I tried that and it threw an error. I also tried TANNING, TAN, TANHIDE, and TAN_HIDE.
[SKILL:TANNER]
It works for me, tried.
What else... Prose. It does nothing in vanilla, many modders use this skill to create custom things like 'books' (kinda). Same for concentration and alchemy - modders use it to, say, simulate 'magic wand' skill. Nature magic is broken.
I note that there are breath attacks. Can these only be attributed to creatures, or can I apply them to weapons as well? In other words, can I make, say, a flamethrower?
No.
What are the material tokens FILTH_B and FILTH_Y for? As a wild guess, I'd suppose B was blood, but I don't know what to make of Y.
Wild guess - vomit? It exists in-game.
There's a THROW skill but no thrown weapons that I can find. Anyone know how you go about defining a weapon as thrown?
Currently in Adventure mode only. Anything can be thrown. Anything can be wielded and hit with - that's Misc. Objects User skill.
Anybody know what the skill token is for tanning a hide? What about carving shell and horn? And armoring? And weaponsmithing?
I've said about tanner, horn and shell is bonecarver, armor and weapon - evidently, armorsmith and weaponsmith (for metal armor and weapons; bone armor - bonecarver, wooden weapons - carpenter, wooden xbows - bowyer, stone weapons - stonecrafter).
Anybody know what units the temperatures are in?
In Urists =) See
wiki for how to translate Urists to Celsius etc.
How do trade values work? I note that materials have a MATERIAL_VALUE which seems to indicate the value of the raw material. But once you make something out of it, the value goes up. What determines how much it goes up?
For weapons, trap comps, armor that's SIZE tag (and quality level, of course). Other things - don't know, it's hardcoded. Most likely: (material value) * 2 * (quality level). It surely has nothing to do with the reagents used.