![]() ![]() The name field is a small string used to identify the reagent within the reaction. modifiers.: Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them. material token: The material the item should be made of.item token: The type (and subtype) of the item you require.quantity: The amount of the item that will be used in the reaction.name: The name of the reagent, local to the reaction.You can define as many as you like within a reaction. They are the ingredients that the reaction will use. Specifying multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings. Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings (SOAP_MAKER, SCREW_PRESS, and anything you've added). 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. key: The keyboard shortcut used to queue up the reaction. ![]() name: The ID of the building where this reaction will appear in the tasks menu.Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions. Tan a hide, for example, is the name of the default leather-producing reaction. This can be anything at all, and is usually used to describe the reaction. A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours. The reaction identifier may be anything, so long as it is unique within the raw data files. adventure mode: (optional) If present, the reaction is used by the player in Adventure mode instead.automatic: (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.skill: (optional) The skill required and trained by the reaction.fuel: (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.products.: Zero or more products that are created from the reaction. reagents.: Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible. building: The building ID that the reaction uses, and the relevant keyboard shortcut.name: The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.identifier: The internal ID of the reaction.Generally speaking they adhere to the following structure: Reactions are found within reaction_x files (such as reaction_smelter or reaction_other). There are several bugs with Adventure mode reactions, chief of which is the fact that you cannot select liquid reagents. 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. 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 entity file to be usable by that civilization. 3 Material reaction products and reaction classes.
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