RimWorld

RimWorld

Simple Ivory
73 Comments
SkunkPlaysGames  [author] Oct 28 @ 8:37pm 
Okay, it should be squared away now.
Dead_William Oct 28 @ 12:54am 
You're awesome, thankls. Sorry, I'm terrible at any sort of coding. Haven't done it since EUII was a thing.
kemoncrazy Oct 27 @ 8:18am 
@Dead_William if you don't mind editting xml files(no harm for this case), you can uncomment the original code under v1.6/Def/Recipes_Ivory.xml to bring back the original receipts. Or wait til an update to match all tusk with a product value. Currently only Wild Boar Tusk and Walrus Tusk work well with the all in one receipt.
Dead_William Oct 25 @ 12:48am 
Love the mod, but since all the 'horns' got lumped in the same processing step, it no longer drops ivory.
SkunkPlaysGames  [author] Oct 24 @ 10:08am 
Thanks, will look into this.
kemoncrazy Oct 24 @ 7:16am 
In Items_Exotic_Tusks.xml only WildBoarTusk and WalrusTusk are with their butcher product value. Other tusks need to update this as well.
Matsay Oct 16 @ 9:39pm 
You're welcome. Would you like me to transfer the repo? That would allow players to submit additional patches via pull request.
Add me as friend if interested ; thank you for keeping the mod alive!
SkunkPlaysGames  [author] Oct 16 @ 12:54am 
Matsay's contribution has been integrated into the mod. Thank you Matsay for your work and time.
Coolchilion Oct 9 @ 5:50pm 
So will Matsay's fork be implemented into the main mod?
SkunkPlaysGames  [author] Aug 28 @ 2:45pm 
Very nice. I will look at it this weekend probably.
Matsay Aug 28 @ 1:36pm 
Well I didn't have much to do last few days so there you go :
https://github.com/MrMatsay/SimpleIvoryFork
I don't intend to upload it to the workshop as its still very much your mod, it just comes prepackaged with patches for the mods I currently run (1.6 only).
I can transfer ownership of the repo to you if you'd like, I'll probably never update it again and keep using my local copy
SkunkPlaysGames  [author] Aug 25 @ 1:09pm 
Thanks for the suggestion; that was precisely what I was thinking. I will tinker with it when I have an opportunity.
Matsay Aug 25 @ 11:51am 
By the way, it just occured to me that you might be able to create that universal recipe using the special products feature... Similar to mechanoid shredding/corpse butchering, there's only one recipe and the products of that recipe are actually store in each of the ingredient's def. That would allow you to keep it economy neutral, and also you wouldn't need a new table.
SkunkPlaysGames  [author] Aug 25 @ 10:32am 
https://github.com/LegendaryMinuteman

I haven't updated it since 1.3 but that is my github for my RimWorld mods. I'll update it soon though and then yeah that would be fine. I might add a separate ivory working table and perhaps implement the stone/metal change as well as some other ideas. We'll see. Very busy though so its all TBD.
Matsay Aug 25 @ 10:27am 
@SkunkPlaysGames Hey man, would you be open to upload your mod to github (and link it in the desc ofc)? This is so we could submit compatibility patches to you via pull request, as there are quite a few mods that add more tusks and horns (and none of them use your custom category, which I find infuriating).
SongHanaV Aug 10 @ 10:41pm 
Hello, is it possible for ivory to be a material that can be considered both stone and metal, like obsidian? Unfortunately, the equipment I'd like to craft from ivory is actually made of metal. I'd appreciate it if you could consider it. Thank you.
SkunkPlaysGames  [author] Aug 1 @ 12:38pm 
They are; description updated.
Coolchilion Aug 1 @ 11:47am 
Will Odyssey DLC animals support be added?
Matsay Jul 28 @ 11:39am 
Well actually, having one universal recipe with additional ingredients patched in depending on loaded mods wouldn't be that hard... But keeping it economically neutral would then become impossible since there is no ingredient value getter based on wealth.
SkunkPlaysGames  [author] Jul 20 @ 10:12am 
It might be easier to just make a separate "ivory working table." I will look into it a little bit but that will definitely be a later thing if I implement it.
idreamofgeni Jul 20 @ 9:44am 
Thank you for your work author! The only thing is, it's kind of a lot of bills now. Would it not be possible to make it 1 bill with the various horns and tusks as checkable ingredients, like with other cooking and crafting?
SkunkPlaysGames  [author] Jul 19 @ 1:27pm 
Alright, I think the mod should be good to go for 1.6 and Odyssey. Let me know if anything weird or unexpected comes up.
idreamofgeni Jul 19 @ 10:12am 
Ok, cool, I'll stock up the tusks then! :)
SkunkPlaysGames  [author] Jul 18 @ 8:16pm 
Yeah I have a really full schedule for the next couple weeks, I haven't even had a chance to really play the game, so I need to get a little familiar with what's going on and then do the full updates. I will definitely get it done though.
idreamofgeni Jul 18 @ 2:45pm 
Will you be updating this to include the new Odyssey animals with tusks? Mastadon and walrus.
kasket Jun 29 @ 6:20pm 
ok thank you! living ina rainforest and theres lotsa boars and elephants, cant let it go to waste :D
SkunkPlaysGames  [author] Jun 29 @ 12:59pm 
Yeah just know that it will be disabled in all your existing stockpiles by default.
kasket Jun 29 @ 12:14pm 
safe to add mid run?
Richard Oct 9, 2023 @ 11:00pm 
what about making patches for mods like medieval overhaul and alpha animals, dragons descent, and maybe anima animals (that anima ivory kinda hits different, literally)
SkunkPlaysGames  [author] Sep 30, 2023 @ 11:32pm 
It sounds feasible but perhaps outside of my pay grade and definitely not something on which I can be expending too much time and energy at the current moment. I'll definitely think on it though.
Richard Sep 30, 2023 @ 7:25pm 
can you make a sort of auto patcher to make a bill that allows you to check and uncheck anything with "horn" or "antler" or "tusk" in the name and auto apply an ivory yield to them depending on their base value?
SkunkPlaysGames  [author] Jan 20, 2023 @ 11:18pm 
In the case of elephants, only male elephants have harvestable tusks, boars always have tusks though. I'm not sure about if they're destroyed. It makes sense in that case that you wouldn't harvest them but I don't know for certain.
Delta1138 Jan 20, 2023 @ 11:05pm 
I can confirm animals dont "always" drop their respective horns if they aren't a Thrumbo, no idea what is doing it though. Although I don't mind it so much, I figure it's a case of their horns or antlers getting smashed in the process of them fighting/dying as can happen IRL. Perhaps that is the in-game reason, if the horn or antler is destroyed in combat then it doesn't spawn on butcher if it's linked to a body part?

@markhunter see the patches thread
SkunkPlaysGames  [author] Jan 14, 2023 @ 9:42pm 
There must be another mod at play there.
Richard Jan 14, 2023 @ 9:33pm 
I think they only drop 1 for me because I'm hunting them and there's this monkey brain mechanic where if you kill an animal by any means besides slaughter (maybe even slaughter I dunno I haven't checked) the leather amount (and I'm assuming everything else) has a 60% modifier on it and that just says "damaged" Wish I could remove that and just let it depend on missing parts
SkunkPlaysGames  [author] Jan 14, 2023 @ 9:04pm 
Wild boars already drop 2 tusks.
Richard Jan 10, 2023 @ 9:31pm 
can you add a thing where wild boars drop 2 tusks instead of 1?
markhunter Oct 18, 2022 @ 12:58pm 
Could you add a recipie
witgh witch you make ivory out of skulles
g-fourteen Jul 29, 2021 @ 12:19am 
thx
SkunkPlaysGames  [author] Jul 5, 2021 @ 2:25am 
1.3 compatible.
SkunkPlaysGames  [author] Jul 4, 2020 @ 11:20am 
I'm sure people will appreciate it. :cozybethesda:
liosalpha Jul 4, 2020 @ 8:49am 
Im working on a list for the different mods that ad ivory like items. Check out the discussion on this mod page.
@SkunkPLysGames. I hope this is okey with you. :isurrender:
SkunkPlaysGames  [author] Jun 2, 2020 @ 4:34pm 
Updated.
Catlord9001 Jun 2, 2020 @ 2:36am 
So i'm playing with Royalty, and apparently ivory tiles don't count as "fine floors" for high-ranking noble's thronerooms and bedrooms (silver and gold tiles do.) Could we please get an update to change this?
SkunkPlaysGames  [author] Apr 12, 2020 @ 2:41pm 
You'll need to create a new "thing", a new "recipe" and a new "patch."

This is because you need to make a tusk as a detached part, a job at the stonecutter's table to turn the raw tusk into ivory, and a patch that adds the part to the animal so that the tusks appear when butchering the animal. If you're interested in doing it, its not that complicated, it's just a matter of swapping out certain elements.
SkunkPlaysGames  [author] Apr 12, 2020 @ 2:41pm 
Go to Nexus mods and download the "LegendaryMinuteman Mod Pack" and get the Simple Ivory mod folder out of that mod so you don't have to track down the Steam Workshop version. Put it in your Rimworld/Mods folder.

In Patches, duplicate the entry in WildBoarPatch.xml. You want to sub out the defName="xxxxx" with the Walrus one.

In ThingDefs, duplicate the entry in WildBoarTusk.xml and sub out the defName, label, description, (and texpath if you have/make a texture) with your own.

In RecipeDefs, duplicate a ProcessIvory.... entry and sub out the defName, label, description and ingredients/products lines.
camti Apr 12, 2020 @ 2:16pm 
do you know how to patch in more animals like walrus from vanilla animals expanded
Nevar Mar 25, 2020 @ 4:11am 
Thank you
SkunkPlaysGames  [author] Mar 24, 2020 @ 4:27pm 
Fixed.
Nevar Mar 24, 2020 @ 3:17pm 
Cool, thank you, I relly like this mod idea