Okay, slightly bigger question.
Some background, I'm currently working on agriculture and trying to make it less "plant and forget", giving it byproducts, forcing you to process some plants for food for greater rewards, along with making them edible, etc.
One of those byproducts is straw, which I want to make into blocks via a custom reaction. So I made a Straw material template, and made an inorganic entry for straw. They both have their own text files in case I need to make more new mats later, they both have the appropriate info at the top of the text files. And it still refuses to acknowledge it as a material.
So, question one: what am I doing wrong?
Inorganic file:
inorganic_tengu
[OBJECT:INORGANIC]
[INORGANIC:STRAW]
[USE_MATERIAL_TEMPLATE:STRAW_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:straw][DISPLAY_COLOR:6:0:1][TILE:'#']
Material Template file (Just used the stone template as a starting point, hence the text):
material_template_tengu
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:STRAW_TEMPLATE]
These are the state names, adjectives and colors for the material.
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:straw]
[STATE_ADJ:ALL_SOLID:straw]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:liquid straw]
[STATE_ADJ:LIQUID:liquid straw]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling straw]
[STATE_ADJ:GAS:boiling straw]
[DISPLAY_COLOR:6:0:1]
The modifier used to all values involving the material.
[MATERIAL_VALUE:1]
Temperature information.
[SPEC_HEAT:400]
[IGNITE_POINT:11000]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:1100]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
Density information. Not used for very much, but it comes up in inventory weight and fighting.
[SOLID_DENSITY:100]
[LIQUID_DENSITY:NONE]
Not used.
[MOLAR_MASS:NONE]
Used for blunt-force combat, measured in KPa. Data scattered around the net (used compressive strength). All very spotty.
[IMPACT_YIELD:120000] used marble
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
Not used.
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
Used for cutting calculations in combat, measured in KPa. Data scattered around the net (used tensile strength). All very spotty.
[SHEAR_YIELD:15000] used marble
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
Not used.
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
A unitless measure for how sharp the edge is for combat purposes.
[MAX_EDGE:1000]
Used for pressing oil into jugs -- anything greater than zero needs to be glazed first.
[ABSORPTION:1]
Determines what sorts of objects can be built with the item.
Annnd reactions (ITEM_TOY_STRAW is obviously what I'm using for the physical "straw" object in the world), labors will be added later:
[REACTION:STRAWBUNDLING]
[NAME:Bundle straw]
[BUILDING:CRAFTSMAN:CUSTOM_B]
[REAGENT:A:1:TOY:ITEM_TOY:STRAW:NONE:NONE]
[PRODUCT:100:1:BLOCK:NONE:INORGANIC:STRAW]
[REACTION:WEAVEBASKET]
[NAME:Weave straw bin]
[BUILDING:CRAFTSMAN:CUSTOM_W]
[REAGENT:A:1:TOY:ITEM_TOY:STRAW:NONE:NONE]
[PRODUCT:100:1:BIN:NONE:INORGANIC:STRAW]
And 2: Am I going about doing this in a very roundabout way? It being making a new straw material. Because it feels like I am, mostly in the material template definitions but I dunno for sure, and this is fairly new territory for me!