If you don't mind me asking how did you manage these in the raws? I'd like to do something similar.
My sausages are based on the ones found
here. I don't have a separate meat grinder workshop and instead use the kitchen.
How to implement bread is detailed in
this thread.
The leather is a fair bit more complicated. I based on it someone else's mod, but can't for the life of me remember their, or the mods, name. The bulk of the work is done by new creature variations which replace a load of the default materials and body plan stuff with new ones.
First we have some new material templates.
[MATERIAL_TEMPLATE:HIDE_TEMPLATE] (leather made from scales)
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:hide]
[STATE_ADJ:ALL_SOLID:hide]
[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:25000] -- was 15 to 37 MPa in animal byproducts net pdf
[SHEAR_FRACTURE:25000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[LEATHER]
[ITEMS_LEATHER]
ITEMS_HARD] ?????
[MATERIAL_TEMPLATE:CLEANED_FUR_TEMPLATE] (leather-like fur)
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:fur]
[STATE_ADJ:ALL_SOLID:fur]
[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] from net someplace
[SHEAR_FRACTURE:120000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[LEATHER]
[ITEMS_LEATHER]
[ITEMS_SOFT]
[MATERIAL_TEMPLATE:FURRY_SKIN_TEMPLATE] (skin for leather or furs)
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:skin]
[STATE_ADJ:ALL_SOLID:skin]
[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:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:50000]
[SHEAR_YIELD:20000] used data for human skin
[SHEAR_FRACTURE:20000]
[SHEAR_ELASTICITY:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[MATERIAL_REACTION_PRODUCT:NOAUTO_TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
[MATERIAL_REACTION_PRODUCT:PELT_MAT:LOCAL_CREATURE_MAT:CLEANED_FUR]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[MATERIAL_TEMPLATE:TREATED_CHITIN_TEMPLATE] (leather like chitin)
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:carapace]
[STATE_ADJ:ALL_SOLID:carapace]
[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_ELASTICITY:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:115000] used bone, no data
[SHEAR_FRACTURE:130000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[LEATHER]
ITEMS_HARD] ***** ?
[ITEMS_LEATHER]
Some default material templates need modifying (new tokens have ***** by them)
[MATERIAL_TEMPLATE:CHITIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:chitin]
[STATE_ADJ:ALL_SOLID:chitin]
[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:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000] used bone, no data
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[MATERIAL_REACTION_PRODUCT:CHITIN_MAT:LOCAL_CREATURE_MAT:TREATED_CHITIN] *****
[MATERIAL_TEMPLATE:FEATHER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:feather]
[STATE_ADJ:ALL_SOLID:feather]
[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]
[IMPLIES_ANIMAL_KILL]
[MATERIAL_REACTION_PRODUCT:NOAUTO_TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] *****
[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]
[IMPLIES_ANIMAL_KILL]
[MATERIAL_REACTION_PRODUCT:SCALE_MAT:LOCAL_CREATURE_MAT:HIDE] *****
Then there are the creature variations which remove certain materials and add the new ones defined above.
[CREATURE_VARIATION:SCALED]
//Remove/add materials
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[CV_NEW_TAG:REMOVE_MATERIAL:HAIR]
[CV_NEW_TAG:REMOVE_MATERIAL:SKIN]
[CV_NEW_TAG:REMOVE_MATERIAL:LEATHER]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:HIDE:HIDE_TEMPLATE]
//Remove/add tissues
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_TISSUES]
[CV_NEW_TAG:REMOVE_TISSUE:HAIR]
[CV_NEW_TAG:REMOVE_TISSUE:SKIN]
[CV_NEW_TAG:USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[CV_NEW_TAG:BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[CREATURE_VARIATION:FURRED]
//Remove/add materials
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[CV_NEW_TAG:REMOVE_MATERIAL:SKIN]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CLEANED_FUR:CLEANED_FUR_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:FURRY_SKIN:FURRY_SKIN_TEMPLATE]
//Remove/add tissues
[CV_NEW_TAG:BODY_DETAIL_PLAN:STANDARD_TISSUES]
[CV_NEW_TAG:REMOVE_TISSUE:SKIN]
[CV_NEW_TAG:USE_TISSUE_TEMPLATE:SKIN:FURRY_SKIN_TEMPLATE]
[CV_NEW_TAG:BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[CV_NEW_TAG:BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[CREATURE_VARIATION:CHITINOUS]
[CV_NEW_TAG:BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[CV_NEW_TAG:REMOVE_MATERIAL:CHITIN]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:TREATED_CHITIN:TREATED_CHITIN_TEMPLATE]
[CV_NEW_TAG:BODY_DETAIL_PLAN:CHITIN_TISSUES]
[CV_NEW_TAG:BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
To apply the variations I'll give a couple of examples.
Furry: For grizzly bears I replaced:
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
With (notice how I had to keep the added insulation stuff as the creature variations don't include this):
[APPLY_CREATURE_VARIATION:FURRED]
[APPLY_CURRENT_CREATURE_VARIATION]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
Scaled: For carp I replaced:
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
With:
[APPLY_CREATURE_VARIATION:SCALED]
[APPLY_CURRENT_CREATURE_VARIATION]
Chitinous: For giant cave spiders I replaced:
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
With:
[APPLY_CREATURE_VARIATION:CHITINOUS]
[APPLY_CURRENT_CREATURE_VARIATION]
For creatures with skin but no fur I just left them the same. This would require you to go through your raws adding the desired variations to each creature. Keep in mind that not all fish are scaly and I haven't found out what can be done with the skin from octopuses and similar. I also added [REMOVE_MATERIAL:LEATHER] from all vermin for now as you can't turn them into leather in game and they clutter the stocks screens.
The last thing you'll need is a few new reactions to process all this.
[REACTION:CLEAN_SCALE]
[NAME:clean and tan scale]
[BUILDING:TANNER:CUSTOM_D]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SCALE_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:SCALE_MAT]
[SKILL:TANNER]
[AUTOMATIC]
[REACTION:CLEAN_PELT]
[NAME:clean and tan fur]
[BUILDING:TANNER:CUSTOM_C]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:PELT_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:PELT_MAT]
[SKILL:TANNER]
[REACTION:TAN_A_HIDE_NOAUTO]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:NOAUTO_TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:NOAUTO_TAN_MAT]
[SKILL:TANNER]
[REACTION:CLEAN_CHITIN]
[NAME:clean chitin]
[BUILDING:TANNER:CUSTOM_A]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:CHITIN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:CHITIN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
It's worth noting that creatures who's skin can only be turned into leather are automatic, but creatures with hides that can be turned into leather or fur are not. This is so that you can choose, but it's worth keeping an eye on these industries to stop skin from rotting.
Edit: And after writing all that out I remembered which mod it was. It's
Lofn's Wanderer's Friend.