Note: File is currently unplayable, as no sentient races, much less entities, exist at the current time.
This is a mixture of the Dwarf Fortress on Crack (http://www.bay12forums.com/smf/index.php?topic=143488.0) and Dwarf Fortress (http://www.bay12forums.com/smf/index.php?topic=127552.msg4337504#msg4337504) from Scratch (http://www.bay12forums.com/smf/index.php?topic=140715.0) in the sense that the raws folder starts out (near) blank, but each new entry is based off of a previous entry (for the most part). Modding regulations are below, and the link to the mod proper is at the bottom of the post.
- Only make changes within files that carry an underscore, then a 3 letter approximation of your name or forum username. The three letter rule also needs to be added to the end of the object's name as well. Linking to previous content is allowed. Exceptions to this is to add in the three letter naming convention to files, bugfixing files of an author that is not responding, or removing biome tags from the obsidian and moss, and soil tags from the black sand once we get more rocks, soils, and plants to put in those locations.
- When creating a new creature, plant, material, tissue, tissue template, or material template, copy from an existing creature, plant, material, tissue, tissue template, or material template, paste it at the end of your file, and make up to 10 changes to it. For the most part, any changes to anything within the same set of brackets or the addition of a new set of brackets. Exceptions are creation of castes (any number made only counts as 1), addition of a body part (counts as 1 per body part (each individual, not each :(group of body parts): ), addition of an interaction (entire interaction counts as 1 change), moving the positioning of code within a creature (counts as 0), a change in the names, description, prefstring, or creature tile (counts as 0), or addition of a creature variant (change cost is equal to the number of changes if the code within was added to the creature directly). Material and tissue templates have to be tied to a rock or species.
- Entities, interactions, syndromes, reactions, items, languages, body part, and creature variations all are allowed to be created entirely from scratch. Language source files (_words, _SYN, etc) are to be one single collaborated upon entity that are exempt from rule 1's naming convention. Language files themselves (ex. _Dwarf, _Elf, etc) are up to the creator of the race to deal with and are not exempt from the rule. Also, creature variations and body part groupings should have a total of the number of changes they are worth in their name, for convenience (ex. Arms_2changes_XYZ, Arms_6changes_XYZ).
- When we finally reach playable civilizations, try to make nothing that makes the game ridiculously easy or too punishingly hard.
- Use the changelog. How to use it is contained within the log.
- If you make a playable race, post a guide on how to play it in the same area as the change log with the title "How to play as the [Race]" or something similar
In order to increase the speed of addition of new creatures, as well as make the process more organic by having copies of any other creatures that have been made, the files are hosted on Google Docs:
Link to the Mod (https://drive.google.com/folderview?id=0B9I5x4YncReNOHg1UHI2RVk0NXM&usp=sharing)
To edit the files within the Google Drive after you have gotten access to the files, here is a native text editor for chrome. (https://chrome.google.com/webstore/detail/drive-notepad/gpgjomejfimnbmobcocilppikhncegaj?hl=en)
KingMurdoc (for the idea of modding a succession fort in progress that led to MDFification's idea)
MDFification (idea of making KingMurdoc's idea into a modding succession)
Halfling (borrowed your _shutupdf files for silencing the errors DF would create)
Current State of the World
The world is a hunk of water and obsidian floating through space with some moss and a bit of bacterial proto-life on it. Some of the proto-life has adapted to feed upon its prior form, while others have evolved into colonies and moss-like plants. The predatory life has evolved further into possessing a hardened shell, while the other has evolved to allow for greater movement.