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Beggars can't be choosers though. I'm just happy to have found this solution for now. I'd do a major update to this mod, if the object tokens get some TLC from Toady at some point, negating the pearl solution. Regardless, with a bit of luck, this mod will be made redundant in a future update to tissues, butchering, and bodyparts.
Re: Parchment - Haven't forgotten, just need the time*
*"Time is relative".
RL has got in the way of DF lately so it might be a little while before I can look into the parchment issue, but I will make it a priority for an update.
I did a run through and got a list up of rough yields for anyone who is interested. I was way off on estimates because I forgot about the step-up for skin to leather you get at certain size thresholds. Though was surprised by a few results still, and possibly missed some candidates that might still drop just a few skin pieces.
If I could be bothered, I'm pretty sure the values run in parallel to the way the game calculates grazing value for animals, it would just need the right starting value to calculate. Similar to my milking tick calculations on MOGG. Just a hunch at this point though.
I could always lower the skins to leather ratio if people think this is too miserly, as I do tend to err towards that more than an abundance of resources in my games. I am happy to go with the consensus if a more generous quantity seems to be preferred.
While it is not perfect, (but in my personal opinion, preferable to the glob method), it tricks the game into deciding that skin should be dropped similarly to a normal body part after all; in stacks, like most other body part tissue materials. It is surprising enough, even to me, that I have reported this to someone working internally on DF, and though it is clearly confirmed that it is working, it has caused some bafflement as to why. I am in no position to promise anything, certainly not claiming to be some DF tech guru (see pigheadedness and trial and error), and none of the following has any official confirmation or recognition; but there is a slim chance that in the future this could be corrected in vanilla, as it very slightly possible this is how it was meant to work all along.
Finally, even if you get to the tanned skin object stage, somehow sidestepping the previous skin issues, that is also hard-coded and not open to editing by conventional means at the moment. It also carries its own set of fixed and sometimes seemingly arbitrary properties, including how skin to tanned leather is calculated in the tanning process and, to an extent, what it can then react with itself (though admittedly most of that is irrelevant to this mod, and one of the reasons why I limited it in scope to the purely tanning stage).
All of these reasons are why the conventional approach (and until now the only practical known one from previous DF versions) was to get the skin *material* to drop as part of a "glob" item, using BUTCHER_SPECIAL. For reasons I covered in the description, I was looking for something more satisfying, and pretty much by pigheadedness and exhaustive trial and error I stumbled upon something new.
Pt.4 ahoy...
In the same vein (no pun intended), unlike meat/bones etc. it is hard-coded as an item, and actually crashes the game in most cases if you try to reference it directly, to get it to drop with related tokens such as BUTCHER_SPECIAL or EXTRA_BUTCHERABLE_ITEM, which would work for things like meat. Crucially, this also applies to attempts to reference it in reactions.
To cover the main concern, in this case, although you can select inputs for reactions, I am not aware of a way you can make this particular reaction reference material from a specific creature, in a way that would work, without individually editing every creature and making a custom material template for every single one, and then also making a custom reaction for each one. I may be overlooking a shortcut here, but at best you would need to manually edit hundreds of entries and probably also have a similar number of specific tanning processes to choose from. Even if that is possible to pull off in theory, it may not be, for reasons covered below.