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Editing v0.34:Reactions
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− | {{ | + | {{quality|Fine|09:41, 6 October 2010 (UTC)}} |
{{av}} | {{av}} | ||
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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 [[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 [[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. | + | 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 --> |
+ | |||
+ | 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}}. | ||
==Anatomy of a reaction== | ==Anatomy of a reaction== | ||
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The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction. If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building. | The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction. If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building. | ||
− | Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings | + | Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings. |
Specifying multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings. | Specifying multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings. | ||
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==== quantity ==== | ==== quantity ==== | ||
− | The quantity differs between item types. Generally speaking, cloth, thread, powder | + | The quantity differs between item types. Generally speaking, cloth, thread, powder and globs use numbers representing the size of material within one item, and everything else uses a static quantity. While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items. |
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be 150 / REAGENT <quantity> (rounding down) so that Reagent <quantity> of 3 gives 50 product and a <quantity> of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.] | Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be 150 / REAGENT <quantity> (rounding down) so that Reagent <quantity> of 3 gives 50 product and a <quantity> of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.] | ||
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|- | |- | ||
| [REACTION_CLASS:X] | | [REACTION_CLASS:X] | ||
− | | | + | | Detailed below the reaction anatomy section. |
|- | |- | ||
| [HAS_MATERIAL_REACTION_PRODUCT:X] | | [HAS_MATERIAL_REACTION_PRODUCT:X] | ||
− | | | + | | Detailed below the reaction anatomy section. |
|- | |- | ||
| [CONTAINS:X] | | [CONTAINS:X] | ||
− | | Reagent is a container that holds the specified reagent | + | | Reagent is a container that holds the specified reagent. |
|- | |- | ||
| [UNROTTEN] | | [UNROTTEN] | ||
| Reagent must not be rotten, mainly for organic materials. | | Reagent must not be rotten, mainly for organic materials. | ||
|- | |- | ||
− | + | | [CONTAINS_LYE] | |
− | | Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE | + | | Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. |
|- | |- | ||
| [POTASHABLE] | | [POTASHABLE] | ||
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|- | |- | ||
| [FIRE_BUILD_SAFE] | | [FIRE_BUILD_SAFE] | ||
− | | Reagent material must be | + | | Reagent material must be stable at temperatures below 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe. |
|- | |- | ||
| [MAGMA_BUILD_SAFE] | | [MAGMA_BUILD_SAFE] | ||
− | | Reagent material must be | + | | Reagent material must be stable at temperatures below 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe. |
|- | |- | ||
| [CAN_USE_ARTIFACT] | | [CAN_USE_ARTIFACT] | ||
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|- | |- | ||
| [USE_BODY_COMPONENT] | | [USE_BODY_COMPONENT] | ||
− | | Reagent must be a body part (CORPSE or CORPSEPIECE) | + | | Reagent must be a body part (CORPSE or CORPSEPIECE). |
|- | |- | ||
| [NO_EDGE_ALLOWED] | | [NO_EDGE_ALLOWED] | ||
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|- | |- | ||
| [HARD_ITEM_MATERIAL] | | [HARD_ITEM_MATERIAL] | ||
− | | | + | | Material has the [ITEMS_HARD] token. |
|- | |- | ||
| [NOT_PRESSED] | | [NOT_PRESSED] | ||
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====quantity==== | ====quantity==== | ||
− | Determines how many of the product will be produced | + | Determines how many of the product will be produced. |
− | |||
− | |||
====item token==== | ====item token==== | ||
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| SPIKES | | SPIKES | ||
| Item menaces with spikes of <material>. | | Item menaces with spikes of <material>. | ||
− | |||
− | |||
− | |||
|} | |} | ||
− | All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE | + | All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, and SEWN_IMAGE) are ignored. |
====material token==== | ====material token==== | ||
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==== skill ==== | ==== skill ==== | ||
− | The SKILL token determines what [[Skill token|skill]] the reaction requires and what skill it trains. | + | The SKILL token determines what [[Skill token|skill]] the reaction requires and what skill it trains. Multiple skills can be listed but only one will be used. |
==== automatic ==== | ==== automatic ==== | ||
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present. | The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present. | ||
− | |||
− | |||
==== adventure mode enabled ==== | ==== adventure mode enabled ==== | ||
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| 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. |
|- | |- | ||
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| FIRE_BUILD_SAFE | | FIRE_BUILD_SAFE | ||
| | | | ||
− | | Reagent must be considered fire safe - | + | | Reagent must be considered fire safe - ie. not wood, and not coal. |
|- | |- | ||
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|- | |- | ||
| HAS_MATERIAL_REACTION_PRODUCT | | HAS_MATERIAL_REACTION_PRODUCT | ||
− | | | + | | required reaction product |
− | | | + | | |
|- | |- | ||
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*Item Token | *Item Token | ||
*Material Token | *Material Token | ||
− | | Defines one of the products to be outputted by the reaction | + | | Defines one of the products to be outputted by the reaction |
|- | |- | ||
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|- | |- | ||
| REACTION_CLASS | | REACTION_CLASS | ||
− | | | + | | |
− | | | + | | |
|- | |- | ||
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{{Category|Modding}} | {{Category|Modding}} | ||
− |