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Rapportera problem med översättningen
Should be fixed in the latest update
What problems are you having?
Yak issue hopefully fixed. Rassnfrassngoddamnyak. Let me know if problems persist.
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.
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
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.
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.
No trouble. I'm playing with MO and I might patch the shroom myself. Thank you very much for replying
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?
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?
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.
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.
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
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.
I'll take a look, thanks for reporting.
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.
Whoops, sorry about that. Thanks for taking the time to track down the source, I'll fix that now.
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.
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.
Whoops, forgot to make that patch conditional. I'll fix that, in the meantime it should be safe to ignore.
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.
Again, they'll auto-generate hides but they may not be "perfect". I'll take a look at patching explicitly, thanks for the suggestion.
I can take a look and add an explicit patch.
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.
Also.. I may have 10s of thousands of human leather..