How is it hurting standardized creatures / materials? It is simply taking the next evolutionary step.
Adding the 10 non-existent creatures to the game will not have an affect on FPS. If FPS is an issue, you need to improve your dwarfs pathfinding by defining traffic areas or get rid of items that you have no use for.
You may not mind "dog leather" showing up in the list, but I hope you understand that it doesn't exist in the MW mod. You will never get "dog leather". It is just cluttering the lists and the game thinks it could exist, but no reaction will actually produce it and it is just taking up memory.
I don't think I understand what you are talking about in the "animal:animal:animal" paragraph. If you are referring to CREATURE:ANIMAL then the name is already ::: making it blank, and thereby, standardizing the material of any creature or reaction that references CREATURE_MAT:ANIMAL:XXXXX. If you are referring to the name of each and every creature, then that won't work because then creatures won't have names. This paragraph is also contradicting the previous statement of you not minding "animal" leather when you say that "... tough leather shows up (which is preferable... "
This mod has two goals:
- Remove all of the flavors of the leather materials from stockpiles and military uniform material selections, since those flavors don't actually exist.
This could have been accomplished by making sure that every reference to a leather material correctly pointed to the desired outcome material defined under CREATURE_MAT:ANIMAL. - Allow workflow GUI to easily locate the desired material without having to look through the huge list of creatures to find the correct blank entry that is used to actually define desired material.
The GUI will always display the entire list of creatures because it doesn't know if you want to get the skull, skin, bone, etc. So each creature has it's own sub-category.
This goal can only be accomplished by making a creature of only a single material for each of the desired input materials
I know I mentioned in a previous post that I wanted to do it for other materials, but the only one I would actually do it for would be the creature derived threads and cloths. I can't think of any other thing where I'd be important to shorten up the list of available flavor materials, because I don't think anyone would micromanage that they only want their bone bolts made from bear bones and not lamb bones, but someone may decide that they only want to make clothes from silk and their bags from cotton, because of the large difference in value. (Yes, this can be done with stockpile management, but you'd either need multiple clothier shops or have to micromanage it. Standardizing these materials would mean that you could create a workflow item to produce cotton bags and one to produce silk shirts within the same workshop.)
And no matter what, I wouldn't do it for skulls because I want to know that the totem at the gate is a drake and not a moleweasel.