11/8/2023 0 Comments Dwarf fortress wiki reaction![]() ![]() This page contains information only relevant to DF 0.42.01 and newer. "CUSTOM_A" creates the shortcut "a" or a valid modifier key (ALT, CTRL, or SHIFT) followed by an uppercase letter, eg. It can be NONE for no shortcut, or take the format of CUSTOM_X, where X can be: any uppercase letter, which shows as a lowercase letter in the building UI, eg. This defines the shortcut key(s) used to queue up the reaction in the workshop during gameplay. Any custom (raw-defined) building, such as:.METALSMITH v0.42.01 - Metalsmith's forge.CARPENTER v0.42.01 - Carpenter's workshop.This is the ID of the building where the reaction will be carried out. building key: The hotkey to queue up the reaction in the specified building.building name: The ID of the building the reaction appears in.Omitting the BUILDING token entirely will make the reaction unusable in Fortress mode (often used to restrict certain reactions to Adventure mode). Adding multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings. ![]() The BUILDING token assigns the reaction to a building. 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 how the reaction will appear in the job list of the building it is assigned to, and so should describe the reaction. The REACTION_NAME token assigns a descriptive name to your reaction in-game. This is referenced in an entity definition via PERMITTED_REACTION to allow that entity to use 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. The REACTION token assigns a unique ID to your reaction. 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 in the x menu via the create option, 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.
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