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Author Topic: Tannable Scale = Fatty Equipment  (Read 5423 times)

Nathail

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Tannable Scale = Fatty Equipment
« on: January 02, 2013, 12:40:36 am »

I added the [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] tag to the scale template, in the hope that this would allow me to tan dragon scale and make cloaks out of them on my adventurer. Upon tanning some alligator scale in the Arena, however, I got "Alligator Fatty". In addition, various keeps and warehouses contain equipment apparently made from fat, including fatty flasks and fatty greaves. I'm not sure why, since nothing I've done to my game (a couple new tools and several new reactions) have anything to do with the templates. I know the tanning reaction works with normal skin, but scale just refuses to tan into leather. Can anyone help?
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Meph

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Re: Tannable Scale = Fatty Equipment
« Reply #1 on: January 02, 2013, 01:44:50 am »

The creatures with skin have a tan_mat leather. They have leather defined in the creature. The creatures with scales dont have a leather refined.

Skin => Leather
Scale => ?

DF does not find a material for tanned scale, so he takes the first material defined in the creature... fat. Adjective of skin is fatty. You need to make a custom entry in your material_template_default.txt for tanned_scale.
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Nathail

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Re: Tannable Scale = Fatty Equipment
« Reply #2 on: January 02, 2013, 02:21:25 am »

How do I tell it that the new material is tanned scale? Looking at the leather template, the only thing that seems to identify it as something you get from tanning is the [LEATHER] and [ITEMS_LEATHER] tags.
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Meph

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Re: Tannable Scale = Fatty Equipment
« Reply #3 on: January 02, 2013, 02:54:41 am »

Well, the creatures that have scale and no skin dont redirect to leather.

Add MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:TANNED_SCALE to the scale template instead of the one you posted, and then copy LEATHER_TEMPLATE, rename it to TANNED_SCALE_TEMPLATE and change the names from "leather" to "tanned scale" or "scaleplate" or whatever it should be called.

Hope that was more or less understandable, sorry if not. Essentially, you dont make leather. You make your own new material, tanned scales. The leatherworker will still accept them, because the TANNED_SCALE_TEMPLATE will have the right tags, if you just copy it from leather.
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Nathail

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Re: Tannable Scale = Fatty Equipment
« Reply #4 on: January 02, 2013, 03:07:03 am »

Hmm... It still isn't working.

Here's the scale template in it's current form:
Code: [Select]
[MATERIAL_TEMPLATE:SCALE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:scale]
[STATE_ADJ:ALL_SOLID:scale]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100000]
[SHEAR_YIELD:60000]
[SHEAR_FRACTURE:120000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100000]
[MAX_EDGE:0]
[ABSORPTION:100]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:HIDE]
[IMPLIES_ANIMAL_KILL]
And here's the tanned scale/hide template:
Code: [Select]
[MATERIAL_TEMPLATE:HIDE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:hide]
[STATE_ADJ:ALL_SOLID:hide]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:25000] -- was 15 to 37 MPa in animal byproducts net pdf
[SHEAR_FRACTURE:25000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:40]
[IMPLIES_ANIMAL_KILL]
[LEATHER]
[ITEMS_LEATHER]
Oh, and here's the reaction I'm using:
Code: [Select]
[REACTION:CLEAN_PELT_ADV]
[NAME:clean skin]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[REAGENT:B:1:TOOL:ITEM_TOOL_SCRAPER:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
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Putnam

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Re: Tannable Scale = Fatty Equipment
« Reply #5 on: January 02, 2013, 03:48:54 am »

You need to add this to the standard materials body detail plan:

[ADD_MATERIAL:HIDE:HIDE_TEMPLATE]

Nathail

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Re: Tannable Scale = Fatty Equipment
« Reply #6 on: January 02, 2013, 04:01:59 am »

Where is the standard materials body detail plan?
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Putnam

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Re: Tannable Scale = Fatty Equipment
« Reply #7 on: January 02, 2013, 04:22:16 am »

b_detail_plan_default

Nathail

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Re: Tannable Scale = Fatty Equipment
« Reply #8 on: January 02, 2013, 04:28:29 am »

Victory! My gratitude is only equalled by my desire for sleep (it's 3 AM where I am). Thanks for your time and help, Goodnight.
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Deon

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Re: Tannable Scale = Fatty Equipment
« Reply #9 on: January 02, 2013, 06:45:33 am »

I would suggest you to look in the mods which already do it (like Genesis, and I think Masterwork does that too), but that's good that you've figured it out the hard way, it makes you to understand how it works better.
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Grimlocke

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Re: Tannable Scale = Fatty Equipment
« Reply #10 on: January 02, 2013, 09:59:15 am »

This: MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE works fine too, and saves you a template. It simply refers the material back to itself.
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Meph

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Re: Tannable Scale = Fatty Equipment
« Reply #11 on: January 02, 2013, 11:13:28 am »

True, but causes a minor problem, scale (tannable) and scale (tanned) would be called the same ingame. not like Skin (tannable) and leather (tanned). It would also generate double stockpile entries.
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Quietust

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Re: Tannable Scale = Fatty Equipment
« Reply #12 on: January 02, 2013, 11:33:58 am »

True, but causes a minor problem, scale (tannable) and scale (tanned) would be called the same ingame. not like Skin (tannable) and leather (tanned). It would also generate double stockpile entries.
Having the same name wouldn't be a problem, because the "tannable" and "tanned" forms will always have different item types.

Also, why would you get double stockpile entries from a single material? Is this something you've experienced personally? And if so, are you sure it wasn't due to incorrect modding?
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Meph

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Re: Tannable Scale = Fatty Equipment
« Reply #13 on: January 02, 2013, 11:42:27 am »

Quote
Is this something you've experienced personally? And if so, are you sure it wasn't due to incorrect modding?
Guilty as charged. I was thinking about having two entries called scale, not the same material with two itemtypes. I should probably just sleep more. ^^
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Grimlocke

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Re: Tannable Scale = Fatty Equipment
« Reply #14 on: January 02, 2013, 08:48:52 pm »

The naming can actualy be fairly easily solved like so:
[MATERIAL_TEMPLATE:SKIN_TEMPLATE]
   [STATE_COLOR:ALL_SOLID:BROWN]
   [STATE_NAME:ALL_SOLID:skin]
   [STATE_ADJ:ALL_SOLID:rawhide]
This causes a butchered creature to drop a 'creature skin', while an adventurer-only tannig reaction turns it into 'creature rawhide'.

Though in the case of scale having the same name might not be that big an issue.
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