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Editing 40d:Reactions

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{{av}}{{Quality|Exceptional}}
 
 
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.
 
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.
  
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[SMELTER] <-- Says the reaction is performed in the smelter. There are currently no other building tokens.
 
[SMELTER] <-- Says the reaction is performed in the smelter. There are currently no other building tokens.
 
===REAGENT===
 
===REAGENT===
Reagents come in three main types.
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Reagents come in two main types.
 
 
 
====Type 1====
 
====Type 1====
[REAGENT:<Quantity>:<[[Item token|ITEM_TOKEN]]>:<ITEM_SUBTYPE>:<[[Material token|MATERIAL_TOKEN]]>:<MATGLOSS>]
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[REAGENT:<Quantity>:<[[Item Token|ITEM_TOKEN]]>:<ITEM_SUBTYPE>:<[[Material_tokens|MATGLOSS_TOKEN]]>:<MATGLOSS_SUBTYPE>]
  
As with all raw entries the values here are separated by colons. This style of reaction has five variables.
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As with all raw entries the values here are separated by colons. This style of reaction has six variables.
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=====REAGENT=====
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This is always the string REAGENT
 
=====Quantity=====
 
=====Quantity=====
 
The number of items this reaction requires.
 
The number of items this reaction requires.
  
 
=====ITEM_TOKEN=====
 
=====ITEM_TOKEN=====
A value from the <[[Item token|ITEM_TOKEN]]> list for the item you want to make.
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A value from the <[[Item Tokens|ITEM_TOKEN]]> list for the item you want to make.
 
 
 
=====ITEM_SUBTYPE=====
 
=====ITEM_SUBTYPE=====
 
An item identifier from the raw file for this item type. For instance if you want to make gloves you would look in the item_gloves.txt file and find the name of one of the items there like ITEM_GLOVES_GLOVES. You would also need to set the ITEM_TOKEN to GLOVES.
 
An item identifier from the raw file for this item type. For instance if you want to make gloves you would look in the item_gloves.txt file and find the name of one of the items there like ITEM_GLOVES_GLOVES. You would also need to set the ITEM_TOKEN to GLOVES.
 
If you don't have a subtype to use just put "NONE".
 
If you don't have a subtype to use just put "NONE".
 
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=====MATGLOSS_TOKEN=====
=====MATERIAL_TOKEN=====
 
 
You put the general category of the material you want to use here.
 
You put the general category of the material you want to use here.
 
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=====MATGLOSS_SUBTYPE=====
=====MATGLOSS=====
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The specific type goes here. Like the ITEM_SUBTYPE, you can look up the possible values from the raws. The <[[Matgloss_tokens]]> page has information on where to find the subtype.
The specific type goes here. Like the ITEM_SUBTYPE, you can look up the possible values from the raws. The material COAL has two valid subtypes (COKE and CHARCOAL), and all other materials not defined in the raws should use NO_MATGLOSS.
 
  
 
====Type 2====
 
====Type 2====
[REAGENT:<Quantity>:REACTION_CLASS:<Class>]
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[REAGENT:1:REACTION_CLASS:FLUX] <-- Reaction_class can be replaced with METAL_ORE and possibly STONE_NAME and THREAD_METAL though those aren't used in the basic reaction types.
 
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Those are special cases that identify items that use the tags like [STONE_NAME:platinum nuggets] or [THREAD_METAL:ADAMANTINE:100] {{Verify}}
This permits the usage of any stone which contains a matching [[Stone token|REACTION_CLASS]] token. Normally, the only class used is FLUX to permit any of several types of stone to be used for making pig iron and steel.
 
 
 
====Type 3====
 
[REAGENT:<Quantity>:METAL_ORE:<Metal>]
 
  
This permits the usage of any stone which contains a matching [[Stone token|METAL_ORE]] token, useful for allowing one reaction to take any type of ore that yields a particular metal.
 
  
 
===PRODUCT===
 
===PRODUCT===
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE] <-- The end product(s) of the reaction. The first parameter is the percentage chance of producing that product - with a value less than 100, the product will sometimes simply not be produced. The second parameter is the amount of objects that will be created.  The rest is the same as in REAGENT.
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[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE] <-- The end product(s) of the reaction. The first parameter is the percentage of completion for that product.  Once it reach 100, one unit of the product will pop up. The second parameter is the amount of objects that will be created.  The rest is the same as in REAGENT.
  
 
===FUEL===
 
===FUEL===
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It is seemingly impossible to use extracts of any sort (liquid, powder, and so on) in smelter reactions. It likely won't show up on the job list at all and, if it does, will result in immediate cancellation when a dwarf tries to select it from the job queue. Extracts can be the product of a reaction but since they must be stored, they will immediately be "spilled" upon creation and be impossible to store and use.  
 
It is seemingly impossible to use extracts of any sort (liquid, powder, and so on) in smelter reactions. It likely won't show up on the job list at all and, if it does, will result in immediate cancellation when a dwarf tries to select it from the job queue. Extracts can be the product of a reaction but since they must be stored, they will immediately be "spilled" upon creation and be impossible to store and use.  
  
{{Category|Modding}}
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[[Category:Modding]]

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