Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Hides and skin realistic obtaining  (Read 1418 times)

smasher89

  • Bay Watcher
    • View Profile
Hides and skin realistic obtaining
« on: August 01, 2011, 02:20:35 pm »

so got in adventurer and i found a pack of wolves, i just made them food to cats, when i butchered them i saw some weird and a bit nonsense things:

*i killed 1rths what i could call the "leader" of them, it was gigantic, and in fact i severed its paws and head when i killed it, nothing strange at that point...

*when i finished all the pack i proceed to butcher the remains and then i get to pick up the severed parts.

*here it is where it get strange and nonsense, i 1rth got a corpse fo one that i killed in just 1 head shot and the corpse was somewhat "big" (the size of the animal when it was alive) but when i butchered it it gave me 13 of meat and 1 raw hide apart from the standart loot, then i thinked " if its a big one it shouldnt give me more meat, fat and those goodies?"

*when i proceed to butcher the leader then i 1rths butchered the mutilated body it gave me a raw hide, and the other loot, then the head and paws from wich i obtained the skull and others bones respectively, but i also got 1 raw hide per severed part! so my point its:

the game its motivating u to sever parts to get extra raw from every severed piece or body? shouldnt a big cow give u more leather than a little hoary marmot??

i then remebered reading in the wiki that soap had "microunits" like the threads in the hospital stockpile, so every bar of soap has a number of uses before it dissapears, so here it goes:

 Why not having every new raw hide extracted from a butchered animal having "microunits" these "microunits" would be more or less according to the size of the animal butchered animal in the game, when u go to use that tanned hide in the leather works everypiece of equipment should consume a certain quantity of microunits, for example u butchered a big cow that gave u a rwa hide of 250 microunits, then when u tan it and use it to manufacture some shoes, every shoe consumes something like 25 microunits of that leather piece, so 50-250= 200, after that the hide its preservated to further use until it get totally consumed, so basically; the bigged the animal is, the more microunits u get from the hide and the bigger it its and the more u can use it before disspearing...

also i was thinking about penalties like novices or dabbling leatherworkers using more microunits to make a simple shoe, that way, the more skillful a worker is, the less he will waste making a regular piece of cloth with leather... and why not? inexpert tanners should loss more leather for not tanning it adequately, so it would be less microunits to taht piece? please tell me what u think about it.
Logged

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #1 on: August 01, 2011, 04:06:17 pm »

Oh dear grammar...Please tell me you threw this through an online translator. It's the only thing that could possibly explain the sentence structure.

For ease of access I corrected most of the lolspeak and spelling errors. Not going to go into grammar and sentence structure to much, that's a lost cause.

Quote
So got an adventurer and I found a pack of wolves, I just made them cat food, when I butchered them I saw some weird and some things that made no sense:

*I killed 1st what I would call the "leader" of them, it was gigantic, and in fact I severed its paws and head when I killed it, nothing strange at that point...

*when I finished all the pack I proceed to butcher the remains and then I get to pick up the pieces (best word to describe it).

*Here it is where it get strange and doesn't make sense, I 1st got a corpse of one that I killed in just one head shot and the corpse was somewhat "big" (the size of the animal when it was alive) but when I butchered it gave me a stack of 13 meat and 1 raw hide apart from the standard loot, then I thinked " if its a big one shouldn't it give me more meat and fat etc.?"

*When I proceeded to butcher the leader when I 1st butchered the mutilated body it gave me a raw hide, and the other loot, then the head and paws from which i obtained the skull and others bones respectively, but I also got 1 raw hide per severed part! so my point its:

The game its motivating you to sever parts to get extra raw from every severed piece or body? shouldn't a big cow give you more leather than a little hoary marmot?

I then remembered reading in the wiki that soap had "micro units" like the threads in the hospital stockpile, so every bar of soap has a number of uses before it disappears , so here it goes:

 Why not having every new raw hide extracted from a butchered animal having "micro units" these "micro units" would be more or less according to the size of the animal butchered animal in the game, when you go to use that tanned hide in the leather works every piece of equipment should consume a certain quantity of micro units, for example you butchered a big cow that gave you a raw hide of 250 micro units, then when you tan it and use it to manufacture some shoes, every shoe consumes something like 25 micro units of that leather piece, so 50-250= 200, after that the hide is preservative to further use until it get totally consumed, so basically; the big the animal is, the more micro units you get from the hide and the bigger it its and the more you can use it before disappearing...

also i was thinking about penalties like novices or dabbling leatherworkers using more micro units to make a simple shoe, that way, the more skillful a worker is, the less he will waste making a regular piece of cloth with leather... and why not? inexpert tanners should loss more leather for not tanning it adequately, so it would be less micro units to that piece? please tell me what you think about it.

First, when you butchered the carcasses you didn't get more meat/fat/etc the carcass was mutilated, butchering the entire creature will yield as much as butchering a mutilated creature and it's mutilated parts (assuming they're the same size). You don't get the brain when you butcher the paw. The only resource which is magically multiplied is skin. Furthermore, big usually means more fat, not more muscle (muscle = meat). There's a separate description for that.

I can't speak for leather, but I know that metals at some point are going to get this. You already get micro parts from melting objects. Armor/Weapons use size increments to correspond to this (for example SIZE:150). In past versions it took more then one bar as well.

I support the idea (no matter how horribly written it was) but it should be based off the size of the creature and it should do so automatically sort of like what it does for meat. Bigger creature = more leather.

Spoiler (click to show/hide)
« Last Edit: August 01, 2011, 04:11:28 pm by IT 000 »
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Funk

  • Bay Watcher
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #2 on: August 01, 2011, 05:51:55 pm »

yes the bug of only ever geting one "unit" of leather does need to be fixed.
(i bet it is some were in the old "Consolidated Development Page")
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

smasher89

  • Bay Watcher
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #3 on: August 01, 2011, 07:03:45 pm »

Oh dear grammar...Please tell me you threw this through an online translator. It's the only thing that could possibly explain the sentence structure.

For ease of access I corrected most of the lolspeak and spelling errors. Not going to go into grammar and sentence structure to much, that's a lost cause.

Quote
So got an adventurer and I found a pack of wolves, I just made them cat food, when I butchered them I saw some weird and some things that made no sense:

*I killed 1st what I would call the "leader" of them, it was gigantic, and in fact I severed its paws and head when I killed it, nothing strange at that point...

*when I finished all the pack I proceed to butcher the remains and then I get to pick up the pieces (best word to describe it).

*Here it is where it get strange and doesn't make sense, I 1st got a corpse of one that I killed in just one head shot and the corpse was somewhat "big" (the size of the animal when it was alive) but when I butchered it gave me a stack of 13 meat and 1 raw hide apart from the standard loot, then I thinked " if its a big one shouldn't it give me more meat and fat etc.?"

*When I proceeded to butcher the leader when I 1st butchered the mutilated body it gave me a raw hide, and the other loot, then the head and paws from which i obtained the skull and others bones respectively, but I also got 1 raw hide per severed part! so my point its:

The game its motivating you to sever parts to get extra raw from every severed piece or body? shouldn't a big cow give you more leather than a little hoary marmot?

I then remembered reading in the wiki that soap had "micro units" like the threads in the hospital stockpile, so every bar of soap has a number of uses before it disappears , so here it goes:

 Why not having every new raw hide extracted from a butchered animal having "micro units" these "micro units" would be more or less according to the size of the animal butchered animal in the game, when you go to use that tanned hide in the leather works every piece of equipment should consume a certain quantity of micro units, for example you butchered a big cow that gave you a raw hide of 250 micro units, then when you tan it and use it to manufacture some shoes, every shoe consumes something like 25 micro units of that leather piece, so 50-250= 200, after that the hide is preservative to further use until it get totally consumed, so basically; the big the animal is, the more micro units you get from the hide and the bigger it its and the more you can use it before disappearing...

also i was thinking about penalties like novices or dabbling leatherworkers using more micro units to make a simple shoe, that way, the more skillful a worker is, the less he will waste making a regular piece of cloth with leather... and why not? inexpert tanners should loss more leather for not tanning it adequately, so it would be less micro units to that piece? please tell me what you think about it.

First, when you butchered the carcasses you didn't get more meat/fat/etc the carcass was mutilated, butchering the entire creature will yield as much as butchering a mutilated creature and it's mutilated parts (assuming they're the same size). You don't get the brain when you butcher the paw. The only resource which is magically multiplied is skin. Furthermore, big usually means more fat, not more muscle (muscle = meat). There's a separate description for that.

I can't speak for leather, but I know that metals at some point are going to get this. You already get micro parts from melting objects. Armor/Weapons use size increments to correspond to this (for example SIZE:150). In past versions it took more then one bar as well.

I support the idea (no matter how horribly written it was) but it should be based off the size of the creature and it should do so automatically sort of like what it does for meat. Bigger creature = more leather.

Spoiler (click to show/hide)

 Well about the grammar, my bad... really i writed it really fast, I never expected that the grammar were really a important thing on forums, but well, at least I know that I will not waste my time correcting my spelling...

 About your opinion of my suggestion, I certainly share it, although not in the same way, I dont have seem how tanners and people who works with leather in the real life handle their materials, but that I know, when they do something like a shoe, they take a unique piece of leather which its then cut into the necesary parts, and then the remaining useable leather its saved for latter use, I can be wrong about this, although in dwarven logic any way or method of doing things its good enough to be attemped, another reason why I selected the "microunit" way its because it would be more simple working and hauling 1 single piece of leather than a bunch of them... whatever, at least we have the same point.

 Ah! and no i didnīt write all throught google translator, I made it myself, as I said before, I didnīt expect grammar to be important in the forums...

yes the bug of only ever geting one "unit" of leather does need to be fixed.
(i bet it is some were in the old "Consolidated Development Page")

 You could say me where you did read it exactly? I know that in the wiki, but I mean the section/number of the point?
Logged

Mazonas

  • Bay Watcher
  • Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #4 on: August 02, 2011, 09:59:04 am »

Grammar isn't such a big issue (even for someone like me, who twitches when I see the wrong "there" used :D ), but there are limits.  I had a lot of difficulty working out what you were trying to say until IT000 translated it, and that makes it harder to work out what the idea you've had is.  I also spend time on a writer's forum and they are really strict about writing standards, so I've learned to scan my writing after typing to check there aren't any glaring errors.

That said, I like the suggestion you've made.  The current leather quantities obtained from animals isn't logical, and it'd make sense to extend the micro units to leather as well.  Perhaps some items, such as clothing and boots, would be more valuable when made from a large piece of leather since they would be more waterproof than something made of several smaller pieces.  And perhaps dwarves could use thread when sewing together smaller pieces.
Logged
All is gems and pregnancy
All is gems and pregnancy
All is gems and pregnancy and apes!

Cthulhu Inc

  • Bay Watcher
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #5 on: August 02, 2011, 09:54:43 pm »

Lol, I read the topic title and thougt you were gonna talk about making tanning require realistic materials...

But yea, leather should really be fixed.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #6 on: August 02, 2011, 10:13:28 pm »

If an elephant's hide clutters up the tanner's shop a zillion times (give or take) as much as a cat's hide, it should give a zillion times as much leather.

Planned, of course.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #7 on: August 02, 2011, 10:40:42 pm »

If an elephant's hide clutters up the tanner's shop a zillion times (give or take) as much as a cat's hide, it should give a zillion times as much leather.

Planned, of course.

Really where? I know that metal and stuff is, but leather? I don't recall hearing that.

retracted

Quote
Req91, LEATHER COUNTING, (Future): Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
« Last Edit: August 08, 2011, 01:45:26 am by IT 000 »
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

smasher89

  • Bay Watcher
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #8 on: August 03, 2011, 07:15:35 am »

Lol, I read the topic title and thougt you were gonna talk about making tanning require realistic materials...

But yea, leather should really be fixed.

 Good point there, but remember that in some poor countryes, the traditional method of tanning skin is dehydratating it, and then orinating and putting excrements in a mixed way over it and it will tan, so the Dwarf can do it without needing a tan sustance... at least no one that doesnt come frim his/her body...
Logged

Cthulhu Inc

  • Bay Watcher
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #9 on: August 03, 2011, 12:41:25 pm »

Lol, I read the topic title and thougt you were gonna talk about making tanning require realistic materials...

But yea, leather should really be fixed.

 Good point there, but remember that in some poor countryes, the traditional method of tanning skin is dehydratating it, and then orinating and putting excrements in a mixed way over it and it will tan, so the Dwarf can do it without needing a tan sustance... at least no one that doesnt come frim his/her body...

That's what I meant, I thought you were gonna suggest tanning require excrement.
Logged

smasher89

  • Bay Watcher
    • View Profile
Re: Hides and skin realistic obtaining
« Reply #10 on: August 03, 2011, 03:42:25 pm »

Lol, I read the topic title and thougt you were gonna talk about making tanning require realistic materials...

But yea, leather should really be fixed.

 Good point there, but remember that in some poor countryes, the traditional method of tanning skin is dehydratating it, and then orinating and putting excrements in a mixed way over it and it will tan, so the Dwarf can do it without needing a tan sustance... at least no one that doesnt come frim his/her body...

That's what I meant, I thought you were gonna suggest tanning require excrement.

 No way... that would be disgusting, in fact when I build the tannerīs shop and I kill a few badgers, when i see the tanner running with the hide and processing it in the workshop i imaginate him/her placing the hide in a fireplace and then urinates and does her/his needs over the de-hydratated hide and then places it in a place of the workshop where it dissipates the smell and then you got a leather piece! in fact, if we think it toady doesnt explains us how things like cooking, tanning hides and such which requires more than the simple material or main ingredient happens! so I think that its the way the dwarves tan their adquired hides into leather!
Logged