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Author Topic: Trying to increase leather yield with tool type  (Read 791 times)

DPh Kraken

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Trying to increase leather yield with tool type
« on: April 11, 2024, 09:50:07 pm »

I've been testing on v47 for the time being, and decided to try an idea where skin had [BUTCHER_SPECIAL:TOOL:ITEM_TOOL_RAWHIDE]
I wanted to use tools since premium graphics globs just look like liquids, while I can control the precise appearance of tools.
This did give proper body-proportional item yield, but with a major caveat, perhaps load order induced. Butchered corpses just produce skin tools of a random subtype rather than the item I wanted.

This behavior could be interesting in a total conversion (robot parts, anyone?) but the only workaround I know is having a bunch of item duplicates to skew any random roll of tooltypes. Does anyone know if this behavior is fixable in either v47 or v50?

Tool material raws:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_RAWHIDE]
[NAME: : ]
[ADJECTIVE:raw]
[VALUE:1]
[LEATHER_MAT]
[TOOL_USE:flaps of skin]
[TILE:253]
[SIZE:5000]
[MATERIAL_SIZE:1]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[UNIMPROVABLE]

« Last Edit: April 11, 2024, 10:06:07 pm by DPh Kraken »
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Quietust

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Re: Trying to increase leather yield with tool type
« Reply #1 on: April 16, 2024, 09:21:33 am »

Tool material raws:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_RAWHIDE]
[NAME: : ]
[ADJECTIVE:raw]
[VALUE:1]
[LEATHER_MAT]
[TOOL_USE:flaps of skin]
[TILE:253]
[SIZE:5000]
[MATERIAL_SIZE:1]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[UNIMPROVABLE]

First of all, you haven't specified a name for your "tool". Second, your TOOL_USE is invalid - that token only accepts specific hardcoded strings (listed at the bottom of this wiki page).

Take a look at your error log - I'm guessing there are some messages in there related to these changes.
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