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:
[list] - 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
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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:
[list] - 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
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With thanks to:
- wep of wepfont.com for Atmospheric font
- Fluffysminion for the graphics
Links:


