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Messages - Zucchini

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31
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 03, 2012, 03:29:18 pm »
Alright, good to know.  Thanks again.

32
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 03, 2012, 04:02:14 am »
Thanks i2amroy.

Ooh, that's ugly, then.  Are there any characteristics at all that are inherited from the source material/reagent, aside from the name?  Color, any specific tags, etc.?  I thought someone mentioned they liked the fact that leather can inherit temperature tolerances and such from the source animal, but that doesn't seem to be the case.

33
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 02, 2012, 05:07:48 pm »
For tanning reactions that use GET_MATERIAL_FROM_REAGENT, it takes the physics values from the source skin's material and overrides destination material template values, right?

So, for example, this skin:

Code: [Select]
[MATERIAL_TEMPLATE:SKIN_WEAK_FURRY_TEMPLATE] -- (small furry animals with pelts)
[IMPACT_YIELD:6000] -- 0.6x leather
[IMPACT_FRACTURE:6000] -- 0.6x leather
[IMPACT_STRAIN_AT_YIELD:50000] -- 1x leather

... tanned into this fur:

Code: [Select]
[MATERIAL_TEMPLATE:FUR_TEMPLATE] -- (SKIN_WEAK_FURRY_TEMPLATE and SKIN_FURRY_TEMPLATE)
[IMPACT_YIELD:9000] -- 0.9x leather
[IMPACT_FRACTURE:10000] -- 0.9x leather
[IMPACT_STRAIN_AT_YIELD:50000]

...  would yield a, say, beaver fur that uses the FUR_TEMPLATE's material, but retains the 6k/6k/50k physics values from the beaver's weak skin, right?

Or do destination-material template values not get overwritten?

Trying to figure out if, for my expanded tanning mod, I need two separate non-generic material templates for fur (FUR_WEAK and FUR) or not.  I know in vanilla, skin and leather have the same characteristics, so this normally doesn't even come up.

34
DF Modding / Re: Grim Grimoire - The Realistic Commune Mod (34.07)(0.6)
« on: December 01, 2012, 07:53:55 pm »
I should mention that, likewise, I've been watching you guys' work here with interest.  I'll definitely be checking out these weapons when I get around to that end of it.

As for names, I know technical period/culture-specific names like "arming sword" don't really appeal to me.

One naming method that seems to be kind of interesting that I've noticed being used more is simply using dwarven words, but that's really hit-and-miss and probably won't work in an appealing way for weapons/armors.  For example, I thought of a dwarven short sword for restricted-space fighting called a tunnel sword; the dwarven language word for tunnel is ¢d (od), which is...  od sword...  oddastot (tunnelsword)... bleah. Tunnel-soldier sword?  Odezar Sword...  better bit still meh.

On the other hand, my friend and I were trying to come up with a different word for "charcoal iron" (the technically- and historically-correct term). Eventually, I decided on a whim to look up the dwarven word for "charcoal" and came up with "Athser Iron" which is accurate enough not to offend the purist, but alien enough to bring back the magic of the riddle of steel.  And it doesn't sound half bad.

So, depending on the word itself, it can come off well or awfully.  (Of course, I might just be deluded and "athser iron" sounds like ass, but that's another matter. :p)

Otherwise, for more narrowly-themed or period-design-specific weapons, my own thought is to just subtly tie them to a certain culture, rather than having the AD&D list of weird names (guisarme-voulge, Bohemian earspoon, etc.).  My own preferred envisioning places the non-dwarven world more distantly in the past, perhaps even bronze-age, but with chosen anachronisms (dwarven influence we'll say, but nothing even close to the kitchen-sinkiness of genre fantasy) -- so, inspired by King of Dragon Pass, I might have "Orlanthi sword," patterned in the raws on, say, a Viking sword or a spatha or what have you.  A gladius might be retermed Arcoscephalian or Argive short sword.  A certain polearm might be an Elven bladed pike or whatever (Goblinian ear spoon!).  And so on.  (I haven't worked it all out, as that's still at drawing board stage, but just general design ideas.)

Hope that rambling was at least marginally helpful...  :)



EDIT: ALSO, I was going to post here to say HUGE thanks and props to Arkhometha for that material properties research but didn't want to get necro-slammed.  Now I can.  Awesome work, Arkhometha.  I've done a bit more research of my own, and will make it available (built on top of your work) on the same terms (free use for any purpose without need for permission or credit).

35
DF Modding / Re: CREATURE_MAT vs. GMFR leather
« on: December 01, 2012, 07:46:43 am »
Alright I see where you are going with the other leather types. Seems good to me now. Guess I was thinking in a bit of a skewed manner.
Hehe, no worries.  I get all turned around about 4 times a day on this stuff. You don't realize it until you get into it how many different ways there are to do something thing, and then you end up getting into the methodology for method B while you were actually building around doing method A.  Bleh!

Quote
I'm thinking the generic peasant recognizing different leather may be a bit of stretch. We may want to use an experience adventurer as the 'identifier'. [ . . . ] If you can fit it into a narrative like this that may help you figure out which leather/fur/skin/carapace the critter needs. Of course what dragonhide/scale and things are up to you.
That makes sense. A sort of common-sense check to keep it from getting too implausible.

Quote
I wanted to use wax or oil (you can use either one in the reaction) because it gives those things some use.
I've also been expanding the library/training systems I've seen (mainly based on Civilization Forge's) as part of the same overall project, so if one was to use that, there would definitely be a fairly significant use/need for wax (alchemical jar seals and candles for studying/manuscript-writing reactions).

Quote
I was actually working on an alternative armor mousing reinforced cloth and boiled leather and I ended up making brigandines. [ . . . ]Plus it allows me to branch out to books and allows the cloth reactions and leather to be useful in another way
Definitely sounds interesting. I think I'd like to see brigandine on the humans.

Quote
If you want a civ to have access to multiple types of armor for a body part (like the common problem: access to low boots but no high boots) add the FORCED token instead of COMMON and they will have access to both instead of one overwriting the other.
Hopefully I'll remember that tip when doing the civ permissions!


-----

Alright, I have Arkhometha's thermal and density values incorporated, along with my own research, so up next is coming up with decent material properties for all the skins, leathers, bones, and teeth.  If anyone's interested in taking a look, here is a rough documentation of it, and here is the material_template_default (minus skin, leather, chitin, scale, and bone entries, which are moved to a separate file).  I'll probably be ready in a week or two to put up a formal thread, but I want to be careful about Big Promises and all that.

And I'll definitely appreciate any guidance on physics values for armor and skin types anyone wants to throw out.


EDIT: Preview of the library system too here.  I should note explicitly and clearly that this WIP stuff probably does not attribute sufficiently -- I lean very heavily on Mephansteras's, Arkhometha's, and Deon's work.  And the library system is *quite* complicated...  And there are probably *huge* mistakes... and and and...  :p

36
DF Modding / Re: CREATURE_MAT vs. GMFR leather
« on: November 30, 2012, 11:29:50 pm »





Looks like this is going somewhere, good.
Thanks!

Quote
For chitin I can recommend leaving it non-tannable. Its not a flexible material, unsuitable for most clothing items. Vermin-size creature chitin isnt realy usable for anything, largers ones could be used for scaled/lamellar/whatnot armors.
That's my sense too.

Quote
A few problems I predict: Using generic scale, fur and chitin materials will fail to carry over whatever color the creature had.
I hadn't thought of color yet.  I'm not quite sure I'm going to have furs be generic at all, but if it end up being generic at all, I think it would be appropriate (and no more in-game complexifying than before) to make FUR_GENERIC_WHITE, FUR_GENERIC_BROWN, etc.  But as it stands right now I'm thinking furs are better specific.

Quote
FB fur may prove annoying to add. I have in the past tried this using the hair body detail plan, but only found it that birds also use this, causing weird bird fur.
Yikes.  Yeah, and I'm still in fairly early stages of learning, too.

Quote
I should also note that for instance SKIN_STRONG_TEMPLATE and SKIN_TOUGH_TEMPLATE do not require a seperate reaction class unless you plan on changing the reaction itself for the one or the other. You can set a seperate product for each material, even when they share a reaction class.
Yep, that's what I've been doing.  I'm trying to be very conservative about reaction classes, only making new ones where there is a genuine meaningful distinction.

Quote
EDIT: Also, on the subject of quilted and cured leather armors, I have recentely managed to make funtioning padded armor without needed a new material [ . . . ]
Nice!  I wasn't aware of the trickiness of non-player civs using it as clothing, so I now know to watch out for that...

37
DF Modding / Re: CREATURE_MAT vs. GMFR leather
« on: November 30, 2012, 10:58:22 pm »
I think you may be falling in the trap you trying to avoid, too many leather types.
Not necessarily.  After all, these would be 3 or 4 additional types of standard generic leather that account for a number of creatures that might otherwise either be (a) folded into plain generic or (b) each kept as a specifically-named sort of leather. They would do it without that list bloat, while still allowing for gradations of value among generic leathers.  Really, just a different name scheme for the the generic "rare" and "exotic" leather types seen in other mods.

Because, as someone noted, having all, value-2 leathers (elk, bobcat, black bear, etc.) folded into generic leather abandons that whole layer of distinction represented by MULTIPLY_VALUE:2, which is not really the goal so much as eliminating redundant overdistinction.

That's the idea behind it, anyway.

Of course, the SKIN_TOUGH/SKIN_DISTINCTIVE route -- in other words, just picking the most distinctive animals and making them GMFR leathers -- is definitely a pretty natural solution. I can see the mountain leather/deep leather/etc. route being meh-unappealing, but I don't see it proliferating where it should be cleaning up.  It still seems to retain both simplicity (3 additional types of leather instead of 20) and value-granularity (allowing value 2 and 3 generic leathers).  (Although I'm fuzzy-headed at the moment, so I might not be thinking it through...)

Quote
Having mountain leather, savanna ect seems like you fell back into the too specific for leather. Think of if a peasant saw this leather at a market... How would he know its mountain leather?
I see what you're saying.  That argument cuts quite a bit further than that, though, and favors even broader genericization, though, because the other side of that coin is... how would any but the most visually-distinctive leathers be distinguishable to your average peasant?  As you say, special visually-obvious ones (ostrich, alligator, crundle, etc.) would, but deer, bear, wolf, etc. probably wouldn't.  Even lion/tiger leather, since the fur would be removed and the leather made to look like other types (unless there's some visual distinction I'm unaware of).

So...  that criterion would essentially dismiss the bulk of the value 2-3 leathers as indistinguishable from generic, and eliminate their reason to be specifically-named at all. 

If I'm not mistaken, wouldn't creating differing ANIMAL, ANIMAL_VAL2, ANIMAL_VAL3 creatures with multipliers just do the same without visually-noticeable name change?  It's either populating the stocks list with additional leathers at the material template level, or secondarily at the creature variation level, but either way it's more leather types on the stocks list, if I am understanding correctly.

This method, though, I'm kind of wanting to avoid.  If at all possible, I want to create only one spoof [CREATURE:ANIMAL] on the creatures list because I really hate seeing false entries on dwarves' preferences -- just me, really, but that spoils it for me.  So I want to keep it stastically extremely unlikely that Urist is going to "like  for its   ".  (Or "like tough for its  .")

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For dragons, snakes, pond grabbers, they possibly could so it could justify them having a special leather. To make it more valuable just add the material multiplier tag in their definition. That should be fine.
Right.  Ones that don't use the generic leather material reaction products would be fine, since the value multiplier would do everything we need done.  Again, if I'm understanding everything correctly.

Quote
As far as special fur you could have 3 tiers:
skin_fur_special_template: tier 1, animal-specific. This would be used by wolves, cheeta, rabbit ect.
skin_fur_tough_template: tier 2, animal-specific. Thick, matted or tough fur (could be named: 'pelts'). This would be used by trolls, cavern critters, or more monstrous (not-necessarily mundane) above ground creatures.
skin_fur_beast_template: tier 3, animal-specific. Another thing that could be named 'pelt' to differentiate it from normal furs. This I would apply to things like griffins, FBs, Titans, or other mythical furred creatures.
The third category seems a little messy, but the other two are close to what I have in mind.

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With my research I found that studded leather actually didn't exist as far as armor. Mostly they would layer scales or pieces of metal and produces scalemail instead.
Huh.  I had no idea.  I always thought it seemed weird.  To hell with studded leather then!  But maybe brigandine...  anyway, that's another matter.

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The way I produced boiled (or cured leather) is to take a blob of wax or oil at a kitchen, an unit of any leather and produce a unit of boiled leather. It doesn't have a name or other reaction it just produces a unit of leather with the BOILED_LEATHER_TEMPLATE. . . .
Cool!  Sounds interesting.  Yeah, I think perhaps just generic boiled leather might be the best way of it.

Incidentally, my quick searching fit your thing about studded leather inspired took me to some links that suggested that even boiled wax-leather might not have been how they did it, although it does make wax useful. One guy seems to suggest that it might have been, literally, just water-boiled leather (done at certain temperature), and that wax-boiled leather might have made it less resistant to shearing damage.  The water-boiled leather would be more resistant, but more brittle, requiring fairly frequent replacement of lamellae.

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You could do that but for things like cavern critters with shells and such I would have that tough_carapace template. With the above materials it keeps the caverns dangerous to explore [ . . . ]
I like it better that way, myself.  I'm currently working on tweaking physical characteristic values for the different materials, so I'll have a much better idea of how to distribute them once I get that done.

(I'm currently going through Arkhometha's material properties research, implementing them, and also doing some of my own tweaks.  Which was on the drawing board, not mission creep, in this case.  :p)

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The only other thing I could think of after all the skins and bones would be fangs. 3 versions normal, tough, and mythical for beasts and such should be sufficient.
That does make sense.  They should definitely be more competitive.

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I could provide you with the boiled leather reactions and materials if you wish to use in your mod. Good luck!
Sure...  I'd like to see them.  Thanks again for the in-depth feedback!  I should have something to show pretty soon.


EDIT: Argh, I hate accidentally clicking save.

38
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 30, 2012, 08:14:35 pm »
Thanks Putnam!

This makes me curious what would happen if all tissues but blood are given a boiling point. Will have to test that when I get things going.

39
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 30, 2012, 06:25:54 pm »
Some question about temperature points and what they practically mean.

HEATDAM_POINT: Temperature the material takes damage at.
What does damage mean in practical game terms? How long does it take to be destroyed?

Does the difference between the heat source temp and the material matter?  Will a 11000 degree heat source burn something with, say, HEATDAM_POINT of 10800 faster than, say, an 11200 degree heat source?

IGNITE_POINT: Temp at which material catches fire. What's the difference between heat damage and fire?  (I imagine it means the object becomes a heat source in itself up to a point, but does this do anything to to the object aside from normal heat damage that would occur with equivalent temperature above HEATDAM_POINT?)

MELTING_POINT: I am under the impression both melting and boiling are instantaneous, happening in a flash, not gradually like boiling water where it happens slowly as only certain parts actually reach boiling temperature. If the material has no STATE_NAME:LIQUID specified, does the material disappear/get destroyed?

BOILING_POINT: (Instantaneous?  per question above).  If all organic materials are set to have a boiling point of, say, 11800, and a being falls into magma, does this result in horrible FPS savaging for an annoying length of time as each and every material in his body turns to hundreds of tiles of gas?  What is the message when a being is boiled?

Apologies for those things that could fairly easily be solved by testing...  I'm not quite in a position to do so now, so big thanks in advance for any answers given!

40
DF Modding / Re: CREATURE_MAT vs. GMFR leather
« on: November 30, 2012, 04:22:47 am »
As far as the feature bloat goes bones are a good way to brach out from this as that does mesh well with what you are doing. Thankfully you'd only need the standard bone_template in addition to possibly strong_bone (for rhinos, elephants, etc), weak_bone (for an avians hollow bones), monstrous_bone (dragon, giant, FB, ect?), and legendary (Titans, FBs?).
That's along the lines of what I was thinking.  It's not nearly as complicated as skins.

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I'd say a good rule of thumb to follow may be if a normal person in the word could tell that the leather, fur, or material came from a very specific creature (snakeskin, dragonhide, cheeta fur) then have it be identifiable as such. In that case you just have a special_fur_template that uses the pacific animal name and that should sort out a few problems with only one type. [ . . . ]

Wolf leather wouldn't be recognizable but its fur would be so given what I see you may only need two more templates: special_fur_template for distinctive furs (animal-specific of course); be it patterns, coloration, or properties (unicorn manes/fur could be used in a custom alchemical reaction by other players mods) and the presence of a carapace_vermin_template... That's only 20-21 skins right? And the potential 4 new bone templates it shouldn't be that bad outside of doing the material definitions for each. Iron and copper are good baselines to use in my experience for balancing the materials.
That's a good rule.  I hadn't thought of that possibility -- making the leathers for borderline animals like wolves and bears generic, but making the furs specific.  That sounds really good.

It's still up in the air for me how to deal with leather special enough to be more valuable than average, but not special or unusual enough to be named.  As far as I know, for example, deer leather is generally considered quite good.  I don't really like "rare leather," "exotic leather," etc., as a naming scheme so much, and it seems like "fine leather" may get confused with crafting quality.  Fine fine leather breasplate and so on.

The last resort is to just make such things specific, but if you or anyone else has a good suggestion on that I'm all ears.  Ignore the signature.  <_<

On whether the fur of standard large mundane animals (again, wolves, bears, lions, etc.) should be armorable, I'm on the fence on that one too.  I'm a bit inclined toward making them clothing only (I'm not aware historically of any serious bronze-/iron-age fur armor use), but if it's wanted I could easily tip toward making it armorable.  Suggestions appreciated.

EDIT: Idea.  Thoughts on this as a solution?:

For more valuable leathers (tier 2.5) that are good enough to be better than average but don't fully justify their own specific names on the stock lists, perhaps categorical flavor names like:

Deep Leather (weird underground animals like rutherer, draltha, blind cave bear, perhaps even giant earthworm)
Mountain Leather (black bear, deer, elk, bobcat, etc.)
Savannah Leather (giraffe, gazelle, dingo)

Just a thought that struck me. Probably too far out on a limb, but throwing it out there in case it might be kinda appealing.  Perhaps only one or two of them -- for example, ditch the mountain/savannah but keep deep leather, or whatever.  If it's something that resonates as a good balance, well alrighty-then.  But if the appeal for that sort of scheme is narrow, I probably won't go with it.  Please feel free to slap it down if it doesn't appeal strongly as a really good idea.


Quote
I was working on a boiled leather material and quilted cloth (for padded cloth/canvas armor like they had in medieval times) and it took a few tweaks to get it all working right. Mainly it's just using a quick way to run tests to make sure the aftermath looks right.
Actually, I was thinking about this too, along with studded leather (as has been done in a couple mods).  It seems it would easily double the leather population on the stock lists (rigid rhino hide, rigid ice wolf leather, all the way down), which is not so appealing.  How did you go about it?

Quote
It looks good, though you may want to add a vermin_chitin_template to round everything out.  [ . . . ]
--edit: didn't see the basic carapace template... but I know crabs and lobsters have much tougher carapaces than your average beetle or spider. So the 4th carapace template still may fit.

Another thing I was torn on.  Would it be easier to just vary the standard nontannable carapace on crustaceans to give it better stats?  Since it's nontannable, I was thinking that it could be easier solved that way.

Aaand thanks again for the in-depth feedback.  Much appreciated.




41
DF Modding / Re: CREATURE_MAT vs. GMFR leather
« on: November 30, 2012, 12:00:24 am »
Thanks, Black Legion.

Good catch -- yeah, it wouldn't make sense to have it have worse stats than, say, lambskin.  I hadn't thought the whole tier system out fully yet.  I caught it too shortly after, and I've since rationalized the system a bit better (I think), placing them, as you say, at tier 1 stats. It looks like this right now.

As you can see, it's sort of expanded/exploded from 3 skin types into 19 (!).  Yay simplification!  Should hopefully, though, simplify things at the level of in-game data, if not in the raws.  I think I'm going to do bone too. (Yay mission creep.)

Which animals to let fall into the generic type and which to keep as named, yeah, that's tough.  I know I get a sad when I think of losing "wolf fur/leather", but then, yeah, so much for reducing lists down drastically.  But given the massive traditionalist voting bloc turnout favoring named leathers, I think the balance will probably be fairly comfortable.  I think if just half the leather types are cut out of the list, I'll personally be happy, but I'm wanting to make it more generally useful.

I'm still kind of torn on how to handle the different valuations of genericized leathers -- SKIN_VAL2_TEMPLATE, SKIN_VAL3_TEMPLATE?  Different spoof animal-types (ANIMAL, ANIMAL_VAL2, ANIMAL_VAL3)?  Or just letting the more valuable ones be named (even though some of these have obnoxiously long or unappealing sounding names).

The list below does not have any entry for furred tier 2 skins, as I haven't implemented that.  That'll be the 20th skin.  I'm trying to be very careful about keeping away from "moar moar" type design, and keeping it pretty rational and tight.


42
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 29, 2012, 07:32:18 pm »
Looks like reagent line identifier is BOULDER instead of A.

43
DF Modding / Re: CREATURE_MAT vs. GMFR leather
« on: November 29, 2012, 06:50:20 pm »
Ahh, got it!  I'm starting to get the hang of this stuff, but so easy to get all mixed up.  Thanks for explaining that!  :)

44
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 29, 2012, 06:44:17 pm »
This question is directed to Arkhometha about his (awesome!) work in rationalizing physics values of organic materials.  However, I suppose it's not anything specific to him or his work, so I address it generally:

I'm a bit at a loss about how boiling points work.  In his values, a big concern was to make sure dwarves (and other organic living beings) die a bit more appropriately (and quickly) when, say, immersed in magma.  To that end, he uses melting points on his organic materials so that the dudes melt into the magma.

My first thought is, boiling point seems like it could be pretty appropriate for that purpose...  what would be the effect of using boiling point instead?  I read throughout the relevant threads, and didn't find (or lamely missed) anything that explains why specifically MP instead of BP.  However, I'm pretty damned sure he did it for a good reason.

So, so I can understand a bit better, how would using boiling point on skin, muscles, etc. affect the process?  Does it make people explode if we use boiling points and they dance into the magma?

45
DF Modding / Re: CREATURE_MAT vs. GMFR leather
« on: November 29, 2012, 03:14:37 pm »
I see what you're saying.  I'll turn it off by default for skins where there's a choice, and see how that handles on the road.

As for what you were saying about alternative fur/tanning reactions (as well as other products), does this look about right?

Code: [Select]
(from the material templates)

  -- Expanded Tanning Functionality
[MATERIAL_REACTION_PRODUCT:SUEDE_MAT:CREATURE_MAT:ANIMAL:SUEDE]
[MATERIAL_REACTION_PRODUCT:FUR_MAT:LOCAL_CREATURE_MAT:FUR]
-- Library Functionality
[MATERIAL_REACTION_PRODUCT:PARCHMENT_MAT:CREATURE_MAT:ANIMAL:PARCHMENT]
[MATERIAL_REACTION_PRODUCT:GLUE_HIDE_MAT:CREATURE_MAT:ANIMAL:GLUE]

Along with appropriate reactions at the tanner.

Code: [Select]
[REACTION:TAN_SUEDE] -- Tier 1 (Small or thin-skinned animals)
[NAME:tan suede]
[BUILDING:TANNER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SUEDE_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:SUEDE]
[SKILL:TANNER]
[AUTOMATIC]

[REACTION:TAN_FUR] -- Tier 1-2 (All mundane mammals with significant fur pelts)
[NAME:tan fur] -- furs only usable for clothing and other soft items
[BUILDING:TANNER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:FUR_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:LOCAL_CREATURE_MAT:FUR]
[SKILL:TANNER]
[AUTOMATIC]

[REACTION:TAN_LEATHER] -- Tier 2 (normal animal skins)
[NAME:tan leather]
[BUILDING:TANNER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:LEATHER_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:LEATHER]
[SKILL:TANNER]
[AUTOMATIC]

[REACTION:TAN_LEATHER_TOUGH] -- Tier 2+ (High-quality/value mundane animals)
[NAME:tan tough leather]
[BUILDING:TANNER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:LEATHER_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:LOCAL_CREATURE_MAT:LEATHER_TOUGH]
[SKILL:TANNER]
[AUTOMATIC]

That all look about right?

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