File Listing: Tanning - Redux | ||||||||||||||||||||||||
Last Updated: Jan 24, 2023, 02:19:54 pm
Author: Llamageddon
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Description
This is a rebalance of tanning and leather production quantities. It doesn't use globs and has non-linear scaling, in line with the vanilla scaling for other creature butchering byproducts. It also keeps the original skin graphics intact. *I will do my best to keep this updated on DFFD, but if you have questions or think I need reminding to update this here, then your best bet is to comment on this mod's post in the Kitfox DF discord modding forum. Tanning Redux This makes skin drop from butchered corpses in stacks of units, like other byproducts such as meat. Quite simply, it makes skin butchering drops scale in the same way that all other body parts do. For reasons of balance (and sanity) it now takes 6 pieces of skin to tan into one piece of leather. The default scaling works very well. A cat will drop enough skin for 1 leather, a cow 4, and elephant drops enough for about 20 leather. There are a few reasons why I much prefer this method to the traditional "glob" scaling method. In order of personal preference:
Notes: The tanning job will always ask for 6 skin. 6 cat skin will make one leather, *but* the skin units themselves scale with the size of the creature it comes from. To give you a rough guide; 6 cow skin will give 2 leather, 6 elephant skin, will give 7 leather and 6 giant elephant skin will give 10 leather. You can see here, how the number of skin units butchered, and amount of leather per skin, scale in a more interesting way than a 1:1 skin to leather ratio would. For reference; a giant elephant is 8000 times larger than a cat, but it drops 75 leather rather than 8000(!?) leather. This seems to me like a good balance between that higher number, and something disappointingly pitiful, for butchering the largest land animal in the game. I left auto-tanning on for convenience and to stay in-keeping with vanilla. If you mix two or more animal leather in one tanning batch the first one will be the dominant "name" of the leather type. If you need to control this, you can pause the automatic tanning and select the preferred skin type, or forbid any scraps you don't want included. Due to tanning working in batches, it will only occur on the first batch, in most cases. Compatibility: Unfortunately, as with the other leather scaling mods, there doesn't seem to be a practical way, at the moment, to implement this without cutting or duplicating raw entries, and material templates are not currently cuttable. No one has reported any problems with other mods that have been around for a few years and use the same method as this one (basically ignoring it because it works); but be warned, this still makes the DF devs quite anxious. This means that the skin template edit is just sitting there, being a maverick renegade, and the tanning reaction has been cut and replaced with a few new tokens and arguments. As long as another mod doesn't cut that, and is below this in the load order, there is a good chance they will work together without any problems. Yields: *approx. for adults, based on one run. Will change due to maturity and natural variation in individual per-creature body sizes.
Here I'll add to a list of any mods I notice, or am informed of, that are related to tanning and are compatible: - This should be compatible with Vattic's Scale Tanning mod. I spent a long time working on this, trying some very elaborate solutions, only to conclude that the simplest solution I found was the best. It has given me some interesting ideas though, for more tweaks to leather, that I may or may not get around to looking into further at some point. |
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IP: logged Commands |
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