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 7650 times)

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #15 on: October 29, 2013, 10:32:32 am »

For completeness, yes it should be pointed to the ANIMAL_LEATHER. I've updated the listing.
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)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: More of less Leather
« Reply #16 on: November 01, 2013, 08:42:53 pm »

I added all this into my dev version.

I am not sure why the suede/thin skin should no longer have a LEATHER tag... after all, you should be able to make clothing in the leatherworker from it.

Quote
[USE_MATERIAL_TEMPLATE:LEATHER:TOUGHLEATHER] --> [USE_MATERIAL_TEMPLATE:CREATURE_MAT:ANIMAL_TOUGHLEATHER:LEATHER]
This line had 0 hits in my raws... there is no MATERIAL_TEMPLATE:LEATHER:TOUGHLEATHER, but I do have a [USE_MATERIAL_TEMPLATE:LEATHER:TOUGHLEATHER_TEMPLATE]. Is that the one you were aiming for?


EDIT: I did replace this one entry I noted above, and I found 2 bugs. The fake creature for tough leather had NAME:::, but needed NAME:tough:tough:tough, otherwise people would have a duplicate leather entry (leather and tough leather were named the same), and I had some massive errorlogs from wrong entries in the c_variation_tanmod, which tried to use USE_MATERIAL_TEMPLATE:CLEANED_FUR:CREATURE_MAT:ANIMAL:CLEANED_FUR, but should have been CLEANED_FUR:CLEANED_FUR_TEMPLATE, without the creature mat. Same thing for feathers.

Now everything works. :)
« Last Edit: November 01, 2013, 09:21:50 pm by Meph »
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #17 on: November 01, 2013, 09:29:36 pm »

Re: TOUGHLEATHER
    You are correct.  I've updated the listing.  Apparently I had a hard time reconciling my notes to my actions.  :)


THINSKIN_TEMPLATE
   This material is used as the resulting SKIN product from butchering a creature such as [CREATURE:NITH]. Since the butcher now creates GLOBS of skin, there is no way to use it before tanning it. When tanning it, it ends up producing standard leather, because it has the [MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:LEATHER] and [REACTION_CLASS:LEATHER_NORMAL] tokens. The MATERIAL_REACTION_PRODUCT should probably be changed to CREATURE_MAT:SUEDE:LEATHER so that tanning THINSKIN gives you SUEDE.

As I understand things, the material definitions in creatures are only used when determining the materials produced from butchering or when referenced by a reaction, such as CREATURE_MAT:XXXXX:YYYYYY. The TISSUE material definitions are used when determining the properties of the creatures skin while the creature is alive.  So a creature with steel skin defined as its skin tissue would still produce standard leather if the USE_MATERIAL:SKIN is still pointing to a standard skin type.
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)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: More of less Leather
« Reply #18 on: November 01, 2013, 09:34:50 pm »

Quote
As I understand things, the material definitions in creatures are only used when determining the materials produced from butchering or when referenced by a reaction, such as CREATURE_MAT:XXXXX:YYYYYY. The TISSUE material definitions are used when determining the properties of the creatures skin while the creature is alive.  So a creature with steel skin defined as its skin tissue would still produce standard leather if the USE_MATERIAL:SKIN is still pointing to a standard skin type.
Thats correct. Still, the material template line with creature_mat in it does not work, the game just gives me endless errorlogs, one for each creature that uses either the furry or feathered creature variation. Like I said, the fix I posted above works, so no worries.

All looks good, I have only the leather entries people will produce, plus the very strange "Cave Croc leather", at the bottom, no idea where that came from. ^^
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #19 on: November 01, 2013, 09:56:28 pm »

From my original notes before I tried to make them human consumable.  I took notes as I tried to remove each entry by itself.  Since my original posting in this thread said to only search for  [USE_MATERIAL_TEMPLATE:LEATHER:TOUGHLEATHER] the Cave Croc would have been missed, since it directly referenced the material instead of from a BODY_DETAIL_PLAN.

Cave Croc Leather
 - creature_subterranean.txt
   [CREATURE:CROCODILE_CAVE]
      [USE_MATERIAL_TEMPLATE:LEATHER:TOUGHLEATHER_TEMPLATE] --> [USE_MATERIAL_TEMPLATE:LEATHER:CREATURE_MAT:ANIMAL_EXOTIC:LEATHER_EXOTIC]

Quote
... gives me endless errorlogs, one for each creature that uses either the furry or feathered ...
By chance, did you remove CLEANED_FEATHER and CLEANED_FUR from ANIMAL? Shouldn't have if you did.

"xxxxx Feather" --> "Feather"
Change
     c_variation_tanmod.txt
   [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CLEANED_FEATHER:CLEANED_FEATHER_TEMPLATE] --> [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CLEANED_FEATHER:CREATURE_MAT:ANIMAL:CLEANED_FEATHER]

"xxxxx Fur" --> "Fur"
Change
   c_variation_tanmod.txt
   [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CLEANED_FUR:CLEANED_FUR_TEMPLATE] --> [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:CLEANED_FUR:CREATURE_MAT:ANIMAL:CLEANED_FUR]


c_variation_tanmod.txt   <-- my working copy[/s]
Spoiler (click to show/hide)

nvm.  I had never thought to look in errorlog.txt. Looks I'm getting the same spam.
« Last Edit: November 01, 2013, 10:10:16 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)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: More of less Leather
« Reply #20 on: November 01, 2013, 10:07:05 pm »

Are you absolutely certain about the syntax like [USE_MATERIAL_TEMPLATE:LEATHER:CREATURE_MAT:ANIMAL_EXOTIC:LEATHER_EXOTIC] ?

Because [USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_EXOTIC_TEMPLATE] would make a lot more sense.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #21 on: November 01, 2013, 10:27:34 pm »

From original 4c RAWs

[CREATURE:ANIMAL_EXOTIC]
   [NAME:tough:tough:tough]
   [USE_MATERIAL_TEMPLATE:SKIN:TOUGHSKIN_TEMPLATE
   [USE_MATERIAL_TEMPLATE:LEATHER:TOUGHLEATHER_TEMPLATE]   <-- dual entries for :LEATHER: confuses the game and it only uses one of them,
   [USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_EXOTIC]
                <-- but they had the same properties, if I recall correctly.     
   [USE_MATERIAL_TEMPLATE:LEATHER_EXOTIC:LEATHER_EXOTIC]
   [USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]


I made every type of leather (except suede) into it's own fake creature so that they are easier to find when using workflow.  Before my changes, you would queue up a leather armor, hit Alt-A to see reagents, hit m to specify the material, hit C to go to the creatures sub menu, and then you would need to locate the blank entry for ANIMAL. You could easily locate "tough" but it would have two leather entries in it. Of course, you had already done this for some of the leathers like studded and lamellar.

By putting all of the leathers into their own fake creature with no name value and only one material, that material becomes the default and no longer resides under a creature. So searching for "rigid chitinplate" is as simple as typing it instead of having to locate the blank named ANIMAL.

I stuck with using the LEATHER_EXOTIC because it was already in use and would make more sense, imo, to match up with all of the [REACTION_CLASS:LEATHER_EXOTIC] tokens used.


And I don't really know if I'm answering you correctly.  :)
« Last Edit: November 01, 2013, 10:32:19 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)

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #22 on: November 01, 2013, 10:35:51 pm »

Are you absolutely certain about the syntax like [USE_MATERIAL_TEMPLATE:LEATHER:CREATURE_MAT:ANIMAL_EXOTIC:LEATHER_EXOTIC] ?

Because [USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_EXOTIC_TEMPLATE] would make a lot more sense.
Oh yeah,   LEATHER_EXOTIC_TEMPLATE is only defined as a material but never 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)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: More of less Leather
« Reply #23 on: November 01, 2013, 10:41:09 pm »

Ok, I'm honestly confused now.

For example : [USE_MATERIAL_TEMPLATE:SINEW:CREATURE_MAT:ANIMAL_LEATHER:LEATHER] does show as this errorlog:
Quote
*** Error(s) found in the file "raw/objects/creature_beasts_masterwork.txt"
DRAGON_ENGINE:Unrecognized Material Template: CREATURE_MAT

All other USE_MATERIAL_TEMPLATE:LEATHER:CREATURE_MAT do the same. I fixed the errorlogs, but I am back to large stockpiles now, literally undoing everything you planned.

Easiest solution: Just send me your raws. They apparently work without an errorlog, so let me have a look. I might just drag&drop them into my raw folder and be done with it.  ;)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #24 on: November 01, 2013, 10:45:46 pm »

I am getting the same spam in my error logs. I hadn't checked them until you mentioned it above.
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)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: More of less Leather
« Reply #25 on: November 01, 2013, 10:57:25 pm »

Well... now what? ^^
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #26 on: November 01, 2013, 11:11:28 pm »

Here's my RAWs.  You'll see a couple of other things I've modded, but mostly just my cheats for joining guilds and removing some of the ITEMS_ARMOR, etc. that I never want a moody dwarf to produce.
http://dffd.wimbli.com/file.php?id=8107

All reactions are working. I've never had a problem with any of the tanning reactions.

And now I'll figure out what's happening in the error log.  :)
« Last Edit: November 01, 2013, 11:25:20 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)

MadeOfStarDust

  • Bay Watcher
  • Alone on the surface of an alien world
    • View Profile
Re: More of less Leather
« Reply #27 on: November 02, 2013, 12:00:50 am »

I think The game only recognizes USE_MATERIAL_TEMPLATE reactions that are formatted as [USE_MATERIAL_TEMPLATE:X:Y], where X is the item being defined and Y is the material template to be used. All other formats (such as the one used in the feathered and furred variations as well as the mythskin, deephide, sinew, and drakescale changes) throws up an error, since the game expects a template immediately after the thing being defined.

Oh, and I'm not sure if the mythskin and deephide are actually used, since the skinfuour and skinfive templates point to tough leather as their reaction products.
Logged
Also...
Why is there a flaming headless zombie version of you in our moat?

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #28 on: November 02, 2013, 12:47:59 am »

There are many uses of [USE_MATERIAL_TEMPLATE:XXXXX:CREATURE_MAT:ANIMAL:YYYYYY] in the mod already and they are not generating the error spam in the log.

I'm going to start on a clean 4c load and apply the changes again. Once completed I'll put them up on DFFD.


My bad, MadeOfStarDust, it looks like you are correct that it only takes a direct material template.

time for the thinking cap.....
« Last Edit: November 02, 2013, 01:57:36 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)

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: More of less Leather
« Reply #29 on: November 02, 2013, 04:11:55 am »

All fixed.  no errorlog.txt messages.

http://dffd.wimbli.com/file.php?id=8107

Changes made to a clean set of 4c RAWs.  All creatures available at embark butchered and sheared correctly with the tanner able to complete all appropriate reactions for handling the materials.

Scaleplate, chitinplate, shellplate, rigid scaleplate, feathers, tough leather, leather, fur, shear fur for hair and leather, combining *plates to make rigid *plate
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)
Pages: 1 [2] 3 4 5