
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). The way skill factors into them has yet is the same as for normal items v0.31.21. 10 items produced via reactions have been observed to have quality modifiers. Prior to version 31.10, a reaction could only result in an object of base quality. 10, 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.
#Dwarf fortress wiki reaction free
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.

Normally, the only class used is FLUX to permit any of several types of stone to be used for making pig iron and steel. This permits the usage of any stone which contains a matching REACTION_CLASS token. The material COAL has two valid subtypes (COKE and CHARCOAL), and all other materials not defined in the raws should use NO_MATGLOSS. Like the ITEM_SUBTYPE, you can look up the possible values from the raws. You put the general category of the material you want to use here. If you don't have a subtype to use just put "NONE". You would also need to set the ITEM_TOKEN to GLOVES. 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.

The number of items this reaction requires.Ī value from the list for the item you want to make.Īn item identifier from the raw file for this item type. This style of reaction has five variables.

As with all raw entries the values here are separated by colons.
