So while I was messing around with ammo and such, I began to wonder whether I could have an ammo with a syndrome attached to it, and allow it to be made out of any material. Is this possible?
Not without some fancyness and micromanagement ingame as far as I know. You would have to make the ammo out of a materiel with the syndrome, so making the syndrome on the ammo is out. And even then the materiel would probably have to be stable at cave temperature, but melt or boil in outside temperature, so it can become a contaminant. And then it can only be fired from underground to a dug out open sky pit to get the necessary temperature change.
I would be pleasantly suprised if somebody would prove me wrong though.
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I am also coming up with a bit of a problem. I have been attempting to make some of the more useless animal byproducts have a use. A lot of things like cartilage can currently be made into "mystery meat" which is meat from a fake critter that's meat has a small chance for a nausea and stomach pain ingested syndrome. Good fun.
But my attempts to use feathers or scales have been coming up with a problem. They create the item as desired but they will be perfectly happy to take the output of the previous reaction as a reagent for the next time they do it.
[REACTION:FEATHER_BED]
[NAME:Make a bed with cloth and feathers]
[BUILDING:CRUDE_SHOP:NONE]
[REAGENT:A:10000:CLOTH:NONE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE][REACTION_CLASS:FEATHER]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:CLOTHESMAKING]
*Reaction class feather was added to feathers in the vanilla raws*
That reaction for example will make a perfectly functional feather bed. But the clothesmaker will then take that bed as the feather reagent if he tries to make another. Same with a reaction to take scale and leather to make scale leather armor. They will take the armor as the scale reagent.
Any way around that?