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. description: (optional) If present, shows pop-up description when the reaction is selected in workshop (not working in v50).
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