The reagent name doesn't have to be anything at all, it just has to be there and be different from all the other reagents. It's arbitrary.
Ah, now that explanation makes sense. It's basically like defining variables in Java; having different variables all named the same thing screws up the code. Thanks for the help!
It's like defining variables in pretty much every programming language that uses them, which is pretty much every programming language
Heh. I figured it's in all programming languages, I just couldn't state that as a fact since at the moment all I'm really familiar with is Java, as a part of my high school's computer science class. I know some HTML, CSS, and Javascript, but that's more for web site design, blah blah blah, basically I didn't want to assume something and end up getting corrected.
...but then it happened anyway, so eh.
Did that work? I could try fixing it, but I have only been at it a day.
[REACTION:MAKE_CHAINSWORD]
[NAME:construct chain-sword]
[BUILDING:FORGE:NONE] - all good to here, as far as I know
[REAGENT:large serrated discs:3:ITEM_TRAPCOMP_LARGESERRATEDDISC:NONE:NONE]
[REAGENT:mechanisms:2:ITEM_TRAPCOMP_MECHANISM:NONE:NONE] (No material diffinition?)
[REAGENT:chain:1:ITEM_ROPE:NONE:NONE]
[REAGENT:metal bar:150:BAR:NO_SUBTYPE:INORGANIC:NONE] (Might be wrong in the end, though I am pretty sure you want one "Bar", which would be 150 (Might need an additional thing)
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CHAINSWORD:GET_MATERIAL_FROM_REAGENT:NONE:NONE] -The "GET_MATERIAL_FROM_REAGENT" is made to well "GET MATERIAL FROM REAGENT". If you make it out of a steel bar, it becomes steel etc. I am not sure why you put a trap component there, did you want that to be separate?
[FUEL]
[SKILL:FORGE_WEAPON]
But in any case, the best teacher is experience. I usually just fiddle around with stuff until they work. I tried to fix it a little, and point out what I thought was wrong. Good luck!
I think the main problem I'm encountering is due to my setting the GET_MATERIAL from the trap component, not the steel bar. I assumed that the game could process what materials the trap parts were made of and set the item to be made from the same material like using green glass disks to equal a green glass chainsword, since that would be what the actual saw part is made of. In retrospect it makes sense to set it to the bar instead, if only to get it to work right.
More than likely I'll have to fiddle with it for a while. Dorfs still will just make the swords out of thin air, and I can't seem to find the job listing in either the forge menu or from the manager, thought once I jack a smelter reaction I can find the job fine. I might make my own workshop instead and take it from there. I'm betting there's just a bunch of little errors in the reaction that add up.
The pointers are much appreciated though, everybody. The wiki explains tokens and such, but it's not much help at explaining what tokens go where to do what, and that's when I turn to you guys!