RimWorld
Simple Chains: Leather
364 Komentar
Mlie 9 Feb @ 4:37am 
lol 26 Agu 2024 @ 9:44am 
We're waiting patiently until Owl would have time for RimWorld
Monkey Magic 13 Apr 2024 @ 8:14am 
@Thetaprime Although Syrchalis still has not stated whether they will be updating or not, Viralreactions version now has the same IDs, so any mod that is depenent on SYR Processor Mod is viable to function regardless now (assuming it has no mod specific conflicts)

That said, it is likely that Owlchemist's works (including this one) will work without need for an update, since they did when still behind the 1.3 flags.
Thetaprime 11 Apr 2024 @ 4:46pm 
When you update this for 1.5, the latest SYR Processor Mod is now a different mod (continued) and this mod needs to have it's dependencies updated.
Monkey Magic 24 Mar 2024 @ 1:44am 
Not sure what happened there, but let me reiterate:

While my mod can be used to convert your own inventory of leathers, it can not do anything for leathers that exist in the inventory of other factions/towns in the world. As mentioned in the screenshot below (please do not remove the link this time Steam) Owlchemist will need to do something about this for his mod to be truley compatible with old saves.

For example, either converting all leathers in the subgroups rather than just their parent, or wiping the leather content of every other faction in the world on the first install. Whether these errors will pose an issue or not, iunno - but better to be safe right? The only other option would be to manually remove them all from the save, and that would be painful.

https://ibb.co/KDVWB5k
Monkey Magic 24 Mar 2024 @ 1:36am 
{LINK REMOVED}
Monkey Magic 5 Mar 2024 @ 9:12pm 
Given that Simple Chains: Leather has little support for old save games, I went ahead an made a little mod that will allow the player to convert all the non-supported (henceforth referred to as "sub-group") leathers into supported (henseforth referred to as "core") leathers.

No longer will you be confronted with the ugly Red X Error, no more shall you lose tons of sub-group leather materials that could have become profit. Also, remember to go ahead and sell off all your sub-group leather apparel because otherwise they will be converted into "generic leather" gear with no functionality, and is a fraction of their original trade value

Please note: Guinea pig fur has been added to the soft fur category for this mod purely for the purpose of avoiding red X errors. In SC:L guinea pif fur is not part of any core group.

Link to mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3173969032
G~ 25 Agu 2023 @ 4:59pm 
Bug/incompatibility report: when using the tribal 5-person start, I was given canopies and teepees from the mod "Camping Tent". However, they all use the material "Generic", which according to the item's information, shouldn't happen. So I followed the info's instructions and came here to let the author know. Thanks for your work on this mod!
Monkey Magic 14 Agu 2023 @ 1:52am 
Finally, this mod removes leather drops from rats and turkeys, but plenty of other animals of equal or smaller size still drop leather. This change seems arbitrary in that respect. For example:

Goose is pretty much the same size as a Turkey, but drops leather
Squirrel is pretty much the same size as a rat, but drops leather.
Monkey Magic 13 Agu 2023 @ 4:19pm 
Leather is average for all purposes; Thick Leather: has high defence and durability, making good armour; Soft Fur has high comfort value, so good for furniture; Heavy Fur has high cold insulation, great for winter attire; and while Rawhide is generally poor, it is cheap and easy to make, so is useful when starting out

As you can see, most leather types have a high stat, for which there usually is a preferred use. But scale leather's high durability is pointless when it sucks at insulation, and while bird leather has good heat insulation, it is uncomfortable so makes poor attire.

Since multiple leathers were merged into the first four types, I do not understand why bird and scale were not combined into Sauropsid leather - with stats adjusted accordingly - instead of being individual, useless leather types.

The result would have been a new type with a preferred use:

Sauropsid: 6/5/1/9/6/5/5 - High cold insulation - Summer clothing
Monkey Magic 12 Agu 2023 @ 11:52am 
@Owlchemist - Also the descriptions under "make [clothing name]" do not correspond with the information given here for birdleather. It states this provides excelled heat insulation, but in-game the description states it's terrible for both heat and cold.

Heavy fur stats it's from the Muffalo (which is true, but not exclusive), rawhide has he exact same description as patch leather (not sure if this is intended as the values are approx the same leading one to wonder why patch leather was not removed), the rest are fine enough.
Monkey Magic 12 Agu 2023 @ 11:07am 
I am curious as to the effect these new leather types have on bedrolls. For example, in vanilla there is no difference between material other than the HP value, flammability and market value. However, when checked, a rawhide bedroll is only slightly better than a sleeping spot for rest effectiveness even when of good quality:

Sleeping Spot - 80% effective, (no quality)
Rawhide Bedroll - 87% effective (good quality)

In vanilla, bedrolls of this quality are 103% effective, so the rawhide is behaving as if it is poor quality.
Monkey Magic 7 Agu 2023 @ 10:11am 
@Limfjorden - As what you are looking for is a patch, and not support for issues with Vanilla Armour Expanded anyone capable could make that, you could even yourself. That said, I think the result might not be what you expected, as depending on the scenario/mads being used in conjunction with SC: Lu it's plenty difficult enough as is :D

That aside, I gotta say I do like the X/10 reference pictures in the description. Would be nice to see the same comparison style with the remaining leathers, and textiles some day. :)
Limfjorden 7 Agu 2023 @ 6:02am 
This is a good mod, simple as in the name and adds an extra layer of difficulty. It's not that hard to automate the production of leather with "do until x" bills. Anyhow, I have a small suggestion.

When playing with Vanilla Armour Expanded, what do you think of making the tanning vat require the "leather tanning" research? It would require clothes to be made of cloth or rawhide until researching that tech and its prerequisite, complex clothing.
JulekJulas 6 Agu 2023 @ 3:56pm 
I would love a "Simple Chains: Uranium" where you have to enrich it, vanilla uranium just feels cheap and kinda op
"Hey Pablo, you just mined that uranium from that mountain? Throw that into the reactor I'm sure it will work"
Monkey Magic 3 Agu 2023 @ 12:28pm 
Started on my custom scenario (10 pawns, malnourished, naked, no food, resources - see my workshop for the specifics) with all the Simple Chains mods, and Completely Clueless mod.

Pawns bitch they are naked, but I can not craft clothing because a, tanned leather not available yet; and b - rawhide requires 20 hide to start.

Given that tribalwear costs 60 cloth to craft, rawhide must be processed 3 times to make 1, which is probably gonna be too late since hares only give 5 hide.

Might I suggest adding a rawhide only loincloth that is cheap to make (may 5 or 10 rawhide) that provides zero protection, but removes naked debuff? I will prolly do this myself anyway, but it might be worth adding to your mod as default

I went ahead and made the mod (link below)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3014423187
ThottyNathaniel 31 Jul 2023 @ 8:56pm 
but with or without those mods i dont think they are the problem, but that the item human flesh is now the source of the leather so now Human wont come up in where its sourced from
ThottyNathaniel 31 Jul 2023 @ 8:51pm 
it seems like if you have the alien mod races Xotan, Grodan, Cruttun, and Caerulean, the human leather only says those are the sources, which makes wearing human leather with a cannibal ideology not give the "wearing human appeal +2:+8" buff
#6 20 Mei 2023 @ 2:29pm 
I'm having some trouble with the recipes resulting in no items. This is happening with this mod and the Simple Chains Lumber mod. Here is a log [gist.github.com] with both of the mods being used.
Owlchemist  [pembuat] 14 Mei 2023 @ 9:15pm 
Generic is a fallback def referring to one of the leathers that was removed (into the new consolidated leather types).
You should normally only see this for a mid-save install if you had pre-existing items prior to installing the mod.
Tourman 14 Mei 2023 @ 6:45pm 
I'm getting a lot of the "generic" items too; even some quests hand it out. Not sure how to stop it.
Popsicle Cat ( ರᴥ•́) 13 Mei 2023 @ 1:42am 
hey i just started a new run using this mod and i'm getting a "generic" item somewhat common, any idea what it could be conflicting with?
Selne 12 Mei 2023 @ 2:44pm 
I get an error on load with this, not sure what mod is breaking it. I thought it might be combat extended but it's not.
Is it safe to ignore?

https://gist.github.com/HugsLibRecordKeeper/594ba31d539a22ed36ee7ddebf37bc8b
bugrilyus 7 Mei 2023 @ 8:27am 
What about guinea pig fur?
Owlchemist  [pembuat] 10 Mar 2023 @ 10:39am 
Plain leather would be fine, it was one that was kept. If it were a removed leather though its recipe would convert over to the equivalent leather.
Scarlet Sade 10 Mar 2023 @ 9:33am 
Hello, before installing I was wondering what would happen if I had an item that specifically needed plain leather to craft (not any leathery material)? Would it need a patch or would it automatically require be changed to 'leather'?
arkai65 2 Mar 2023 @ 1:05pm 
not sure if its been mentions but any chance for a patch for the Biomes dinos? sorry if this isnt the proper place to ask this but i am curious.
Schadenfreude 25 Feb 2023 @ 3:54am 
Ty!
Owlchemist  [pembuat] 25 Feb 2023 @ 3:14am 
Architecture of the Rim
Schadenfreude 25 Feb 2023 @ 2:25am 
What is the mod to add these roofings I keep seeing in the screenshots of your mods, Owl?
SketchyGalore 29 Jan 2023 @ 3:26am 
Love the new texture!
Owlchemist  [pembuat] 15 Jan 2023 @ 11:53am 
Iirc if it's an unsupported creature using their own custom leather, then the leather they drop is already processed like it would be in normally vanilla gameplay. So that's why you can't process it.

There's a 3rd party dino patch mod linked above though btw.
Canada Day 15 Jan 2023 @ 11:34am 
Dinosaur leathers perhaps aren't being recognized by the vat. Have medium dino hide and armored hide, and alot of downy hide. I've double checked to make sure zones are organized properly and the hides are right beside the vat. It simply says "cannot fill vat: no ingredients". The drops are hides.. i just cannot get them into the vat. Am i doing something wrong?
Owlchemist  [pembuat] 5 Jan 2023 @ 6:20am 
Update
- The tanning vat's texture has once again been replaced. This time, with permission from Oskar Potocki, his barrel texture from the Props and Decor mod was used as a base, in order to help keep the top-down perspective more consistent.
- Removal of old legacy defs and associated textures (they were orphan defs not doing anything).
Owlchemist  [pembuat] 4 Des 2022 @ 10:22am 
There are no CE patches in this mod, I don't manage any of that. They're handled on their side. And what's VA??

@Ether - I can look but "generic" refers to a leather that was removed by this mod. It leaves behind a dummy def to avoid errors but that def shouldn't show up anywhere unless some other mod is very specifically trying to reference it. Which may be the case here.
Emilie Sackenball 3 Des 2022 @ 2:25pm 
Hey Owl, using the packaging table mod, it appears a recipe with a message saying Unpacking crate: heavy leather "This item should not exists, report to Simple Chains: Leather comment section"
MysticFelines 23 Nov 2022 @ 4:19pm 
Hides for Night animals and Sand Lion are missing from the Alpha Animals patches.
HIVEMIND 20 Nov 2022 @ 7:41am 
wake up samurai
Owlchemist  [pembuat] 20 Nov 2022 @ 6:04am 
I don't do the CE patches, CE does that on their end. You'd have to ask them.
Owlchemist  [pembuat] 20 Nov 2022 @ 2:17am 
Huh, I thought they already patched this on their side ages ago. Maybe not.
lol 20 Nov 2022 @ 2:04am 
And BTW the mod is fantastic, enjoying all the Simple Chains mods a lot
lol 20 Nov 2022 @ 2:03am 
Don't know whether to write here or to the CE team, but the hides/skins in this mod have bulk of 1.00, which is too much compared to leathers' 0.05
Gauss of Cards 31 Okt 2022 @ 5:52am 
And eff me for not using non-breaking spaces in "Program Files (x86)"
Gauss of Cards 31 Okt 2022 @ 5:51am 
The most recent update to fix the Vanilla Expanded Animals patches has, at least for me, broken my save in a minor way by replacing some leathers with item unrecognized icons. How I was able to fix my save file was to search "<id>AEXP_Leather" to find the broken items and replace the corresponding <def> tag text to the matching hide <def> (i.e. Hide_Thick/Hide_Plain/etc.) as indicated in the file (for my windows at least) C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1713884017\1.3\Defs\ThingDefs_Items\Items_Resource_Hides.xml

Hope this helps!
Wednesday 20 Okt 2022 @ 6:17pm 
tnx
Summord 20 Okt 2022 @ 9:22am 
Thank you!
Owlchemist  [pembuat] 18 Okt 2022 @ 2:13am 
For those wondering, 1.4 is ready, just waiting on Universal Framework to update. In the event it doesn't update, I'll do it myself as a temp fork.

---

Sorry I don't know much about MO, but it sounds like too big of an overhaul for a mod like this to fit into.
Doomchibi 10 Sep 2022 @ 1:56pm 
How would this likely interact if combined with medieval overhaul's leather system? I would like to do a playthrough where I start without research and add the medieval content when I progress far enough, but would like to still have a more involved leather system than vanilla before that point. I imagine removing this mod wouldn't be an option, would one of the mods simply "take over" that aspect if both were active?
[LUE]Polkunus 4 Sep 2022 @ 5:37pm 
Hey so although this adds a great layer of production to leatherworking I just don't understand why it dumbs down the available options the base game has. Its fun to specifically hunt guinea pigs for their luxurious beautiful fur, but now its just generic leather?? Now all the stats are normalized when in base game every single animal had unique stats attached to their hides. The mod, like your lumber mod adds a layer of complexity, why numb player choice on the other hand?
Frigglish 2 Sep 2022 @ 10:52am 
@ Sen'Val According to the log SWB assigns Leather_Heavy a 50% softness, tying it for third highest of leathers in my modset, after Njorun and lion leathers. Cloth or any wool are still better options, but if you only have leather, it's a good choice.