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Author Topic: How do I get generic meat, leather, wood, and grass?  (Read 1914 times)

GiantUrist

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How do I get generic meat, leather, wood, and grass?
« on: February 06, 2014, 08:13:50 pm »

What changes do I need to make to the raws to have generic meat, leather, wood, grass etc.?

I know the changes are present in Masterwork DF, but that doesn't work for me since I am on a Mac.

Thanks in advance,
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Hugo_The_Dwarf

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #1 on: February 06, 2014, 09:16:22 pm »

What changes do I need to make to the raws to have generic meat, leather, wood, grass etc.?

Thanks in advance,

Hopefully this is understandable. It may help to poke around in the raws of mods that use standardized materials instead of trying to follow my advice though.

For animal products, you will have to create a new creature that will function as the template for all of the animal products such as skin, bones, meat, etc. Then go into the tissue templates to change the LOCAL_CREATURE_MAT entries to CREATURE_MAT: (your animal here)

You may also have to go into the reactions file to alter the soap/tallow/tanning reactions to change their outputs, or go into the materials file and change some of the material reaction products from LOCAL_CREATURE_MAT to CREATURE_MAT: (your animal here)

Plants are easier, as you don't have to toy around with tissues or detail plans to get it to work. Though I don't see a point to it other than to standardize rope reed and pig tail fibers, unless you want all plants to yield generic berries or be used to make no-named alcohol.

That is the real summary of it, I can give an example right here.

Code: [Select]
[CREATURE:ANIMAL]
[NAME:animal:animals:animal]
[CREATURE_TILE:'A'][COLOR:2:0:1]
[DOES_NOT_EXIST]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:FAT]
[USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:TSKIN:SKIN_TEMPLATE]
[STATE_NAME:ALL_SOLID:tough hide]
[STATE_ADJ:ALL_SOLID:tough hide]
[IMPACT_YIELD:20000]
[IMPACT_FRACTURE:20000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:20000]
[COMPRESSIVE_FRACTURE:20000]
[COMPRESSIVE_STRAIN_AT_YIELD:100000]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:20000]
[TENSILE_STRAIN_AT_YIELD:100000]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:20000]
[TORSION_STRAIN_AT_YIELD:100000]
[SHEAR_YIELD:40000] used data for human skin
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_STRAIN_AT_YIELD:100000]
[USE_MATERIAL_TEMPLATE:TMUSCLE:MUSCLE_TEMPLATE]
[IMPACT_YIELD:20000]
[IMPACT_FRACTURE:20000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:20000]
[COMPRESSIVE_FRACTURE:20000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:20000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:20000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:40000] used data for human skin
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_STRAIN_AT_YIELD:100000]
[USE_MATERIAL_TEMPLATE:TLEATHER:LEATHER_TEMPLATE]
[STATE_NAME:ALL_SOLID:tough leather]
[STATE_ADJ:ALL_SOLID:tough leather]
[IMPACT_YIELD:20000]
[IMPACT_FRACTURE:20000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:20000]
[COMPRESSIVE_FRACTURE:20000]
[COMPRESSIVE_STRAIN_AT_YIELD:100000]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:20000]
[TENSILE_STRAIN_AT_YIELD:100000]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:20000]
[TORSION_STRAIN_AT_YIELD:100000]
[SHEAR_YIELD:50000] -- was 15 to 37 MPa in animal byproducts net pdf
[SHEAR_FRACTURE:50000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_STRAIN_AT_YIELD:100000]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE]
[USE_MATERIAL_TEMPLATE:TSCALE:SCALE_TEMPLATE]
[STATE_NAME:ALL_SOLID:tough scale]
[STATE_ADJ:ALL_SOLID:tough scale]
[IMPACT_YIELD:20000]
[IMPACT_FRACTURE:20000]
[IMPACT_STRAIN_AT_YIELD:200000]
[COMPRESSIVE_YIELD:20000]
[COMPRESSIVE_FRACTURE:20000]
[COMPRESSIVE_STRAIN_AT_YIELD:200000]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:20000]
[TENSILE_STRAIN_AT_YIELD:200000]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:20000]
[TORSION_STRAIN_AT_YIELD:200000]
[SHEAR_YIELD:120000]
[SHEAR_FRACTURE:240000]
[SHEAR_STRAIN_AT_YIELD:200000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_STRAIN_AT_YIELD:200000]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:TSCALE]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:WOOL:HAIR_TEMPLATE]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen milk]
[STATE_ADJ:ALL_SOLID:frozen milk]
[STATE_NAME:LIQUID:milk]
[STATE_ADJ:LIQUID:milk]
[STATE_NAME:GAS:boiling milk]
[STATE_ADJ:GAS:boiling milk]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:cheese]
[STATE_ADJ:SOLID:cheese]
[STATE_NAME:SOLID_POWDER:cheese powder]
[STATE_ADJ:SOLID_POWDER:cheese powder]
[STATE_NAME:LIQUID:melted cheese]
[STATE_ADJ:LIQUID:melted cheese]
[STATE_NAME:GAS:boiling cheese]
[STATE_ADJ:GAS:boiling cheese]
[PREFIX:NONE]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[SELECT_MATERIAL:EGGSHELL]
[PLUS_MATERIAL:EGG_WHITE]
[PLUS_MATERIAL:EGG_YOLK]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:LEGGSHELL:LEATHERY_EGGSHELL_TEMPLATE]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]
[STATE_NAME:ALL_SOLID:ivory]
[STATE_ADJ:ALL_SOLID:ivory]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[PREFSTRING:nack of making great pets]
[ALL_ACTIVE]

I then have custome tissue templates to use this "Animals" materials instead of LOCAL_CREATURE_MAT and remove anything that adds materials in the other creatures. done, generic meats and such.
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GiantUrist

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #2 on: February 06, 2014, 09:50:13 pm »

Thanks Hugo! I appreciate the effort, but I was looking for something like the more leather mod or the butchered bone stacks mod where I just copy and paste the files that changed.

Thanks again,
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sackhead

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #3 on: February 10, 2014, 12:08:19 am »

this is a simple 3 step process

1.   copy and paste hugos creature to your creature files

2.   open your material_template_default file find Skin

3.   replace    [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] with [MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:LEATHER]
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GiantUrist

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #4 on: February 12, 2014, 10:53:11 pm »

Thanks sackhead! Just to make sure, do I copy hugo's creature to each of my creature files? e.g. creature_amphibians.txt, creature_large_tundra.txt, etc.

Thanks again,
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sackhead

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #5 on: February 13, 2014, 12:14:36 am »

no you just need to put it in one creature file.
having it in multiple files will cause duplicate raws which causes bugs
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AndreaReina

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #6 on: February 18, 2014, 09:48:36 am »

So, a different take on the question.... if I want to *back out* of some of the changes, I can do it piecemeal, right? Like, if I want to keep the generic fat, and leather, but have individual meats, organs, etc I'd change the
Code: [Select]
[TISSUE_MATERIAL:CREATURE_MAT:ANIMAL:MUSCLE] to
Code: [Select]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE], and that's it? The game's not going to freak out because there's a zillion different meats but only one kind of skin?
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Hugo_The_Dwarf

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #7 on: February 18, 2014, 10:37:27 am »

So, a different take on the question.... if I want to *back out* of some of the changes, I can do it piecemeal, right? Like, if I want to keep the generic fat, and leather, but have individual meats, organs, etc I'd change the
Code: [Select]
[TISSUE_MATERIAL:CREATURE_MAT:ANIMAL:MUSCLE] to
Code: [Select]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE], and that's it? The game's not going to freak out because there's a zillion different meats but only one kind of skin?

It can go very "piecemeal" not sure what that completely means as a whole but I'd assume saying using bits of it here and there. Which can be done.

If you have a generic animal like I posted above you can take any element from it as you wish. Easy way for at least generic Tallow and Leather would be to dig into the "material_templates.txt" and change the MATERIAL_REACTION_PRODUCT to something like ANIMAL:TALLOW/LEATHER depending on FAT and SKIN

or if you just wanted generic FATs and SKINs on creatures just each one below BODY_DETAIL_PLAN:STANDARD_MATERIALS and TISSUES use REMOVE_MATERIAL:FAT and SKIN, REMOVE_TISSUE:FAT and SKIN then create two tissue templates that take the ANIMALs FAT and SKIN and add them in your desireed creature after the removed tissues USE_TISSUE_TEMPLATE:FAT:ANIMAL_FAT_TEMPLATE same for skin or any other tissues you wish to replace.

Might take some time if doing each one by hand or create new Body detail plans for materials and tissues like:
GENERIC_ANIMAL_MATERIALS (has no FAT or SKIN)
GENERIC_ANIMAL_TISSUES (the FAT and SKIN use ANIMAL_FAT and SKIN_TEMPLATEs)
and all animals that you want to have generic fat and skin just trade those in from the STANDARD_ body plans

Remember a tissue is what gets butchered and a tissue can have any material it wants, so if you have a tissue that overrides a local material just remove that local material to save on DF memory space (not sure if a material sitting idle and never being used causes any clutter or not.)
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GiantUrist

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #8 on: February 21, 2014, 07:17:25 am »

Is it possible to add Hugo's creature to it's own file and get picked up by DF that way? Something like creature_generic?
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Hugo_The_Dwarf

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Re: How do I get generic meat, leather, wood, and grass?
« Reply #9 on: February 21, 2014, 01:30:27 pm »

Is it possible to add Hugo's creature to it's own file and get picked up by DF that way? Something like creature_generic?

Yes.

"creature_generic.txt"

then in the file:

creature_generic

[OBJECT:CREATURE]

<paste creature>
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