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Editing v0.34:Reactions

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{{Quality|Superior|19:56, 28 August 2013 (UTC)}}
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{{quality|Fine|09:41, 6 October 2010 (UTC)}}
 
{{av}}
 
{{av}}
  
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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 (SOAP_MAKER, SCREW_PRESS, and anything you've added).
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Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, SOAP_MAKER, SCREW_PRESS, 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, bars 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.
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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]
| Reagent material must have the specified reaction class - see below for more details.
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| Detailed below the reaction anatomy section.
 
|-
 
|-
 
| [HAS_MATERIAL_REACTION_PRODUCT:X]
 
| [HAS_MATERIAL_REACTION_PRODUCT:X]
| Reagent material must have the specified material reaction product - see below for more details.
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| Detailed below the reaction anatomy section.
 
|-
 
|-
 
| [CONTAINS:X]
 
| [CONTAINS:X]
| Reagent is a container that holds the specified reagent (where ''X'' is the [[#name|name]] of the reagent).
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| 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.
 
|-
 
|-
| style="vertical-align: top"| [CONTAINS_LYE]
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| [CONTAINS_LYE]
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &mdash; note the colon &mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).
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| 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 solid and stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.
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| 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 solid and stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.
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| 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). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item.
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| 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]
| Reagent material must have [ITEMS_HARD].
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| 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. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, LEAVES, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.
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Determines how many of the product will be produced.
 
 
If a reaction can take stacks of input items, then it will attempt to perform the reaction enough times to consume as many full sets of reagents as it can - for example, if a reaction "1 piece of meat + 2 pieces of fish -> 3 pieces of cheese" is given a stack of 5 meat and 5 fish, it will produce 6 pieces of cheese and leave 3 meat and 1 fish behind. Using the token DOES_NOT_DETERMINE_PRODUCT_AMOUNT allows a reagent to be excluded from this calculation - for example, with the reaction "1 plant + 1 barrel -> 5 alcohol (into barrel)", using this on the barrel allows the reaction to be performed as "5 plant + 1 barrel -> 25 alcohol" instead of "5 plant + 5 barrel -> 25 alcohol".
 
  
 
====item token====
 
====item token====
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| SPIKES
 
| SPIKES
 
| Item menaces with spikes of <material>.
 
| Item menaces with spikes of <material>.
|-
 
| PAGES
 
| Adds pages to a [[book]].
 
 
|}
 
|}
  
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.
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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. Only one skill may be specified. For custom reactions, the amount of experience gained is linearly correlated with the amount of product created; a reaction with no product will yield no experience for the performing dwarf. Similarly, the amount of time a reaction takes is correlated with experience gained: if a reaction has zero experience gain due to having no skill associated, the reaction will take minimal time.
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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.
 
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]]{{verify}}, [[still]]{{verify}} or [[craftsdwarf's workshop]]{{verify}} cannot be made automatic.
 
  
 
==== adventure mode enabled ====
 
==== adventure mode enabled ====
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| DOES_NOT_DETERMINE_PRODUCT_AMOUNT
 
| DOES_NOT_DETERMINE_PRODUCT_AMOUNT
 
|
 
|
| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction "1 plant + 1 barrel -> 5 alcohol (into barrel)", using this on the barrel allows the reaction to be performed as "5 plant + 1 barrel -> 25 alcohol" instead of "5 plant + 5 barrel -> 25 alcohol".
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| 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 - i.e. not wood, and not coal.
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| Reagent must be considered fire safe - ie. not wood, and not coal.
  
 
|-
 
|-
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|-
 
|-
 
| HAS_MATERIAL_REACTION_PRODUCT
 
| HAS_MATERIAL_REACTION_PRODUCT
| PRODUCT_ID (custom)
+
| required reaction product
| Similar to REACTION_CLASS, but requires the reagent's material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin->leather and fat->tallow.
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|  
  
 
|-
 
|-
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*Item Token
 
*Item Token
 
*Material Token
 
*Material Token
| Defines one of the products to be outputted by the reaction, "Material Token" can be replaced with "GET_MATERIAL_FROM_REAGENT:(reagent_id):(product_id)", where (product_id) matches a MATERIAL_REACTION_PRODUCT present on the specified reagent's material (ideally confirmed to exist using "[HAS_MATERIAL_REACTION_PRODUCT:(product_id)]" on said reagent) or is equal to "NONE" to simply use the reagent's actual material.
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| Defines one of the products to be outputted by the reaction
  
 
|-
 
|-
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|-
 
|-
 
| REACTION_CLASS
 
| REACTION_CLASS
| CLASS_ID (custom)
+
|
| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).
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|  
  
 
|-
 
|-
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{{Category|Modding}}
 
{{Category|Modding}}
{{Category|Tokens}}
 

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