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Author Topic: Grouping items of different materials  (Read 477 times)

El Bandano

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Grouping items of different materials
« on: November 16, 2009, 10:20:07 am »

Hi,
I'm trying to find out how many pieces of leather armor I have, but they are all made from different kinds of leather so when I look at the stocks screen I always have to search the whole list.

Is there a way to see how many items you have, no matter what material they are?

Or is it possible to filter the items? A bit like how you can filter what items a stockpile accepts.

Thanks
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hitto

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Re: Grouping items of different materials
« Reply #1 on: November 16, 2009, 12:21:07 pm »

Sadly no, you have to go through pages and pages of longnose gar and lizardman leather.
The most reliable "filter" is to dump the offenders.
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El Bandano

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Re: Grouping items of different materials
« Reply #2 on: November 16, 2009, 05:48:08 pm »

 :(..

Is there a way to mod the game and remove the different types of leather? So that all creatures drop, and the caravans sell the same kind of leather?
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Quietust

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Re: Grouping items of different materials
« Reply #3 on: November 16, 2009, 05:57:18 pm »

If you modified (almost) every creature to have [NOSKIN], it would presumably prevent leather from being made from said creatures. Just don't remove it from every creature, or you might end up with your dwarves freezing to death in clouds of boiling leather.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

darthbob88

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Re: Grouping items of different materials
« Reply #4 on: November 16, 2009, 09:36:46 pm »

If you modified (almost) every creature to have [NOSKIN], it would presumably prevent leather from being made from said creatures. Just don't remove it from every creature, or you might end up with your dwarves freezing to death in clouds of boiling leather.
??? All right, how would that happen?

And no, I cannot see any way to turn any skin into generic "leather", because the names and values of leather and bones appear to be derived from the animal they come from, much like how rock and metal blocks are based on the material they're made from.
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Malicus

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Re: Grouping items of different materials
« Reply #5 on: November 16, 2009, 10:14:40 pm »

Because if there is no creature with leatherable skin defined, you will end up with generic leather.  Generic leather won't have the properties it would inherit from the creature it comes from, so it does...  interesting things.  Like boiling instantly.

This generic stuff happens with stone, too, I recall, but with less disasterous results.  I forget exactly what the results are, though.
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bluea

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Re: Grouping items of different materials
« Reply #6 on: November 16, 2009, 10:43:32 pm »

I make custom leather stockpiles that only allow the specified types. Then the room full of stockpiles itself is sort of a visual histograph of types.
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Flaede

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Re: Grouping items of different materials
« Reply #7 on: November 16, 2009, 10:51:33 pm »

The only potential solution I can think of:

if you modded EVERY creature to ALL drop the corpse of a modded in creature named (say) "Generic", then all leather YOU made would be "Generic" leather...

...except I am not sure the custom copse-drop stuff allows for dropping normal-sized corpses, it may only allow vermin-corpses, like smelting does.

this would also have the result of making everything "generic bones" and "Generic meat".
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There are many issues with this statement.
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