RimWorld

RimWorld

(Discontinued) WM Too Many Leathers
87 Comments
Myrmec 12 Mar, 2020 @ 8:02am 
Come back!!!
Skeltal 21 Jun, 2019 @ 9:34pm 
Wish this mod was updated for 1.0 - its a fantastic tool for reducing storage bloat
Torres 28 Sep, 2018 @ 10:25am 
I so need this mod on .19
tyler_ellis45 21 Sep, 2018 @ 6:41pm 
An update would be greatly appreciated!
stafftank 1 Apr, 2018 @ 5:25pm 
error the leather seemes to be indestructible even trading fire dev mode it cant be moved eather wish i could build walls out of it :steamhappy:
Torres 23 Feb, 2018 @ 2:34pm 
Torres 23 Feb, 2018 @ 2:29pm 
Getting this error https://pastebin.com/vdHPc1d0
XeoNovaDan 23 Feb, 2018 @ 1:38am 
If you ever do get motivation to mod for RimWorld agian, would it be possible to set the commonality of all normal leathers to 0? Asking because traders still come with deerhide stuff and the like even on a new game started with this mod active.
Derpino  [author] 28 Dec, 2017 @ 12:06pm 
Unfortunately I got sick of RW and I don't have much free time anymore...
Wilron 19 Dec, 2017 @ 7:45am 
Mending by Charlotte
Wilron 19 Dec, 2017 @ 4:17am 
Would it be possible to include a button to manually transform the leathers sintread of having to quit and then reload my game, which usually takes a while. I ask this because I use a clothes recyling mod which allows me to disassemble old clothing but unforunately the leather retrieved is vanilla instead of the universal leather.
Glass 29 Nov, 2017 @ 7:03pm 
Your mod seems to not like Orion's Hospitality mod, the guests will leave behind original leathers that won't get converted and instead spam the error log. Is there a work around I can impliment? Let me know if you need more information.

Thanks for the work on this mod, I like it!
Bahilochki 28 Nov, 2017 @ 6:59pm 
I've found error with cobra leather :
WM_Too_Many_Leathers][ERR] SpawnSetup of Cobra_Leather445699 failed. Reason: Method not found: 'Verse.Entity.SpawnSetup'.
at WM.TooManyLeathers.SpawnSetup.Postfix (Verse.Thing __instance) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:Error(String, Object[])
WM.TooManyLeathers.Log:Error(String)
WM.TooManyLeathers.Log:Error(String)
WM.TooManyLeathers.SpawnSetup:Postfix(Thing)
Verse.Thing:SpawnSetup_Patch1(Object, Map, Boolean)
Verse.ThingWithComps:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Yuri12344 24 Nov, 2017 @ 5:27pm 
I had that standing issue with Quantum Storage. The issue seemed to stim from (after testing around), having a single square with multiple instances of the modded-named leather outside of the storage zone. (I had somehow or another managed to delete the zone they were in, either by placing a tool bench there, or by other means. Extending my storage zone to that area immediately resulted in the standing issue being resolved. I had to look into other ways to move the leather tho (through warehouses), because the moment I issued a command to retrieve them, the pawns would get stuck again.

Reproduced:
1. Have multiple stacks of leather in one square inside a storage zone.
2. Delete zone.
3. Standing bug.

Going to try a new playthrough with your load order suggestion and see if that resolves it. Kind of a unique situation anyway.
Derpino  [author] 23 Nov, 2017 @ 3:03am 
After a quick look at your mod list I can't see which mod can cause this...
You can try this:
- Change your mod load order, load TML first (after core and hugslib ofc).
AND OR
- Remove the mod, load your game (it works), make your pawn pick up the leather and see if it really happens.
chaniatreides 23 Nov, 2017 @ 12:35am 
I really like this mod, thank you for offering it!

Sadly, I have the same "standing" issue, for me it's leather 13. It's also unsellable, or rather infinitely sellable because it doesn't vanish from the stockpile after selling it. Don't know if a game log helps find an incompatibility with other mods: https://gist.github.com/HugsLibRecordKeeper/b7ec0d11d4df913aeed677450fcb8a8b
Chaos Legion 22 Nov, 2017 @ 7:33am 
lol dunb me. intellect skill 0
Derpino  [author] 21 Nov, 2017 @ 7:50pm 
Droknar: maybe show your mod list.
Derpino  [author] 21 Nov, 2017 @ 7:49pm 
Droknar: I have no idea where this comes from.
I don't even see how TML can do this since it is actually a very simple mod.
Also just tested myself and found no issues.
Chaos Legion: Tribal headdress can't be crafted from leathers. That's why.
Chaos Legion 21 Nov, 2017 @ 2:49pm 
Tribal headdress does not show tiered leather as crafting component. Making it impossible to craft one (or two ).
Droknar 20 Nov, 2017 @ 4:15pm 
I had a few pawns trying to pick up tier 7 leather with 7 in the pile. They just stood there until they get close to breaking. I turned the mod off while one was standing on that pile and as soon as the game loaded again they instantly picked up the 7 couger leather, took it to the tailoring bench then went to get some more that was in a different stack.
Derpino  [author] 20 Nov, 2017 @ 10:10am 
99 % TML is not to blame. Check problems with other mods.
Apohavnosis 20 Nov, 2017 @ 10:06am 
Pawns freeze when they try to pick up tier 12 and tier 5 leathers.
Derpino  [author] 19 Nov, 2017 @ 8:53am 
oops... fixed. All standalone should be fine now.
Euruzilys 18 Nov, 2017 @ 6:04pm 
I tried both the 2 versions on your github. The 1.0 one says its for A16. The 1.0-A18 one cant detect its version. Both doesnt work for A17.

If possible, I would like a standalone A17 as well. Much appreciated!
Derpino  [author] 18 Nov, 2017 @ 5:28pm 
JustPositions 18 Nov, 2017 @ 9:49am 
Thank you for A18 version!
Derpino  [author] 18 Nov, 2017 @ 5:17am 
Updated to A18.
Will publish a legacy A17 version if requested.

@Lord of Change
I will have a look but please make sure it is from my mod.
Traveler 8 Nov, 2017 @ 11:04pm 
Reportingbug: Tribalwears does not seem to have deadman's apparal tag when they are obtained from the enemies.
Derpino  [author] 22 Oct, 2017 @ 2:51pm 
I guess that w/e I format the names, not everyone will like it.
Garr Incorporated 22 Oct, 2017 @ 6:14am 
Got it. Thanks.
Derpino  [author] 22 Oct, 2017 @ 6:09am 
Yes it is 100 safe to add to a new game AND to remove it.
If you remove it however the leathers will remain merged into their equivalent.
Garr Incorporated 22 Oct, 2017 @ 6:06am 
Does it successfully turn exusting leather into tiered leather in saved games?
Wolfryu 25 Aug, 2017 @ 7:34am 
Wow, the wiki seems to be wrong. I guess I should have double checked the stats in-game. I've been making clothing out of rihnohide for nothing :'(

Thank you for correcting me hopefully now I can look for methods of early-game armor that actually work...
Derpino  [author] 25 Aug, 2017 @ 7:13am 
no, it does not affect stats in any way and I've just checked that.
All the mod does it to change names and merge identical leathers into a single kind.
Rhinohide thus becomes "tier 16 leather (rhino)".
Wolfryu 25 Aug, 2017 @ 5:15am 
I didn't realize this mod made all the leather linear in stats, causing rhino leather lost it's bonus to sharp/blunt armor.
I thought it just grouped them up into 'Tiers' Based on stat averages.
Anyway I'd recommend moving rihno leather up in tiers. As it was quite useful for making earlygame armor. Also consider giving the top couple tiers a small armor boost if you want to keep it linear.

Anyway, love the mod and will continue to use it. Just consider mentioning the fact that the stats have been modified to fit into a linear tier list.
Derpino  [author] 12 Aug, 2017 @ 3:26pm 
I've just checked with only those 2 mods and show up... You must have a conflict with another mod.
Derpino  [author] 12 Aug, 2017 @ 3:12pm 
Weird I don't see any reasons for this to happen.
Bareback Hussein Obama 12 Aug, 2017 @ 4:17am 
not compatible with better work bench management. the "tiered leathers" dont show up on tailer bench or crafting spot. aaaagh. plase make it compatible
Derpino  [author] 31 Jul, 2017 @ 6:06am 
Modded leathers will be turned to their vanilla equivalent if there is any.
The vanilla equivalent has a higher priority than modded equivalent.
Derpino  [author] 30 Jul, 2017 @ 3:49pm 
It totally is. You can even remove the mod from a save. However some leathers will be irremediably replaced.
Derpino  [author] 27 Jul, 2017 @ 11:13am 
Indeed it only affects leathers. that's because affecting wool was not relevant with vanilla.
Malvenom 26 Jul, 2017 @ 12:47pm 
Sorry I forgot this is leathers! Not wool. Hence why I was wondering why do I have Alpaca Wool .. then i noticed I hd some in my farm. Thanks to Randy.
Malvenom 26 Jul, 2017 @ 12:32pm 
Is wool treated differnetly than leather? If so, any plans to make a similar mod to wool?
Derpino  [author] 26 Jul, 2017 @ 11:57am 
This should not happen. The mod prevents old leathers from spawning. Even after loading a new game.
Make sure the mod has no errors in log.
Malvenom 26 Jul, 2017 @ 7:28am 
Can we get a button press to convert all leathers. I am still seeing new named leathers instead of tiered leathers.
Derpino  [author] 18 Jul, 2017 @ 7:32am 
Seems like someone found the issue. I just updated the mod and the error on start with animal collab is gone. Should run well now !
Also vanilla + animal collab alone should produce 23 tiers of leathers.
도깨비 7 Jul, 2017 @ 9:06am 
@Wishmaster definitely animal collab, but unknown small mods like 'L-animals' and such don't get auto-tiered either. It has never been a big of an issue before, when there were only a couple, no more than five, non-tiered leather which were from rarely found animals. But with the Animal Collab, I estimated over +50 non-tiered leather (supposedly, because the animal collab says that they've added over 50.) in addition to the vanilla-tweaked tier leather. The ununified leather system broke a lot of its immersion to the game, and after all, it felt a lot silly. Whats the difference between, say, tier 15 leather and anaconda leather?
caninmyham 2 Jul, 2017 @ 12:33pm 
Weird. I think it might just be for animal collab proj. or for him, Because im actively subscribed to a few animal mods (I.E Pygmy muffalo), And it auto-teirs leathers.
Derpino  [author] 2 Jul, 2017 @ 10:16am 
@SmokinFire surprising. I should categories non-vanilla leathers. I'll have a look at this if I get active in RimWorld again...