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Editing Reaction

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It says that the caller of the TAN_MAT hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). For example, skin taken from a butchered dog would be turned into dog leather. Change the SKIN_TEMPLATE MATERIAL_REACTION_PRODUCT to TAN_MAT:INORGANIC:GOLD instead and your tanner turns into Midas.  Use your imagination.
 
It says that the caller of the TAN_MAT hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). For example, skin taken from a butchered dog would be turned into dog leather. Change the SKIN_TEMPLATE MATERIAL_REACTION_PRODUCT to TAN_MAT:INORGANIC:GOLD instead and your tanner turns into Midas.  Use your imagination.
 
If the item you're creating should be made of the ''same'' material as the raw material you're using (e.g. if you're carving a log into a training spear), you can specify "NONE" instead of the MATERIAL_REACTION_PRODUCT code:
 
 
  [REACTION:MAKE WOODEN TRAINING SPEAR]
 
      [NAME:make wooden training spear]
 
      [BUILDING:CARPENTER:NONE]
 
      [REAGENT:log:1:WOOD:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
 
      [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR_TRAINING:'''GET_MATERIAL_FROM_REAGENT:log:NONE''']
 
      [SKILL:CARPENTRY]
 
  
 
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that "FIRED_MAT" should be connected to the "Clay" filter, and "CHEESE_MAT" is used when making [[cheese]] from [[milk]].
 
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that "FIRED_MAT" should be connected to the "Clay" filter, and "CHEESE_MAT" is used when making [[cheese]] from [[milk]].

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