear in soil layers and be diggable there, but I don't remember if this was tested successfully. There are also reactions in the craftsbold workshop I believe that allow for breaking down metal equipment and getting the metal back. Except that might have been made redundant as well, since I'm pretty sure furnace operation covers that. I'm going to need to actually play a fort to remember what is even going on.
I still just have no idea what happened to getting fur from animals. Might need to just fix that from scratch or do something new with it.
Is there any part of your to do list that I could help with? I can also make any part of the masterwork mod available for this.
Thanks for the offer. I think the biggest thing that would need work is just Altar working since apparently that got messed up somehow. Also the re-introduction of fur from animals, my memory is so shoddy I don't even remember that. I would also certainly be willing to give a Thieves Den building a shot and see how that can turn out.
Otherwise, the other stuff in the post pretty much covers the To Do list as I know it, if you have input there.
When it comes down to it, if I get handed the raws for stuff, I'll throw them in and see how they work. Like I said, I need to thoroughly playtest a fort or two anyways, not just load it up and make sure it doesn't crash.
I also made a Kobold head logo, for my GUI.
That is some pretty fancy stuff you've included in your mod.
Actually, I think I forgot to mention before, I also just haven't been keeping up this mod for awhile since I more or less wanted to tie it off for the time being, and pick it up again when a new major release is had. No idea when that might be though, if an ETA was mentioned, then I missed it. Either way, there's still all that stuff that I'd like to add/re-add first.