v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Reactions
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
== Reaction differences between modes == | == Reaction differences between modes == | ||
− | In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it. | + | In [[Main:Fortress mode|Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Main:Entities|entity file]] to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[Main:wood|wood]] or [[Main:metal|metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it. |
− | In [[Adventure mode]], reactions are freely available via x > create, and any adventurer character can make free use of them. Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver. As of .10, there are several bugs with Adventure mode reactions, chief of which is the fact that you cannot select liquid reagents. <!-- reaction product tag works now, liquids and improvement quality dont --> | + | In [[Main:Adventure mode|Adventure mode]], reactions are freely available via x > create, and any adventurer character can make free use of them. Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver. As of .10, there are several bugs with Adventure mode reactions, chief of which is the fact that you cannot select liquid reagents. <!-- reaction product tag works now, liquids and improvement quality dont --> |
− | Prior to version 31.10, a reaction could only result in an object of base [[quality]]. However, in .10 items produced via reactions have been observed to have quality modifiers. The way skill factors into them has yet is the same as for normal items{{version|0.31.21}}. | + | Prior to version 31.10, a reaction could only result in an object of base [[Main:quality|quality]]. However, in .10 items produced via reactions have been observed to have quality modifiers. The way skill factors into them has yet is the same as for normal items{{version|0.31.21}}. |
==Anatomy of a reaction== | ==Anatomy of a reaction== | ||
Line 60: | Line 60: | ||
* ''[[#name|name]]'': The name of the reagent, local to the reaction. | * ''[[#name|name]]'': The name of the reagent, local to the reaction. | ||
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction. | * ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction. | ||
− | * ''[[#item_token|item token]]'': The type | + | * ''[[#item_token|item token]]'': The type of the item you require. |
* ''[[#material_token|material token]]'': The material the item should be made of. | * ''[[#material_token|material token]]'': The material the item should be made of. | ||
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them. | * ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them. | ||
Line 81: | Line 81: | ||
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT]) - they cannot be used in any other context. | For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT]) - they cannot be used in any other context. | ||
− | The item subtype is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file. | + | The item subtype is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you should set the subtype to NONE. Subtypes are the entities defined within the local raw data files and their exact names can be referenced by looking at the corresponding file. |
For backwards compatibility, reagents can also accept "METAL_ORE:metal_id" in place of both the item and material tokens - this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below). | For backwards compatibility, reagents can also accept "METAL_ORE:metal_id" in place of both the item and material tokens - this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below). | ||
Line 117: | Line 117: | ||
|- | |- | ||
| [NOT_WEB] | | [NOT_WEB] | ||
− | | | + | | States that the reagent must have been collected (to distinguish silk thread from webs). |
|- | |- | ||
| [WEB_ONLY] | | [WEB_ONLY] | ||
− | | | + | | States that the reagent must be undisturbed (to distinguish silk thread from webs). |
|- | |- | ||
| [EMPTY] | | [EMPTY] | ||
Line 126: | Line 126: | ||
|- | |- | ||
| [NOT_CONTAIN_BARREL_ITEM] | | [NOT_CONTAIN_BARREL_ITEM] | ||
− | | If the reagent is a container, it must not contain | + | | If the reagent is a container, it must not contain lye or milk. |
|- | |- | ||
| [BAG] | | [BAG] | ||
Line 132: | Line 132: | ||
|- | |- | ||
| [GLASS_MATERIAL] | | [GLASS_MATERIAL] | ||
− | | Reagent material must have the [IS_GLASS] token. All 3 types of | + | | Reagent material must have the [IS_GLASS] token. All 3 types of glass have this token hardcoded. |
|- | |- | ||
| [BUILDMAT] | | [BUILDMAT] | ||
− | | Reagent must be a general | + | | Reagent must be a general building component - BAR, BLOCKS, BOULDER, or WOOD. |
|- | |- | ||
| [FIRE_BUILD_SAFE] | | [FIRE_BUILD_SAFE] | ||
− | | Reagent material must be stable at temperatures below 11000. Currently broken - requires material's IGNITE_POINT to be set to "NONE". Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are | + | | Reagent material must be stable at temperatures below 11000. Currently broken - requires material's IGNITE_POINT to be set to "NONE". Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are rejected. |
|- | |- | ||
| [MAGMA_BUILD_SAFE] | | [MAGMA_BUILD_SAFE] | ||
− | | Reagent material must be stable at temperatures below 12000. Currently broken - requires material's IGNITE_POINT to be set to "NONE". Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are | + | | Reagent material must be stable at temperatures below 12000. Currently broken - requires material's IGNITE_POINT to be set to "NONE". Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are rejected. |
|- | |- | ||
| [CAN_USE_ARTIFACT] | | [CAN_USE_ARTIFACT] | ||
Line 147: | Line 147: | ||
|- | |- | ||
| [WORTHLESS_STONE_ONLY] | | [WORTHLESS_STONE_ONLY] | ||
− | | Reagent material must be non- | + | | Reagent material must be non-economic. |
|- | |- | ||
| [ANY_PLANT_MATERIAL] | | [ANY_PLANT_MATERIAL] | ||
Line 183: | Line 183: | ||
|- | |- | ||
| [USE_BODY_COMPONENT] | | [USE_BODY_COMPONENT] | ||
− | | Reagent must be a body part | + | | Reagent must be a body part. |
|- | |- | ||
| [NO_EDGE_ALLOWED] | | [NO_EDGE_ALLOWED] | ||
− | | Reagent must not | + | | Reagent must not be sharpened (used for knapping). |
|- | |- | ||
| [NOT_ENGRAVED] | | [NOT_ENGRAVED] | ||
Line 319: | Line 319: | ||
==== skill ==== | ==== skill ==== | ||
− | The SKILL token determines what [[Skill | + | The SKILL token determines what [[Main:Skill tokens|skill]] the reaction requires and what skill it trains. Multiple skills can be listed but only one will be used. |
==== automatic ==== | ==== automatic ==== | ||
Line 464: | Line 464: | ||
| DOES_NOT_DETERMINE_PRODUCT_AMOUNT | | DOES_NOT_DETERMINE_PRODUCT_AMOUNT | ||
| | | | ||
− | | | + | | Setting this dis-allows the quantity of a reagent (probably first in the list) to determine the output quantity. Used where the input is a stack, e.g. liquids in a barrel. |
|- | |- | ||
Line 616: | Line 616: | ||
* name/id | * name/id | ||
* quantity | * quantity | ||
− | * | + | * item token (and subtoken) |
− | * | + | * material token (and subtoken) |
| Requires a given reagent as an input for a reaction | | Requires a given reagent as an input for a reaction | ||
Line 647: | Line 647: | ||
|} | |} | ||
− | + | [[Category:DF2010:Modding]] |