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Difference between revisions of "40d:Reactions"
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− | Reactions currently control the actions of the [[smelter]] building. They consist of at least one reagent and one product. | + | Reactions currently control the actions of the [[smelter]] building. They consist of at least one reagent and one product. Eventually the goal is to include all buildings and their actions within the raws. |
+ | |||
+ | You may have multiple reagents and products within a reaction. By including a product that replaces a consumed reagent, you could create things like tools and catalytic reactions. | ||
---- | ---- | ||
+ | Anatomy of a Reaction: | ||
− | |||
− | [NAME:make | + | [REACTION:BITUMINOUS_COAL_TO_COKE] <-- The name of the reaction. Not referenced elsewhere yet, but must be unique. |
+ | |||
+ | [NAME:make coke from bituminous coal] <-- What appears in the game when the necessary reagents are available. | ||
[SMELTER] <-- Says the reaction is performed in the smelter. Are there other tokens yet? | [SMELTER] <-- Says the reaction is performed in the smelter. Are there other tokens yet? | ||
− | [REAGENT:1: | + | [REAGENT:1:STONE:NO_SUBTYPE:STONE:COAL_BITUMINOUS] <-- First parameter after REAGENT is the number of this item the reaction needs. The second is an [[Item Token]], for instance BAR for metal bars. The third is the subtype, if applicable. Fourth is the matgloss class - probably only PLANT, STONE, METAL, COAL, and WOOD, although there may be more lurking. The last is the name of the material in the matgloss files. |
[REAGENT:1:REACTION_CLASS:FLUX] <-- Any object with the token of [REACTION_CLASS:FLUX] may be used here. It might be possible to add reaction classes arbitrarily. | [REAGENT:1:REACTION_CLASS:FLUX] <-- Any object with the token of [REACTION_CLASS:FLUX] may be used here. It might be possible to add reaction classes arbitrarily. | ||
− | [ | + | [PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE] <-- The end product(s) of the reaction. The first parameter might be probability of success. The rest is the same as in REAGENT. |
+ | |||
+ | [FUEL] <-- Says the reaction uses fuel. | ||
− | + | ---- | |
− | |||
[[Category:Modding]] | [[Category:Modding]] |
Revision as of 05:02, 3 November 2007
Reactions currently control the actions of the smelter building. They consist of at least one reagent and one product. Eventually the goal is to include all buildings and their actions within the raws.
You may have multiple reagents and products within a reaction. By including a product that replaces a consumed reagent, you could create things like tools and catalytic reactions.
Anatomy of a Reaction:
[REACTION:BITUMINOUS_COAL_TO_COKE] <-- The name of the reaction. Not referenced elsewhere yet, but must be unique.
[NAME:make coke from bituminous coal] <-- What appears in the game when the necessary reagents are available.
[SMELTER] <-- Says the reaction is performed in the smelter. Are there other tokens yet?
[REAGENT:1:STONE:NO_SUBTYPE:STONE:COAL_BITUMINOUS] <-- First parameter after REAGENT is the number of this item the reaction needs. The second is an Item Token, for instance BAR for metal bars. The third is the subtype, if applicable. Fourth is the matgloss class - probably only PLANT, STONE, METAL, COAL, and WOOD, although there may be more lurking. The last is the name of the material in the matgloss files.
[REAGENT:1:REACTION_CLASS:FLUX] <-- Any object with the token of [REACTION_CLASS:FLUX] may be used here. It might be possible to add reaction classes arbitrarily.
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE] <-- The end product(s) of the reaction. The first parameter might be probability of success. The rest is the same as in REAGENT.
[FUEL] <-- Says the reaction uses fuel.