Yes, you’ve heard it right.
I didn’t bother making an account yet, had like all the stories I liked archived on an old hard drive so being anon was all i needed until now.
I’ve got a knack for godot and I think one of the biggest things that godot offers is the ability to make open source projects that don’t require any amount of setup and where the code can be not only be read with nothing more than a text editor, but empowers the user to edit the base game scripts to learn and customize their experience, which also allows them to easily publish their own mods that can be easily added into the game, with the right setup.
Alas, I didn’t archive the dev’s dev files for the game and the link has since died, I can still find the code with relative ease with dnSpy but getting the graphics assets, sounds and default/exported settings for each unity gameobject, so this is currently the hardest part I am faced with.
I sincerely think that the biggest stopper in having a “proper” fluffy game, one where the community can help grow with a low bar for entry, is the impression that the project is hard to approach.
I am planning on having a github (or gitgud/gitlab) repository, (just for transparency, so everything is logged behind diffs.
The code will not be compiled to bytecode, obviously, so that everything can be messed around with and allow people to easily create their own code and have it be compiled with the rest as the game starts.
The project will be under GNU GPLv3. Anything else like merging popular mods/making them part of a set of default mods I personally don’t know how to handle so I’ll likely defer to someone that has more experience in the matter.
P.S: While I’ll do my best to replicate the game, I will be adding a few things, mainly for my own sanity and everyone else’s:

The inspection tool will include the ability to add, edit and remove relationships (likely just edit and remove for the sake of ease of addition) Ex: make two fluffies that know about each other/are friends into “special friends” instead of having to wait some often overstretched amount of time or having to deal with some breakups.
It will also include the ability to set some stats (health, cannibalism…) and restore bodyparts. Speaking of them:

The dismemberment tool will include right-clicking to select a fluffy, with a diagram popup and highlight system so you don’t accidentally snip a foal’s head off while pillowing a mare or blind one of your favourite cannibals trying to slow down a shit-colored fluffy. The original left click will still work and while it’s quicker, frankly you don’t really need speed around such easily harmed creatures when the game doesn’t have a save system to undo such permanent actions, just like:

Tired of trying to gently drag a fluffy around and place them on the ground, only for key movement or some lag/freeze or anything making the game think you’ve rammed your fluffy against the floor? Now shift-clicking with the hand tool prevents any and all fall/collision damage to your fluffy, and for the sake of it: ctrl-clicking will straight up prevent any and all damage recieved. Useful if you want to test damage mechanics, without actually harming a test subject as you hold it in a very lethal place.
Further additions, while planned, i’m not sure would warrant immediate remedy, and could be left as a mod unless i have unanimous approval for it:

The items Box will display the items as icons for easier distinction and readability. Furthermore, a “default” food item will be added, which can be left blank, to give your bowl/trough food of your choice instead of having to go back to the items tool to select it and feed it.

The food refill tool will include a right click to empty, or shift-leftclick to keep the food container filled at its current level until emptied with a right click.
[cannot embed more than one image per post since i’m a newfag]