Ah! Didn't realize that. Thank you.
Yeah, the [REACTION:] line in a reaction tells the game what to refer to for reactions, and it saves that list when you embark, so to add a completely new reaction like that takes a world regen. Modding old, preexisting reactions works, though, and at least some people I know of have habitually added ~10 "dummy" reactions that don't do anything prior to generating a world so they have something free to mod.
I guess I'm lost as to the syntax, then. I just copied the format for seeds from my embark profile. Can you give me an example (ideally with labels)? The wiki's modding section is useless when it comes to plants.
Yeah, the embark profiles' syntax is quite different from the reaction syntax... Let's see... Have you looked through the
40d page on reaction modding? That's actually a fairly good source, though it doesn't really say specifics, particularly not for plants.
Um. As far as an example... Let's see if I can't dig something that uses seeds up in the modding section.
...
Done! This line apparently works:
[PRODUCT:100:2:SEEDS:NONE:SAGUARO:NO_MATGLOSS]
Where SAGUARO refers not to the default tree but to a custom plant with that name. So, to get the product line for rock nuts, you'd change SAGUARO to BUSH_QUARRY.
What the different arguments in the product line mean:
PRODUCT: fairly obvious, tells the game it's what the reaction produces
100: the percentage chance of the reaction successfully producing this thing. 100 is standard.
2: how many items of this product type are produced when the reaction successfully produces one
SEEDS: in this case, the
Item token, which tells the game what type of item it's trying to produce:
NONE: the first NONE here is the item subtype. For instance, if you were producing ARMOR, you'd have to tell it what specific kind of armor you wanted it to produce. For seeds, there's no different "types" of seed items, so we need NONE here.
BUSH_QUARRY: This is the appropriate
Material token for the material you want the thing to be made out of. As it says near the bottom of that page, for things that use the PLANT and SEEDS item types use the name of the plant in question from the matgloss_plant.txt, which in this case is BUSH_QUARRY (in matgloss_plant.txt, the "name" is the game's reference line, the one that says [MATGLOSS_PLANT:]), and we use NO_MATGLOSS for the material subtype.
NO_MATGLOSS: This is the material subtype; if you were making something out of metal, for instance, you'd have METAL as the material token and then a subtype for a particular type of metal. Again, though, as it says at the bottom of the Material Token page, you need NO_MATGLOSS for lines involving the PLANT or SEEDS item tokens, so that's what we use here.
...Modding is complicated. Don't feel bad if you can't get it on your own