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Cyanobot's Leather Overhaul

Cyanobot's Leather Overhaul mod preview for RimWorld

Yes, it's another leather-tanning production chain mod.

Yes, it's another leather-tanning production chain mod.

This actually started life as a set of patches for Owlchemist's Simple Chains: Leather, but it grew more features as I worked on it until I decided it was just easier for it to be its own mod -- which also allowed me to move to C# instead of XML patches for a lot of the heavy lifting.

Features:


  • tanning production chain: animals drop raw hides which are processed in a tanning vat into leathers
  • tanning is a neolithic technology, it starts unlocked for the classic start but not for the default tribal starts
  • the tanning vat may be fuelled with:
  • tannin, made from wood logs at a campfire or stove
  • tanning solution, made from chemfuel at the refinery

• hides are generated automatically from leather defs, so modded leathers are automatically handled even if not explicitly patched for
• untanned hides can be used for neolithic apparel and some neolithic buildings, but they are weaker than their tanned equivalents and cause negative "stinking hides" thoughts
• woolly hides can be shorn at a butcher table to get the wool and the leather separately, or they can be tanned as-is into a warm woolskin
  • the amount of wool on a hide is calculated from the wool growth of the animal at the time of death
  • if the wool growth is very low, the animal drops a non-woolly leather instead of the woolly hide

• vanilla leathers (and many modded leathers) overhauled into the following types:
  • lightleather = lightleather, dog leather
  • plainleather = plainleather, pig leather
  • thick leather = elephant leather, rhinoceros leather
  • camelhide = camelhide
  • birdskin = birdskin
  • soft fur = guinea pig fur, also many small mammals that previously gave lightleather
  • fur = wolf fur, panthera fur, fox fur
  • heavy fur = heavy fur, bear fur
  • polar fur = extremely warm, drops from polar bears and some modded polar animals
  • woolskin = sheep, muffalo, etc (see wool mechanics above)
  • luxury fur = chinchilla fur
  • light scale = fairly weak but beautiful for small animals that would drop lizardskin
  • heavy scale = tough leather for large animals that would drop lizardskin
  • human leather = human leather (can't have rimworld without human leather)
  • thrumbo fur = thrumbo fur
  • dread leather = dread leather



Upcoming features:


  • industrial tanning vat


Compatibility:


  • not really safe to add or remove from existing saves, might be fine (with some errors) but attempt at your own risk
  • automatic compatibility with modded animals, leathers, and wools:
  • animals automatically drop the raw hide associated with their pre-existing leatherDef
  • (although without explicit patches, some animals that should be furry may drop plain hide, etc)
  • modded leathers automatically generate a corresponding raw hide
  • (without explicit patches, new leathers will not be folded into the broad categories above)
  • modded wools automatically generate a corresponding woolly hide that can be shorn
  • (without explicit patches the shorn and tanned leathers associated with the wool hide will take default values, which may not seem quite right for exotic animals)

• any neolithic apparel that can be made from leather should automatically also be possible to make from raw hides
• explicit patches for a number of mods, see here for full list
not compatible with Medieval Overhaul due to overlapping content
• if you use Animals Logic, you will probably want to turn that mod's "Harvest wool when butchering" off to avoid duplicate wool availability


With thanks to:


- wep of wepfont.com for Atmospheric font
- Fluffysminion for the graphics

Links: