Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5

Author Topic: More of less Leather  (Read 7646 times)

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: More of less Leather
« Reply #30 on: November 09, 2013, 04:59:24 am »

Hey BillyJack, I'm doing some merging and patching. Just to check, these are changes based upon the `Dwarf Fortress/raw/objects/` raw files, and not those in `MasterworkDwarfFortress/graphics/`, yes?

Many thanks,

~ T
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: More of less Leather
« Reply #31 on: November 09, 2013, 07:11:51 am »

So, I'm hitting a hiccup in getting this to apply to the graphics tilesets. In particular, only the Masterwork variants have [APPLY_CREATURE_VARIATION:FEATHERED] in creature_birds.txt (to which BillyJack's changes add a [BODY_DETAIL_PLAN:FEATHERED] to).

Having a quick look at the differences, the non-masterwork graphics files seem to be using what I assume are older templates. In the following, lines starting with '-' are in the non-masterwork graphics dirs, and those with '+' are in the masterwork ones:

Spoiler (click to show/hide)

There are some other variants as well. Masterwork and Spacefox ostriches vary in their war-trainability, for example.

I can fix everything to be in sync, but I need to know what things are supposed to look like.

Meph - If you're reading this, then is it reasonable for me to assume that the only difference between the various files in the graphics directories should be about display information (eg: CREATURE_TILE and COLOR tags), and not anything else (like tissue structures, war trainability, and so on)?

For the moment, I'll assume that for birds, the Masterwork tile-sets contain the correct way of doing things. ;)

~ T
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: More of less Leather
« Reply #32 on: November 09, 2013, 07:59:20 am »

I've made the appropriate changes to bring all the birds in-line with what was in the masterwork tileset. I've applied BillyJack's simpler-leather mods to all the tilesets from there.

I haven't tested them, but if you're interested in doing so, the resulting build (based upon 4c) is at here. Feedback very much appreciated.

If this all works, then I'll merge this into Masterwork (encrusted with patches) which you'll see more news about in the next couple of days. :)

~ T
Logged

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #33 on: November 09, 2013, 05:36:34 pm »

Thanks, Urist.

I'll go get a copy of your git and start playing.  My current fort is starting to suffer from FPS.

I've got to figure out why my fort style ends up suffering this way.
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: More of less Leather
« Reply #34 on: November 10, 2013, 10:07:35 pm »

Hey Billy Jack, just checking to see if my updated MWDF was working okay with simplified leather. I've been on the road the last couple of days and haven't been able to test myself.

Many thanks!

~ T
Logged

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #35 on: November 12, 2013, 05:57:25 pm »

12-Nov-2013 - fixed an issue with drake scales being tanned
                    - fixed Balrog and Dragon Raptor entries appearing as leather types


http://dffd.wimbli.com/file.php?id=8107
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: More of less Leather
« Reply #36 on: November 13, 2013, 01:00:02 am »

I see 3 hard leathers (using advanced falconne job queues in dfhack).  I also see two leather types under creature, one of which is wingman bat
« Last Edit: November 13, 2013, 01:01:49 am by thistleknot »
Logged

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #37 on: November 13, 2013, 04:32:52 am »

I don't see any of those.  In fact, I don't even see a wingman bat in the RAWs.  No hard leather either.

Could you be more specific on where you are seeing them?  I also use the DFHack workflow.

All of the leathers, except for suede are at the root of the Creatures sub-menu. You don't have to search under any of the creatures. (suede is hidden under one of the creatures without a name.)
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: More of less Leather
« Reply #38 on: November 13, 2013, 11:46:47 am »

I was trying to specify a specific material (non tough leather)

Under inorganic I saw 3 leathers
Under creature I saw batwing

Ill pic it tonight

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #39 on: November 13, 2013, 12:10:35 pm »

Are you sure you overwrote your 4c RAWs?

I'm looking at a non-patched 4c build and only see one entry for hard leather under inorganics and no batwing under creature.

Applying my patch will remove the hard leather from inorganics because it is not used anywhere.
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: More of less Leather
« Reply #40 on: November 13, 2013, 03:28:30 pm »

im so confused as to how meph didnt have this implemented already into mwmod.
his accelerated mod already had simplified materials.

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #41 on: November 13, 2013, 04:08:03 pm »

This mod is not simplified materials.  It is simplified usage of those materials.

If you load up a standard 4c build, create a leather stockpile and then go into the settings, you will see a huge list of creatures and their associated leather materials. Since the MW mod uses the simplified materials, none of those associated creature leathers, e.g. "dog leather", matter because they will be tanned to just "leather".

However, if you try to specify a stockpile to only contain a certain type of leather, such as plain old leather, you would have to search that huge list to find the couple of entries that were just "leather".

With the changes presented here, that huge list will be trimmed down to only the actual leather materials used by the mod. That list is in the first post of this thread.

Added benefits include easier designation in workflow GUI (just go to the creature category and type in the type of leather material you want to use) and specifying the material used for military uniforms, such as only using cloaks made of rigid scaleplate.
« Last Edit: November 13, 2013, 04:10:54 pm by Billy Jack »
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: More of less Leather
« Reply #42 on: November 13, 2013, 09:15:37 pm »

I have the unified applied properly.

I just fired up 4c and compared with the unified.
4c does indeed have the stockpiles with it's mess of leather
where-as the unified does not (And has your changes).

However
In the specific materials when doing a custom job I get these

p for specific material
Under inorganic
http://imgur.com/0IsgaHl
under creature
http://imgur.com/LOONRR4

I do a custom job when I want to specify a specific type of leather (in this case tough leather, as I brought both regular and tough leather)

btw, I sent you a PM about specific changes your mod brought.  I noticed you created new creatures vs just holding all the materials in creature:animal.

I also noticed some weird changes to the creature_birds.  Removing things like hair and what-not.  I'm not sure why you removed larger sections of tokens and not replace them with similar # of sections. (I pm'd you the example)
mcteel's changes... nm

maybe the bat is the BAT_SKIN_TEMPLATE
« Last Edit: November 13, 2013, 11:05:01 pm by thistleknot »
Logged

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #43 on: November 14, 2013, 01:26:06 am »

Under inorganics
     the "leather-hard" are materials used in pottery. They are not actual leather.
     the "leather" entry is also not really leather and is a stone used in Kobold Camp.

Under creatures
     you are seeing exactly what is expected.

As you may be aware, creatures have various tokens of USE_MATERIAL_TEMPLATE. Going into a creature, such as Leatherwing bat, you'll see skin, muscle, bone, etc.  Each of those lines come from a USE_MATERIAL_TEMPLATE:SKIN:<material template>. The new material identifier (SKIN) would be changed to BONE, MUSCLE, and so on and so forth. These materials can also be coming from a BODY_DETAIL_PLAN that the creature is using.

However, when a creature is only made up of one material, there is no further need to go into the creature to specify the material. That material is brought up to the top and has the creature name prepended to it to describe that material. So in creature_masterwork.txt, there is a creature [CREATURE:ANIMAL_TOUGHLEATHER] with [NAME:tough:tough:tough]. If you filter the creature list to "tough", you will see "tough leather" because there is no other material in that creature. In this case, the leather material is LEATHER_EXOTIC which has a name of "leather". (You will also see a creature named "tough" which has all of the other materials for BONE, MUSCLE, etc.)

For this reason, all of the leathers, feathers, scaleplates, chitinplates, etc. get their own CREATURE entry so that they are no longer hidden under CREATURE:ANIMAL (blank name), CREATURE:ANIMAL_RARE ("rare" name), or CREATURE:ANIMAL_EXOTIC ("tough" name). I then remove those materials from the creatures mentioned.

And as I've mentioned previously, I didn't fix Suede.  The [CREATURE:SUEDE] has two materials defined in it and is a blank entry about 30 pages down the list, by the golem creature.
« Last Edit: November 14, 2013, 01:29:41 am by Billy Jack »
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: More of less Leather
« Reply #44 on: November 14, 2013, 12:30:20 pm »

okay

but by adding more creatures... isn't this hurting standardized creatures/material's and possibly resulting in poorer fps?  I would think that extra creatures = more pointers the game has to keep track of.

I for one didn't mind the "animal" leather designation. (clarification... in 'my' civmwforge v5 and v6, leather shows up as animal leather, or animal leather armor, it would be nice to get stockpiles to show a listing similar to this, where everything would be subheaded under animal designation for each new leather type).

I (now) understand the way you have your creatures setup, tough leather shows up (which is preferable... one could get rid of animal name designation all together in the name section of the creature...).  (i.e. by removing the animal:animal:animal:animals in the name token of the creature, hopefully resulting in something like tough leather vs animal touch leather)  Was/is their a way to get animal tough leather designation? 

I'm a novice with modding.  So I'm not entirely sure how it all works out.  But I would think it would be better to specify the material under creature_mat:animal:tough_leather or something like that.  That way the game only has to work with one standardized creature.  Otherwise there will be tons of creatures as you create entries for your other projects (I believe you mentioned you wanted to do this for cheese, and milk).

I think I need to understand this a bit more
Spoiler (click to show/hide)
But I would think if all the leathers were under animal in the stockpiles settings, that this would still be more preferrable than how it was before (under each animal's name).  Chitin of course would have to be under a chitin, shell crustacean, etc.
« Last Edit: November 14, 2013, 02:37:53 pm by thistleknot »
Logged
Pages: 1 2 [3] 4 5