RimWorld

RimWorld

Luxe Fur
24 Comments
Hydromancerx 10 Aug, 2021 @ 3:23pm 
1.3?
Hydromancerx 9 Oct, 2020 @ 2:34pm 
@trublucaribou - Thanks!
trublucaribou  [author] 9 Oct, 2020 @ 1:56pm 
@Hyfromancerx - I have patched it so that for anyone running the Raccoon Hat mod, raccoons will drop raccoon fur, in line with that mod creator's intentions.
trublucaribou  [author] 9 Oct, 2020 @ 12:15pm 
@NcRaiders - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2252798130 I have created that leather consolidation! :)
Hydromancerx 9 Oct, 2020 @ 9:59am 
Can you patch so the Raccoon hat can use Coarse Fur?

Raccoon Hat
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2177778557
GreenSkye 28 Sep, 2020 @ 1:09pm 
Super excited about a complete leather consolidation mod that still keeps in some variety.
NcRaiders 24 Sep, 2020 @ 5:03pm 
@trublucaribou Wow that is awesome. Thank you so much for the work. I honestly wasn't sure if my request was reasonable enough as to make it possible without breaking the game balance to much.
trublucaribou  [author] 24 Sep, 2020 @ 6:50am 
@ncraiders - just another update, I have the extended optimized leathers mod almost finished. It is currently bugging out with a) elephant leather and b) pigskin, so I've posted in the Ludeon forums to try to get some help.
trublucaribou  [author] 20 Sep, 2020 @ 12:12pm 
@ncraiders I am currently working on your request. It's a lot to do and I just finished core animals. Moving on to the basic animal expansions and then I should have it ready to release.
Kayedon 14 Sep, 2020 @ 1:13pm 
It can be added mid-save! You'll likely get an error and lose any guinea pig fur on the map, but as everything else is just changing defs to determine what leather animals have, shouldn't be any add mid-save issues. I certainly didn't experience any.
trublucaribou  [author] 14 Sep, 2020 @ 1:10pm 
@okoyum - I unfortunately have not tested it for that yet. If you find out, let me know!
okoyum 14 Sep, 2020 @ 8:33am 
This looks great! Can it be added mid-save?
Erin 14 Sep, 2020 @ 7:53am 
Thank you very much! <3
trublucaribou  [author] 14 Sep, 2020 @ 6:27am 
@Erin Thank YOU for your mods! I love them!
Erin 14 Sep, 2020 @ 6:04am 
Oh hey I didn't even realise this was a thing! Thanks for including my animals. <3
NcRaiders 13 Sep, 2020 @ 11:16pm 
@trublucaribou - I was doing some looking on the rimworld wiki earlier and noticed that there are several skin types that are either identical in values or are so similar i dont feel it would change to much in the way of balance.

for some examples
Megasloth & Muffalo wool have identical values.
plainleather and dog leather only differ by like 2 points in cold insulation.
blufur and fox fur are also identical.

I do understand the balance aspect to a certain degree but there are several of each material type that are so close to identical that one really isn't any better than the others. There is roughly 20 leathers in the game of those 12 are unique as far as sharp and blunt armor values are concerned. There is 4 wool types and they only differ in insulation values. Sorry for the slightly long message but i wanted to try and explain my thought process on potentially consolidating some of the various leather and wool materials.
trublucaribou  [author] 13 Sep, 2020 @ 7:40pm 
@NcRaiders - which animals were you thinking of consolidating? Things like bearskin or heavy fur have obvious benefits, while (in my opinion) things like wolfpelt or panthera fur don't have as obvious as benefits. The issue is, if I go too crazy with messing around with the leathers, it could really throw off the game balance, as I'm assuming Tynan put a lot of thought into the current balance.
NcRaiders 13 Sep, 2020 @ 9:02am 
This is a great mod. Helps to cut down on all the extra stacks in stock piles. have you thought about doing the same with the larger animals as well? It is really annoying to have a stockpile for all the various types of leathers and wool the larger animals drop. Again thanks for the great mod.
Kayedon 12 Sep, 2020 @ 7:51pm 
I look forward to seeing what over mods you come up with! :)
trublucaribou  [author] 12 Sep, 2020 @ 7:37pm 
@Kayedon Thank you for the tips! I went ahead and updated the mod to match your suggestion, so it shouldn't throw an error message anymore if you're missing any of the mods. Thank you so much! I appreciate the help.
Kayedon 12 Sep, 2020 @ 1:58pm 
Also, I would recommend using the Class "PatchOperationFindMod" to avoid Red loading errors. This allows you to only run the patch if the mod is loaded, rather than running all patches and having Rimworld complain you're trying to edit things that don't exist.

https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationFindMod

I've given you an award just to make up for me leaving this comment. :)

Kayedon 12 Sep, 2020 @ 1:38pm 
I just recently added Soft Warm Beds to my save, then I discovered this! I love it! I'm totally down for more fur/leather consolidation haha. I already have to use Optimization: Meat to make the annoyingly redundant meat types added by the VAE series tolerable.
trublucaribou  [author] 11 Sep, 2020 @ 8:11am 
To remove an individual animal from this mod, go to Luxe Fur in your mods, Patches folder, Races_Core file, open in a basic textbox editor, and remove the operation that references Guinea Pig. 7 lines of text in total should be removed.
2qhurda9 10 Sep, 2020 @ 10:06am 
Honestly, I would rather have the guinea pig fur.