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« on: May 07, 2012, 11:15:25 am »
I've just tested what Squishynoob posted and it works almost perfectly.
Basic setup: current version with Phoebus tileset preinstalled. Modded with the above and nothing else. Didn't even change the default .ini settings. Everyone's in a clearing with a lot of animals and some rocks (to build workshops with). Orders changed to 'gather refuse from outside' for obvious reasons.
It produces a glob of animal skin (dog 12, yak 14 etc.) and a tanner will snap it up and produce the relevant number of pieces of leather. If it doesn't get grabbed from the workshop, it gets stored in the fat/tallow stockpile. This makes sense, as it's a glob, so that's the obvious place for it, although there's no corresponding entry in the stockpile settings for 'skin' to turn off. However, as soon as it's stored in the stockpile, my dwarves runs over and clean, instantly destroying it. Unfortunate. It can be bypassed by not having a fat/tallow stockpile, since they only seem to clean it up if it's in a stockpile but that's not ideal. Does anyone know why fat/tallow globs aren't cleaned? We might be able to do something there.
In broad terms, this is great, and you're able to produce very large amounts of leather fairly easily and quickly. If you have tanners at the ready, the cleaning issue is irrelevant, but if your tanner's on break, you may as well consider that skin wasted, unless you forbid it the moment as it hits the pile. As soon as you unforbid it, your tanner will probably grab it. I had three tanneries and five tanners (and two butchers), and when I unforbid three globs, they were all immediately tanned rather than cleaned up. So it should work out.
The biggest complaint that people are likely to have is the sheer amount of leather produced. Both a yak and horse produced 14, which is somewhat high, but a dog produces 12. It's probably related to the bug that has hooved creatures producing less meat than non-hooved of a similar size (which means that yaks and horses should be producing far more skin, it's just that the bug reduces it again). I've played around with the input side of the reaction, and it's quite happy to produce, for example, 1 leather for every full 3 skin in the pile. Any excess are lost. This would let you reduce the worst effects of this, but you're still going to have problems when it comes to some animals. I suspect that elephants are going to be rather productive.
Assuming that this actually is related to that hooved bug, you could potentially have two different skin types in the way that Sphalerite has multiple types, but rather than going crazy with working out which one to use based on size, this could just be based on hooved and non-hooved. Then you could have two reactions - one taking items at, for example a 9:1 ratio (non-hoof), and the other at 3:1 (hoof). That way a yak with 14 skin would produce 2 leather, and a dog with 12 skin would produce 1 leather. Tinker as seems appropriate. It would be a fair bit of work to tweak every animal, but certainly doable. (Potentially: Find/replace to remove all skin tags in an animal entry. Then replace all hoof tags with a hoof tag followed by a skin tag. Look for what the non-hoofed have that's unique to them and do something similar)
I like this tweak and will probably play with it some more, and depending on what I can get to work, might use it permanently in my homebrew setup. I'm also wondering if I could do something similar with bones... Butcher them into glob form, then have an auto-reaction turn them into individual bones. Something to look into later.