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DF Modding / Question: Creating Economic Materials
« on: November 11, 2012, 10:04:21 am »
Righto! So, I've created several custom workshops and materials and they all seem to be working well, but I've recently come up against a block in my mod: economic materials.
In essence, one of my workshops intakes a rough gem and nine stones in a reaction to make a different very heavy stone that I'm using as a further building, called Arkenstone.
My difficulty is that said stone is still a stone, so if it isn't stored appropriately far away from the workshop then it can be consumed in the very reaction that made it..... not exactly very productive. Thusly, my question:
Is it possible to make a material 'Economic' so that it can be designated to only be used for designated tasks, like marble and other economic stones? Will giving it a reaction class solve the issue?
In essence, one of my workshops intakes a rough gem and nine stones in a reaction to make a different very heavy stone that I'm using as a further building, called Arkenstone.
My difficulty is that said stone is still a stone, so if it isn't stored appropriately far away from the workshop then it can be consumed in the very reaction that made it..... not exactly very productive. Thusly, my question:
Is it possible to make a material 'Economic' so that it can be designated to only be used for designated tasks, like marble and other economic stones? Will giving it a reaction class solve the issue?