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Difference between revisions of "Skin"

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{{migrated article}}
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{{Quality|Exceptional}}
{{Quality|Unrated}}
 
 
{{av}}
 
{{av}}
 
:''This article refers to "hide" in terms of the skin of a creature, for the article on hiding items and buildings, see [[cv:Hide_Items_or_Buildings|Hide Items or Buildings]].''
 
:''This article refers to "hide" in terms of the skin of a creature, for the article on hiding items and buildings, see [[cv:Hide_Items_or_Buildings|Hide Items or Buildings]].''
 
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[[File:skin_preview.png|right]]'''Skin''' is a tissue layer common to most [[creature]]s. Different types of creatures have different types of skin.
[[File:skin_texture.jpg|thumb|230px|right|Skin texture.]]
 
[[File:fish_scales.jpg|thumb|230px|right|Fish scales, another type of skin.]]
 
[[File:chitin_view.jpg|thumb|230px|right|Insect chitin, yet another type of skin.]]'''Skin''' is a tissue layer common to most [[creature]]s. Different types of creatures have different types of skin.
 
 
* Most mundane creatures have raw hide, which displays in-game as '''skin'''. This is the only type that can be tanned into leather.
 
* Most mundane creatures have raw hide, which displays in-game as '''skin'''. This is the only type that can be tanned into leather.
 
* Arthropod creatures have untannable '''chitin'''. Much tougher than normal skin, chitin serves as the skeleton of most creatures that have it, meaning damage immediately affects structural function.
 
* Arthropod creatures have untannable '''chitin'''. Much tougher than normal skin, chitin serves as the skeleton of most creatures that have it, meaning damage immediately affects structural function.
 
* Reptilian creatures and fish generally have untannable '''scales'''. Somewhat tougher than ordinary skin, scales slightly reduce damage from weaker sources.
 
* Reptilian creatures and fish generally have untannable '''scales'''. Somewhat tougher than ordinary skin, scales slightly reduce damage from weaker sources.
 
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Skins (both fresh and rotten) are stored in a [[refuse]] [[stockpile]] under the names "fresh raw hide" and "rotten raw hide" respectively in the stockpile menu. Each butchering job produces a single skin, but tanning a hide may produce multiple pieces of leather, depending on the creature's size.
Skins (both fresh and rotten) are stored in a [[refuse]] [[stockpile]]. Each butchering job produces a single skin, and tanning a hide only a single piece of leather, regardless of the creature (or body part) size{{bug|3732}}.
 
  
 
== Skin uses ==
 
== Skin uses ==
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{{main|Leather}}
 
{{main|Leather}}
 
Leather is used to make low-grade [[armor]] and [[clothing]]. Leather is also used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], [[trade good|crafts]] and [[decorate|decorations]]. The process of making and using leather is part of the [[meat industry]], rather than the [[clothing industry]].
 
Leather is used to make low-grade [[armor]] and [[clothing]]. Leather is also used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], [[trade good|crafts]] and [[decorate|decorations]]. The process of making and using leather is part of the [[meat industry]], rather than the [[clothing industry]].
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{| class="wikitable sortable"
 +
|+ Leather items per raw hide
 +
|-
 +
! Animal !! Leather per adult
 +
|-
 +
| Dog || 1
 +
|-
 +
| Cat || 1
 +
|-
 +
| Mule || 2
 +
|-
 +
| Donkey || 1
 +
|-
 +
| Horse || 2
 +
|-
 +
| Cow || 2
 +
|-
 +
| Sheep || 1
 +
|-
 +
| Pig || 1
 +
|-
 +
| Goat || 1
 +
|-
 +
| Water buffalo || 2-3
 +
|-
 +
| Reindeer || 1
 +
|-
 +
| Yak || 2
 +
|-
 +
| Llama || 1
 +
|-
 +
| Alpaca || 1
 +
|-
 +
| Rabbit || 0
 +
|}
  
 
== Modding scales to be usable in leatherworking ==
 
== Modding scales to be usable in leatherworking ==
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If you want to make items out of scale or chitin, add these tokens to SCALE_TEMPLATE or CHITIN_TEMPLATE in material_template_default.txt in the game [[raw file|raw]]s:
 
If you want to make items out of scale or chitin, add these tokens to SCALE_TEMPLATE or CHITIN_TEMPLATE in material_template_default.txt in the game [[raw file|raw]]s:
  
<div style="height:100px; overflow:auto;"><pre>
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<div style="height:100px; overflow:;"><pre>
 
[LEATHER]
 
[LEATHER]
 
[ITEMS_LEATHER]
 
[ITEMS_LEATHER]
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This will make butchering yield several sheets of the creature's scale that are usable in leatherworking, instead of regular unusable scales.
 
This will make butchering yield several sheets of the creature's scale that are usable in leatherworking, instead of regular unusable scales.
  
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==Gallery==
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<gallery widths="200px" heights="200px" position="center">
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File:skin_texture.jpg|Skin texture.
 +
File:fish_scales.jpg|Fish scales, another type of skin.
 +
File:chitin_view.jpg|Insect chitin, yet another type of skin.
 +
</gallery>
 
== See also ==
 
== See also ==
 
*[[Leather]]
 
*[[Leather]]

Latest revision as of 11:13, 1 September 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

This article refers to "hide" in terms of the skin of a creature, for the article on hiding items and buildings, see Hide Items or Buildings.
Skin preview.png

Skin is a tissue layer common to most creatures. Different types of creatures have different types of skin.

  • Most mundane creatures have raw hide, which displays in-game as skin. This is the only type that can be tanned into leather.
  • Arthropod creatures have untannable chitin. Much tougher than normal skin, chitin serves as the skeleton of most creatures that have it, meaning damage immediately affects structural function.
  • Reptilian creatures and fish generally have untannable scales. Somewhat tougher than ordinary skin, scales slightly reduce damage from weaker sources.

Skins (both fresh and rotten) are stored in a refuse stockpile under the names "fresh raw hide" and "rotten raw hide" respectively in the stockpile menu. Each butchering job produces a single skin, but tanning a hide may produce multiple pieces of leather, depending on the creature's size.

Skin uses[edit]

Raw skin can be processed at a tanner's shop by a dwarf with the tanning labor enabled in order to produce leather, or a dwarf with the tanner labor enabled can bring a skin and a bucket of milk of lime to a tanner's shop to produce a sheet of parchment. Skins are automatically tanned if the "Auto tan" order is enabled. If skins are not tanned automatically, you can use your manager to automatically queue "Tan a Hide" jobs, or manually queue jobs from a tanner's shop. Scales and chitin cannot be tanned (aside from shenanigans being done).

Leather[edit]

Main article: Leather

Leather is used to make low-grade armor and clothing. Leather is also used to make bags, quivers, backpacks, waterskins, clothing, shields, armor, crafts and decorations. The process of making and using leather is part of the meat industry, rather than the clothing industry.

Leather items per raw hide
Animal Leather per adult
Dog 1
Cat 1
Mule 2
Donkey 1
Horse 2
Cow 2
Sheep 1
Pig 1
Goat 1
Water buffalo 2-3
Reindeer 1
Yak 2
Llama 1
Alpaca 1
Rabbit 0

Modding scales to be usable in leatherworking[edit]

If you want to make items out of scale or chitin, add these tokens to SCALE_TEMPLATE or CHITIN_TEMPLATE in material_template_default.txt in the game raws:

	[LEATHER]
	[ITEMS_LEATHER]
	[BUTCHER_SPECIAL:SKIN_TANNED:NONE]

This will make butchering yield several sheets of the creature's scale that are usable in leatherworking, instead of regular unusable scales.

Gallery[edit]

See also[edit]

"Skin" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: salul
Elven: tipi
Goblin: duspbu
Human: lubbe
More: GemsMetalsStones
Creature
BloodBoneCartilageCheeseChitinEggFatFeatherHair (WoolYarn) • HoofHornIchorLeatherMilkMeatNailNervous tissueOrgansParchmentPearlScaleShellSilkSkinSpitSweatTallowTearsToothWax
Plant
Fiber (PaperSlurry) • FlowerFruitLeafOil • Plant powders (DyeFlourSugar) • Seed (Press cake) • Wood
Creature/Plant
Inorganic
Hardcoded
AmberAshCoralFilthFuelGlassGrimeIceLyeMagmaMudPearlashPotashSaltUnknown substanceVomitWater
See also: Material science