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Author Topic: On Leather/Cloth, Armed Civilians, and Dresses  (Read 5226 times)

Grimlocke

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #15 on: February 11, 2016, 05:59:26 am »

Tissue volume calculation is actually already in the game and implemented on things like meat and bones. Why this was not extended to leather I don't know but I think there is a mod that basically changes the skin butchery to yield a varying amounts.
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stormyseasons

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #16 on: February 11, 2016, 07:04:39 am »

I do not suppose you have a link to that mod?
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Grimlocke

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #17 on: February 11, 2016, 08:03:55 am »

Rats. I can't find it anywhere. I'm absolutely sure I read a discussion about it some time ago (a year-ish? not sure), and reasonably sure someone at least had a working prototype.

Searching for 'tanning' and 'leather' yields nothing relevant from the mods section.

I get the feeling it might be a feature in a larger mod. I thought it was an optional for modest mod but as it turns out its not. Maybe its somewhere in one of the masterwork mod packs for the older versions...

Gah this is annoying. Might be an idea to make a thread in the modding section to ask about where this stranded because it was a pretty neat idea.


EDIT: Scratch all that, found it! http://www.bay12forums.com/smf/index.php?topic=122003.0

Aaand its kinda ancient, from Jan 2013. Bit older than I thought but it might actually still work with the recent version since not all that much was changed where the mod does its magic.
« Last Edit: February 11, 2016, 08:20:01 am by Grimlocke »
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FantasticDorf

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #18 on: February 11, 2016, 09:25:18 am »

Rearing animals specifically for meat and leather is a waste if you just want the leather. Better application would be to retire quickly maturing war animals that have gotten greviously injured in battle and hunt instead of rearing livestock. Alternatively capturing wild animals, and dropping them onto stacked glass+ giant disc traps (via a 1x1 5 deep optimally shaft with a hatch) to sever them into as many pieces as possible (therefore allowing body part collection & tanning) is a option.
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Sanctume

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #19 on: February 11, 2016, 09:51:20 am »

Rats. I can't find it anywhere. I'm absolutely sure I read a discussion about it some time ago (a year-ish? not sure), and reasonably sure someone at least had a working prototype.

Searching for 'tanning' and 'leather' yields nothing relevant from the mods section.

I get the feeling it might be a feature in a larger mod. I thought it was an optional for modest mod but as it turns out its not. Maybe its somewhere in one of the masterwork mod packs for the older versions...

Gah this is annoying. Might be an idea to make a thread in the modding section to ask about where this stranded because it was a pretty neat idea.


EDIT: Scratch all that, found it! http://www.bay12forums.com/smf/index.php?topic=122003.0

Aaand its kinda ancient, from Jan 2013. Bit older than I thought but it might actually still work with the recent version since not all that much was changed where the mod does its magic.

More hides would mean more parchments too for books.

Kioku

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #20 on: February 11, 2016, 10:02:42 am »

Is there any advantage of parchment over paper?  I have a couple hundred cloth, so I'm not threshing the pig tails right now, and it's going to be nigh impossible to run out of food or drink any time in the next few years, so I just started slurrying some of the pig tails for paper.

But yeah, I'm /hopefully/ getting all the leather I need from trading.  Hopefully.  Considering that one barrel of prepared food somehow is worth 20 bins of leather...
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FantasticDorf

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #21 on: February 11, 2016, 12:03:15 pm »

Is there any advantage of parchment over paper?  I have a couple hundred cloth, so I'm not threshing the pig tails right now, and it's going to be nigh impossible to run out of food or drink any time in the next few years, so I just started slurrying some of the pig tails for paper.

But yeah, I'm /hopefully/ getting all the leather I need from trading.  Hopefully.  Considering that one barrel of prepared food somehow is worth 20 bins of leather...

Parchment carries over the animal value modifiers, making books quite valuable in some instances due to multiple high quality pages (and masterfully dyed thread if you can access it before it is consumed by weavers/hospitals) all bound together in a high quality book cover hopefully written or scribed in by someone competent.

However there is a long and resource expensive process for making parchment that should be taken into consideration.
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Sanctume

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #22 on: February 11, 2016, 12:11:26 pm »

Flux Stone -> Kiln = Quicklime.
Hide (leather) + Quicklime -> Tanner = Parchment Sheets


Kneenibble

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #23 on: February 11, 2016, 12:14:51 pm »

*Quicklime + bucket -> Ashery = Milk of Lime.
*[Untanned] skin + Milk of Lime = Parchment sheet.

The tricky part for me is turning off auto-tan and getting the sheet made before the skin rots.
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Niddhoger

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #24 on: February 11, 2016, 02:00:13 pm »

Alternatively capturing wild animals, and dropping them onto stacked glass+ giant disc traps (via a 1x1 5 deep optimally shaft with a hatch) to sever them into as many pieces as possible (therefore allowing body part collection & tanning) is a option.

I actually discovered this the hard way.  I was live-training my axe-users in the caverns.  After setting them to work on a group of 15 crundels, I realized I needed more butchers...

I think I needed 5 going full on to keep the various parts from rotting in time. 
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PatrikLundell

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #25 on: February 11, 2016, 03:59:12 pm »

I've seen killing reanimated skin results in multiple skins, so you say each body part provides one skin? Interesting (although I'm probably too lazy to actually act on it).
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FantasticDorf

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #26 on: February 11, 2016, 04:22:50 pm »

Breeding giant rats or giant mole dogs for this reason is as good a reason as any because they live short lives, breed well with no food & little space and throwing them into the grinder will kill them easily unlike a larger animal that might survive the fall. As long as you have a repeater or a lever attached, it should be safe to just re-dump dead once deceased.
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Saiko Kila

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #27 on: February 11, 2016, 04:36:46 pm »

A few years back I made a drop tower solely for the purpose of obtaining more skins. Exploded wild animal = many skins. Which is logical, in a sense.

Of course, the better way would be the one used by the game UnReal World. There every animal has a hide of different weight, based on size, and every job related to hide working, like crafting or repairs, uses a certain mass (weight) of leather, depending mainly on weight of crafted items. If you want, you can use leather of dozens of squirrels to make a squirrel cloak... Or a part of leather of one bear. There are also differences in properties of different leathers (bears are warmer for example), but I'm not sure how repairs with varying hides are handled. Anyway, that solution is something to take into consideration in future of DF.
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Kioku

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #28 on: February 12, 2016, 07:55:32 am »

Parchment carries over the animal value modifiers, making books quite valuable in some instances due to multiple high quality pages (and masterfully dyed thread if you can access it before it is consumed by weavers/hospitals) all bound together in a high quality book cover hopefully written or scribed in by someone competent.

This is actually more of a reason not to do it for me, than to do it.  I don't want to increase value any more than necessary.
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FantasticDorf

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Re: On Leather/Cloth, Armed Civilians, and Dresses
« Reply #29 on: February 12, 2016, 08:29:38 am »

I had a thought. Octopii have eight legs and are pretty much the leather giving GCS of the sea.

If you could artificially breed them (no child stage in vanilla), then drop/dismember at great height you'd have the proceeds of 8 legs + additional body parts to turn into leather. Things with multiple legs/arms (evil jungle stranglers come to mind) are a must.
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