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Author Topic: More leather mod (why not incorperate into your mod)  (Read 46031 times)

YAHG

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Re: More leather mod (why not incorperate into your mod)
« Reply #45 on: January 21, 2015, 11:05:04 am »

Spoiler (click to show/hide)

Arg... it did seem to be working but I must've missed the last skin part.

YAHG

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Re: More leather mod (why not incorperate into your mod)
« Reply #46 on: January 21, 2015, 05:25:28 pm »

VICTORY!!!! 8)

Using 'MEAT' instead of 'GLOB' seems to have fixed the issues we were having with the adventurer reactions.  :)

Material:

Code: [Select]
[MATERIAL_TEMPLATE:SKIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:skin]
[STATE_ADJ:ALL_SOLID:skin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] used data for human skin
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
This lets the game know to use this item to determine the exact material type for the leather product in the tanning reaction.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
This lets the game know that an animal was likely killed in the production of this item.
[IMPLIES_ANIMAL_KILL]
[ROTS]
[GENERATES_MIASMA]
[MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:skin:skin]
   [REACTION_CLASS:SKIN]

Fortress Mode:

Code: [Select]
[REACTION:TAN_LEATHER_ADV]
[NAME:tan raw skin]
[ADVENTURE_MODE_ENABLED]
    [REAGENT:A:1:MEAT:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]

Adventure Mode:

Code: [Select]
[REACTION:TAN_A_HIDE]
   [NAME:tan a hide]
   [BUILDING:TANNER:CUSTOM_T]
   [REAGENT:A:1:MEAT:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]

   In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

   [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
   [SKILL:TANNER]
   [AUTOMATIC]

Grimlocke

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Re: More leather mod (why not incorperate into your mod)
« Reply #47 on: January 21, 2015, 06:17:32 pm »

I'm fairly sure all meat items are edible regardless of material, since I once made an adventurer reaction that turns anything into meat. I could eat steel meat no problem.

Though I don't know whether or not this has any consequences for fortress mode.
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Meph

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Re: More leather mod (why not incorperate into your mod)
« Reply #48 on: January 21, 2015, 06:33:32 pm »

The meat with reaction class skin should work fine. Meat is using the muscle tissue, so no one will eat your skin/leather, and you wont use muscle to make leather. Looks solid.
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klefenz

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Re: More leather mod (why not incorperate into your mod)
« Reply #49 on: January 21, 2015, 07:41:20 pm »

Spoiler (click to show/hide)

Now when i butcher an animal in adventure mode it doesnt drop any skin, i tried with a langur and a horse.

YAHG

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Re: More leather mod (why not incorperate into your mod)
« Reply #50 on: January 21, 2015, 08:20:14 pm »

snip
Now when i butcher an animal in adventure mode it doesnt drop any skin, i tried with a langur and a horse.

The Yeti worked fine for me, also did fine with the vulture if I remember (sometimes I can't even butcher small things for some reason).

edit: horse worked fine for me in fortress mode
« Last Edit: January 21, 2015, 08:21:59 pm by YAHG »
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klefenz

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Re: More leather mod (why not incorperate into your mod)
« Reply #51 on: January 21, 2015, 08:58:08 pm »

snip
Now when i butcher an animal in adventure mode it doesnt drop any skin, i tried with a langur and a horse.

The Yeti worked fine for me, also did fine with the vulture if I remember (sometimes I can't even butcher small things for some reason).

edit: horse worked fine for me in fortress mode

Sorry, my bad. It is working OK. Thanks.

jecowa

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Re: More leather mod (why not incorperate into your mod)
« Reply #52 on: August 03, 2016, 05:59:38 am »

Sackhead, are you okay with your More Leather Mod being bundled with Lazy Newb Packs?
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sackhead

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Re: More leather mod (why not incorperate into your mod)
« Reply #53 on: November 28, 2016, 06:28:48 am »

go nuts it free to use
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Alyfox

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Re: More leather mod (real mod not asking for help)
« Reply #54 on: January 16, 2017, 03:52:21 am »

Sackhead, thanks again for this great idea. I have incorporated it into the next MasterworkDF release.

I use 4 skin globs per leather, tough leather, scale and chitin, 2 for drakescale and 1 for shells, since creatures still give only 1 shell. This way you get these amounts:
1 kitten = no leather
1 cat = 1 leather
1 cow = 3 leather.

I have yet to test it with bigger creatures, like elephants, or my dinosaurs.

How is this done exactly? I have this feeling (based on having about a billion yak leathers) that I did it wrong. Please help!
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Alyfox

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Re: More leather mod (real mod not asking for help)
« Reply #55 on: January 18, 2017, 06:00:41 am »

Sackhead, thanks again for this great idea. I have incorporated it into the next MasterworkDF release.

I use 4 skin globs per leather, tough leather, scale and chitin, 2 for drakescale and 1 for shells, since creatures still give only 1 shell. This way you get these amounts:
1 kitten = no leather
1 cat = 1 leather
1 cow = 3 leather.

I have yet to test it with bigger creatures, like elephants, or my dinosaurs.

How is this done exactly? I have this feeling (based on having about a billion yak leathers) that I did it wrong. Please help!

Update on this: I compared my tan hide reaction to the one being used in the df 34.x Masterwork mod, and they are the same..

Masterwork's version
Quote
[REACTION:TAN_A_HIDE]
   [NAME:Tan any hide]
   [BUILDING:TANNER:CUSTOM_T]
     [REAGENT:A:4:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
   [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
   [PRODUCT:15:1:BOULDER:NONE:INORGANIC:STENCH][PRODUCT_DIMENSION:150]
   [SKILL:TANNER]

My RAW
Quote
[REACTION:TAN_A_HIDE]
   [NAME:tan a hide]
   [BUILDING:TANNER:CUSTOM_T]
   [REAGENT:A:4:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]

   In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

   [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
   [SKILL:TANNER]

Only difference so far as I can see is not including the 2nd Product section. Yet 2 yak yielded almost 1200 leather.

Halp please!
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Deon

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Re: More leather mod (why not incorperate into your mod)
« Reply #56 on: January 20, 2017, 11:04:51 am »

It is said in a couple of previous posts. Globs now have 150 size, so you should use 150 instead of 1 in reagent, or 600 instead of 4.
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Alyfox

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Re: More leather mod (why not incorperate into your mod)
« Reply #57 on: January 21, 2017, 05:02:14 am »

It is said in a couple of previous posts. Globs now have 150 size, so you should use 150 instead of 1 in reagent, or 600 instead of 4.

Hrm, so my initial thought was right. I sorta skimmed the thread, but apparently missed it. Thanks Deon!
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Jordan~

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Re: More leather mod (why not incorperate into your mod)
« Reply #58 on: July 28, 2017, 09:04:33 am »

Hi! I'm kinda stumped - sorry for the necro. I've been using these reactions, and I tried adding my own material templates for tanning products of chitin and scale. I don't know if adding those material templates is the cause, but my dwarves now seem to have learned how to tan fat into something called 'fatty', which they then use like leather. I'm 100% sure that fat doesn't have the necessary material reaction product or reaction class to be used in the tanning reaction. Sort of baffled - nothing I do seems to stop them from making fatty.
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tussock

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Re: More leather mod (why not incorperate into your mod)
« Reply #59 on: June 24, 2018, 11:32:41 am »

Jordan~, I'm guessing you've got a new reaction somewhere to use Globs for Leather made of Chitin or Scale, which doesn't have a TAN-MAT or REACTION-CLASS requirement on the reagent, so the fat is a Glob and the auto-tan will grab it for leathermaking ahead of the auto-kitchen turning it into tallow. Or something.

This is very helpful, by the way, I can make leather stuff without relying on the caravan. Well, I can make like three bins of it by killing all the livestock, but that's better than making one bin. Seriously, how does the caravan get quite that much leather. :D

Hmm, age to maximise skin production. Need some test butchery. Now, ... how do I get cows to make more milk than sheep do?
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