Dwarf Fortress

Dwarf Fortress

Leather output scales with creature size
96 Comments
Broms  [author] 31 Jul @ 4:56pm 
So weird. If you aren't opposed to manually modding your game files like we had to before steam you can swap the skin template from my materials file for the one in the vanilla folder, and then swap my reactions for the vanilla ones in the same way.
glue 31 Jul @ 3:58pm 
Downgrading to 51.13 fixes the issue is the only valuable information I managed to gather
glue 31 Jul @ 3:48pm 
I tried on another laptop that has never had dwarf fortress downloaded before. I installed the game with steam cloud disabled, forwent DFHack, went to world gen, added the mod, and same error. I'm just gonna give up and assume I was never meant to have the leather fortress of my dreams. Thanks for at least attempting to help! I understand there is nothing you can do if you can't replicate it lol
glue 31 Jul @ 1:50pm 
Oh lol I don't know anything about how this works. I'm gonna try to experiment more today I guess
Broms  [author] 31 Jul @ 4:02am 
That's odd, then it probably didn't load my file and the reaction to butcher may not make skin gloves for the extra leather
glue 30 Jul @ 9:49pm 
Omg don't ask me why but removing the line "material_template_leather_broms" at the head of "material_template_leather_broms.txt" fixed it for me.
glue 30 Jul @ 9:39pm 
I wiped everything DF related and reinstalled DF then DFHack. Error persists. I uninstalled DFHack via the Steam uninstall button and tried again, the same error popping up. Maybe my computer is just specially fucked.
glue 30 Jul @ 7:25pm 
I'm using v5202. I can confirm installed_mods and mods directories are set up appropriately and the mod files exist nowhere else on my computer (even cleared steamapps\workshop\content\975370\). Error log entries are just "Duplicate Object: material_template SKIN_TEMPLATE" repeated per attempt to generate a world. It errors without any other mods loaded with the mod loaded at the bottom. I assume it must be DFHack then, but I'll reinstall the game and see if that fixes it now.
fallout2077 30 Jul @ 6:54pm 
Not your fault... hopefully an uninstall/reinstall will be able to sort out the errors for the others. Have a good day/night!
Broms  [author] 30 Jul @ 6:39pm 
Sorry about the inconvenience. I am glad you got it to work.
fallout2077 30 Jul @ 5:49pm 
The errors no longer appear for me after performing an uninstall of the game, a deletion of any DF folders and/or files, and a reinstall of the game.
Broms  [author] 30 Jul @ 5:32pm 
I'm not able to get the error to reoccur. I have the mod in the 'AppData\Roaming\Bay 12 Games\Dwarf Fortress\data\installed_mods\Leather output scales with creature size\' directory and also in the 'AppData\Roaming\Bay 12 Games\Dwarf Fortress\mods\2901152033 (5202)' and no where else. Is the version you're using 5202? I updated the info.txt on 7/24/25 thinking that might resolve it. I am able to generate a world with only this mod loaded at the bottom of the vanilla files without any errors. Are you using any other mods when generating a world? Can you send me your errorlog.txt if the error comes up?
Broms  [author] 30 Jul @ 4:33pm 
I'll look into this more
glue 30 Jul @ 3:15pm 
I am facing a similar error with empty DF/data/installed_mods and DF/mods. Mod is only found in Users\UserName\AppData\Roaming\Bay 12 Games\Dwarf Fortress\data\installed_mods. This mod is causing the exact same error as others mentioned on world gen. DF v52.02 DFHack v52.02-r2. Thanks
fallout2077 25 Jul @ 5:21am 
Yeah, I read that, and was very optimistic that would fix the errors I was seeing, but nope, apparently the bugfixes didn't have anything to do with what's causing my error messages. I'm assuming that the directory change into appdata messed with whatever syntax some mods use to get the game to do what their mod wants them to do. What do I know, though?
Broms  [author] 25 Jul @ 3:48am 
There was a new DF patch today with a note talking about a duplicating raws error being fixed.
Broms  [author] 24 Jul @ 9:10pm 
I just double checked, having mods in both the steamapps\common\Dwarf Fortress\data\installed_mods and Users\UserName\AppData\Roaming\Bay 12 Games\Dwarf Fortress\data\installed_mods folder made the error come back for me.
Broms  [author] 24 Jul @ 9:07pm 
@fallout2077 I had to clear out my mods in my dwarf fortress directory from both the installed_mods and the mods folder. Are those folders empty for you now?
fallout2077 24 Jul @ 7:05pm 
Nope, moving all of the mods from the Steam DF directory to the AppData DF directory didn't solve my errors.
fallout2077 24 Jul @ 2:44pm 
Well, well... this sounds like interesting news; I was having a similar error as @macgottablast was when using the 'Give Me Water" & "FB's Revised Domestics". I'm going to try doing what you did, @Broms and see if the errors disappear. I'm glad I stumbled on your mod!
Broms  [author] 24 Jul @ 11:57am 
Good news! No actual mod changes are needed. This error is because Dwarf Fortress moved the mod location to C:\Users\UserName\AppData\Roaming\Bay 12 Games\Dwarf Fortress\mods.

I was able to clear the error and get this mod working successfully by completely removing the mod from the installed_mods and the mods folder in the dwarf fortress directory, and then it worked. You can ignore today's update on this mod as I didn't change a thing, I just accidentally uploaded the unchanged while debugging.
Broms  [author] 24 Jul @ 9:53am 
Hmm the latest DF update must have changed something. I will look into this.
MichaSulfr 24 Jul @ 12:44am 
Yup getting the same issue. Narrowed it down to this mod after removing each other one I use one by one
macgottablast 23 Jul @ 10:36pm 
When I enable this mod I'm getting a:
Duplicate Object: material_template SKIN_TEMPLATE
It won't load the world ;( Anyone else getting this
Broms  [author] 24 May @ 7:28am 
Is it fifty or several hundred? It shouldn't be anything ridiculous as either of them. You can always not use the mod if you don't want to.
RamzesXVI 24 May @ 12:29am 
Several hundred skins from one cat is too much. The interest in playing disappears
Broms  [author] 23 May @ 6:23pm 
Yeah the values are from the time when 1 animal = 1 skin regardless of animal size. Tarn has since added built in scaling now in the game's code that I can't compensate for. Either way the mod still works if you like having lots of leather for whatever reason.
RamzesXVI 23 May @ 8:37am 
The mod is very crude. When cutting a cat, 6 pieces of skin fall out. From one piece of skin, about 50 pieces of leather are produced.
Broms  [author] 12 May @ 1:47pm 
I'm just glad to be a part of the dwarf fortress community. You're all the cool people.
『Kara』 12 May @ 1:04pm 
I did the first thing you mentioned and it fixed it, you're a legend dude this mod is goated
Broms  [author] 12 May @ 12:46pm 
Hey @Kara, it sounds like there is a mod using its own version of [RECTION:TAN_A_HIDE], you'll want to find it (the file will likely be named reaction_other.txt or something starting with reaction_#####.txt), and modifiy the section immediately after [REACTION:TAN_A_HIDE] and replace line that begins with
[REAGENT:...], and replace it with
[REAGENT:A:375:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]

you can also just replace the whole reaction with the data from my reaction_leather_broms.txt file if you prefer not to cut/replace a single line from the reaction:

[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:375:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]


[SKILL:TANNER]
[AUTOMATIC]
『Kara』 12 May @ 11:43am 
I was getting the same issue with no untrotten skin tannable glob, I added all that [STOCKPILE_GLOB] stuff and now it just says "requires unrotten tannable body part" any tips?
Broms  [author] 17 Apr @ 5:28am 
Awesome!!
stuporstar 16 Apr @ 5:51pm 
Thanks so much. I got it working by adding those lines to the other mod and forcing it to reinstall with the change by deleting it from my installed mods folder.
Broms  [author] 15 Apr @ 5:41pm 
@sarahdimento Assuming Tougher Bodies's [MATERIAL_TEMPLATE:SKIN_TEMPLATE] is overwriting the one in my mod, then you should be able to add the following to it in your save/mods.

[STOCKPILE_GLOB]
[DO_NOT_CLEAN_GLOB]
[BUTCHER_SPECIAL:GLOB:NONE]
[REACTION_CLASS:SKIN]

Since these things were already in existence elsewhere in your save I suspect it should work.
stuporstar 14 Apr @ 8:01pm 
I'm also getting "no unrotten skin TANNABLE glob" due to a conflict with Tougher Bodies mod, which changes the skin materials template. Is there any way to fix this in my current game? Though I can't remove either mod, can I edit the skin template from the overriding mod with your changes or is everything in there baked in?
Broms  [author] 4 Apr @ 11:39am 
Nice thanks for sharing. I'll add that to the mod description.
THOT Bubble 4 Apr @ 10:32am 
Thanks so much bruh, I narrowed it down to the wanderer's adventure crafting mod. (= :Duck:
Broms  [author] 4 Apr @ 9:32am 
Hey not a dumb question. If you have a text reader program that lets you search for strings, simply search your Dwarf Fortress mods directory for "[REACTION:TAN_A_HIDE]" or "SKIN" and you should probably see any cuplrits.
THOT Bubble 4 Apr @ 9:26am 
Stupid question, but is there a way I could easily check if another mod is overwriting the same things this mod changes? I started a world with a bunch of mods which seemed to work together, but upon trying to tan skins, I found the recipe is broken and says "unrotten SKIN tannable glob" and will not work despite having fresh skins around.
Caelaran 17 Mar @ 3:53pm 
Might just have been a BIG otter ;)
anopiko 8 Mar @ 12:53am 
Great idea, though I think it needs some refinement. I've just got several leather pieces from a single river otter and made a few backpacks out of it
Broms  [author] 27 Jan @ 11:40am 
It should as long as they are butcherable
Pamparampampamparam 26 Jan @ 12:44pm 
Does this work for modded in animals?
Broms  [author] 29 Feb, 2024 @ 12:26pm 
@Glyph

Yeah you can get I think 2 or 3 max leather per creature now depending on size, this mod makes it scale the same way fat from butchering scales (ultimately more leather than vanilla).
Glyph 29 Feb, 2024 @ 6:19am 
correct me if i am wrong but isnt this already vanilla ? as in each kill gives only 1 raw hide but when you tan it it becomes a multiple of leather based on the size of creature it came from . acroding to the wiki
Digganob 27 Jan, 2024 @ 7:00pm 
Sure thing. Glad I could help.
Broms  [author] 27 Jan, 2024 @ 3:55pm 
Hey Digganob thank you for this! I appreciate you taking the time to write this up. I'll share this in the description.
Digganob 11 Jan, 2024 @ 7:47pm 
Found a conflict with the Easier Shells mod, because that one replaces the material templates file, not just cutting out the horn and hoof templates. Might be worth mentioning in the description, that if tanning can't be done because there's no "unrotten skin TANNABLE glob," it's likely because of an edit to the material templates file.
Broms  [author] 23 Sep, 2023 @ 11:03am 
What this mod does is make a creature's leather amount scale using the same functionality the game uses to scales fat from creature size. If those creatures are too small to drop a skull then it wouldn't work.