RimWorld

RimWorld

Cyanobot's Leather Overhaul
45 kommentarer
cyanobot  [skaper] 15. juli kl. 13.12 
@kifo
Should be fixed in the latest update
kifo 15. juli kl. 13.10 
bascially the sealskin mergeto tags and the 3 leather types from VAE - Tiger, Hippo and one other animal.
cyanobot  [skaper] 15. juli kl. 9.49 
@kifo
What problems are you having?
kifo 15. juli kl. 9.16 
lol 9. juni kl. 11.49 
Been greatly enjoying this in combination with Cloth Production Chain and Better Wool Production. After Owlchemist left it's been very pleasant to find these production chain mods.
Serina 11. mai kl. 3.07 
Hello there! Do you have a discord account? Me and a couple other modders are working on an economy overhaul modpack and you have lot of relevant stuff, we'd like to invite you to our server so we can coordinate.
cyanobot  [skaper] 16. apr. kl. 6.03 
@SkyLarkBlue
Yak issue hopefully fixed. Rassnfrassngoddamnyak. Let me know if problems persist.
cyanobot  [skaper] 6. apr. kl. 10.57 
@SkyLarkBlue
Chameleon yak, bane of my existence... It's the fact that they can have several different kinds of wool. I'll look into it, thanks for reporting.
SkyLarkBlue 1. apr. kl. 17.39 
I'm having an issue with the chameleon yak. I can butcher other shearable animals (I tested with a sheep at least), but the yak just won't be butchered.

Here's the log. I'm sure I have a ton of other silly errors I've never bothered to track down, so just ignore the non-yak ones lol.

https://gist.github.com/HugsLibRecordKeeper/d44092539fbfcdbcda4e1eb722f653a7
Aquiles 30. mars kl. 3.02 
Thanks to you for the mod. It is great. It is a pity that the toggle is not happening, but understandable. I will try to unpatch whatever I can.
cyanobot  [skaper] 26. mars kl. 2.50 
@Aquiles
Thank you for the kind words. I would kinda like to make it more customisable but it will potentially be quite a bit of work so it's not high on my to-do list.

There's a few things you can do in the meantime:

The leather merges are all defined in XML, so if you'd like to poke around in there you can change it to suit your own tastes -- I'd advise taking a local copy of the mod so that your changes aren't overridden every time I update.

If colours matching is important to you, check out my other mod Colored Leather And Wool -- which will make all the hides match the animals they are taken from as well as the leathers matching the specific hide they're tanned from.
Aquiles 25. mars kl. 23.49 
Hello, @cyanobot. Love your mod. A real diamond. Would you consider the possibility to add a toggle to disable the leather merging? It is a bit messy, sometimes the color of hides and leather don't match and I miss the vanilla system; e.g too many animals give heavy fur right now.
cyanobot  [skaper] 22. mars kl. 9.13 
@Zairya
Ah yes, the abuse of butcher products for all manner of crafting... I've done it myself. I don't think it will cause an issue but I can double check.
Zairya 22. mars kl. 8.17 
Nothing much. Just the lumber is the butchered thing of the wood log. I don't know how this might interact or not with your mod.

No trouble. I'm playing with MO and I might patch the shroom myself. Thank you very much for replying
cyanobot  [skaper] 22. mars kl. 7.34 
@Zairya
A hide will not (should not) be automatically generated for vegetable leathers. Leathers are detected by using the leatherDef attached to pawns for butchering purposes. There's also a blacklist/whitelist system for including/excluding exceptional cases.

What I could potentially do if it'd be helpful is patch to allow the mushrooms to be processed into their mushroom leather in the tanning vat.

I have not tested with expanding woodworking -- I wouldn't naively expect there to be any clashes, but you never know. What kind of incompatibility are you concerned about?
Zairya 22. mars kl. 4.15 
"hides are generated automatically from leather defs, so modded leathers are automatically handled even if not explicitly patched for"

I did not test it and this is a hypothetical question:
My butterflies cultivate a variety of mushrooms which are not edible but can be tanned/ worked into leather. It's meant as a vegan alternative to make leather-only apparel such as shoes, boots, mousekin backpacks.
Does your mod add a hide in this case too?

On a side note: Did you test it with expanded woodworking?
Filipino Goku 21. mars kl. 23.11 
Great mod!
cyanobot  [skaper] 13. feb. kl. 6.46 
Added some patches to control when raw hides are allowed to be generate (trader stock, gifts, etc) -- see update notes.

Please keep reporting cases where raw hides are generated and you think they shouldn't be, there's a lot of different places in the code where items can be generated and I doubt I've caught them all.
Late 11. feb. kl. 18.25 
All good now Thanks
cyanobot  [skaper] 11. feb. kl. 6.18 
@Late
Thanks for the report, I'll look into it. Looks like a compatibility issue of some kind, so I might not be able to track it down, but I can see some places to start from the log.
Late 11. feb. kl. 6.11 
Hey, I'm getting errors when pawns try to move hides from where the butcher table leaves them to storage. Thanks

Invalid count: 0, setting to 1. Job was HaulToCell (Job_2881649) A = Thing_CYB_Hide_Light124977 B = (263, 0, 201) Giver = JobGiver_Work [workGiverDef: HaulGeneral]

https://gist.github.com/HugsLibRecordKeeper/e8f51b81f231a65945dce1a83892cdc3
cyanobot  [skaper] 8. feb. kl. 4.54 
@csc001
Yeah, they really shouldn't be showing up as often on traders in place of leathers either, it's on my to do list. Thanks for mentioning, I suspect tracking down all of the potential points of appearance (traders, gifts, quests, etc) is going to take a few iterations.
csc001 7. feb. kl. 20.12 
Found a small problem, my colony received a shipment of rawhide (untanned) coats as a gift from a group of allies, is it possible to change the relevant rules so that clothing generation outside the colony excludes rawhide material?
cyanobot  [skaper] 7. feb. kl. 11.08 
@Aquiles
I'll take a look, thanks for reporting.
Aquiles 7. feb. kl. 9.53 
Thank you, @cyanobot, for the mod. It is truly fantastic! I love the easy compatibility with any modded animal.
I noticed that raw hides appear twice in the stockpiles filters, first as leathers and also as hides. Could you please eliminate the redundancy? thanks again.
KahirDragoon 7. feb. kl. 5.33 
No problem. Thanks for making this mod.
cyanobot  [skaper] 7. feb. kl. 5.29 
@KahirDragoon
Whoops, sorry about that. Thanks for taking the time to track down the source, I'll fix that now.
KahirDragoon 7. feb. kl. 5.28 
Hi, im getting an error on startup.
Could not resolve cross-reference to RimWorld.StuffCategoryDef named CYB_Furry (wanter=categories)

After looking into the files i saw the CYB_Furry category is commented. Also most uses of it with the exception of the CYB_Leather_DevilWool.
cyanobot  [skaper] 5. feb. kl. 7.19 
The thrumbo fur should now be behaving itself better.
cyanobot  [skaper] 4. feb. kl. 10.49 
@Naeo
It is not compatible with Medieval Overhaul and I don't know what will happen if you try to run both together. Possibly you will have to tan everything twice.
Naeo 4. feb. kl. 10.30 
How's this play with the Medieval Overhaul mod's leather system?
cyanobot  [skaper] 4. feb. kl. 5.33 
@CapitalistStalin
Whoops, forgot to make that patch conditional. I'll fix that, in the meantime it should be safe to ignore.
CapitalistStalin 4. feb. kl. 4.41 
An error pops up related to dread leather if you don't have the Anomaly DLC
LisanAlGaib 3. feb. kl. 20.43 
Sure. I'm certainly happy with the mod as it is right now. I've been on a quest to curate a collection of mods that introduce some of the complexity from dwarf fortress into rimworld, so this one is going in.
cyanobot  [skaper] 3. feb. kl. 16.27 
@LisanAlGaib
It's definitely a possible thing to do, but it's kinda... right at the top edge of my ability right now, so implementing it would probably take me a long time and cause a bunch of issues along the way. It's definitely something I'm interested in implementing in the future, but I wouldn't hold your breath. Thanks for the suggestion though, I appreciate it.
LisanAlGaib 3. feb. kl. 16.08 
It'd be cool if you had mod options to set the material the creature drops if possible. That would help to future proof the mod.I don't know anything about modding so I'm not sure how ridiculous an idea like that would be, so please pardon me if this would be unreasonable.
UncleRippu 3. feb. kl. 8.53 
np, happy to help fine tune the mod with suggestions!
cyanobot  [skaper] 3. feb. kl. 2.57 
@UncleRippu
Again, they'll auto-generate hides but they may not be "perfect". I'll take a look at patching explicitly, thanks for the suggestion.
UncleRippu 3. feb. kl. 2.54 
speaking of thrumbos, what about the ones added by the more thrumbos mod and its retexture that adds inthe mini and wooly thrumbo?
cyanobot  [skaper] 3. feb. kl. 2.17 
Royal Thrumbos ought to auto-generate a woolly hide, which I believe ought to automatically tan into royal thrumbo fur (if it doesn't, I need to re-examine the logic), but if you shear it you'll probably get plainleather (+royal thrumbo wool).

I can take a look and add an explicit patch.
cyanobot  [skaper] 3. feb. kl. 2.09 
@LZIM
I failed to make a note of the leathers that _aren't_ changed when I was writing out the description, whoops.

Thrumbo fur and human leather remain unchanged (aside from having raw hides added) as they are "special" leathers. Updating the description now.
LZIM 2. feb. kl. 19.02 
thrumbo and royal thrumbo fur ?

Also.. I may have 10s of thousands of human leather..
UncleRippu 2. feb. kl. 16.48 
been wanting a successor to simple leather chains for a very long time, thank you!
Usernames Are Hard 2. feb. kl. 8.53 
Would’ve used this for my Neolithic run if it wasn’t already ongoing
Usernames Are Hard 2. feb. kl. 8.52 
Cool beans