Ah well welcome to the forums and the wonderful world of modding. Now allow me to educate
[REACTION:MAKETAPEREDWOOD]
[NAME:make tapered wood]
[BUILDING:CRAFTSMAN:SHIFT_T]
[REAGENT:A:WOOD:1:NONE:NONE] ---- Incomplete
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TAPEREDWOOD][PRODUCT_DIMENSION:150]
[SKILL:WOODCRAFT]
[REACTION:MAKEBOSTAFF]
[NAME: Make bo staff]
[BUILDING:CRAFTSMAN:SHIFT_M]
[REAGENT:A:100:1:BAR:NO_SUBTYPE:METAL:TAPEREDWOOD] --- correct, altho outdated and using Aliases but that is ok, works.
[PRODUCT:100:1:WEAPON:METAL:ITEM_BOSTAFF] --- incomplete
[SKILL:WOODCRAFT]
Before I go on, I must say there is a nifty "errorlog.txt" located in the same spot "DF.exe" is. Use that to help you troubleshoot.
ok Reagents and Products
reagent
[REAGENT:A:1:<ITEM_TYPE>:<I_SUB>:<MATERIAL_TYPE>:<M_SUB>]
A = is a custom identifier, it can be anything even contain spaces as it is a string of text.
1 = amount the reagent needs, can be and positive interger (no decimals)
<ITEM_TYPE> = right on the tin, this is a ITEM TYPE so wiki "ITEM TOKENS" for a full list of what this can be filled with
<I_SUB> = item subtypes, some item types have subs like WEAPON, TOOL, ARMOR, AMMO, HELM, etc..
<MATERIAL_TYPE> = what the material is, wiki "MATERIAL TOKENS" for a generic list. Most used are INORGANIC, CREATURE_MAT, PLANT_MAT all have subs
<M_SUB>a = Material subtypes which are for INORGANIC can be IRON or GABBRO as examples
<M_SUB>b = this is a subtype subtype, when CREATURE_MAT or PLANT_MAT is used in <MATERIAL_TYPE> this becomes the target for a material, as "<M_SUB>a" will target a creature or plant "DOG" or a "CAT" as examples
Product follows the same lines as reagents, only slightly different
[PRODUCT:100:1:<ITEM_TYPE>:<I_SUB>:<MATERIAL_TYPE>:<M_SUB>]
100 = is a percentage 0-100 this is the chance that this fill produce something
1 = amount the product gives, can be and positive interger (no decimals)
<ITEM_TYPE> = right on the tin, this is a ITEM TYPE so wiki "ITEM TOKENS" for a full list of what this can be filled with
<I_SUB> = item subtypes, some item types have subs like WEAPON, TOOL, ARMOR, AMMO, HELM, etc..
<MATERIAL_TYPE> = what the material is, wiki "MATERIAL TOKENS" for a generic list. Most used are INORGANIC, CREATURE_MAT, PLANT_MAT all have subs
<M_SUB>a = Material subtypes which are for INORGANIC can be IRON or GABBRO as examples
<M_SUB>b = this is a subtype subtype, when CREATURE_MAT or PLANT_MAT is used in <MATERIAL_TYPE> this becomes the target for a material, as "<M_SUB>a" will target a creature or plant "DOG" or a "CAT" as examples
NOTE <MATERIAL_TYPE> can be GET_MATERIAL_FROM_REAGENT which "<M_SUB>a" is now targeting the "Custom Reagent Identifier" and "<M_SUB>b" is NONE unless there is a HAS_MATERIAL_REACTION_PRODUCT on the reagent, then it is the same as the reagents HMRP
so to correct your reactions
[REACTION:MAKETAPEREDWOOD]
[NAME:make tapered wood]
[BUILDING:CRAFTSMAN:SHIFT_T]
[REAGENT:A:1:WOOD:NONE:NONE:NONE] --- now it acaully looks for WOOD "logs" instead of "1" as an item type
[PRODUCT:100:1:BAR:NONE:INORGANIC:TAPEREDWOOD][PRODUCT_DIMENSION:150]
[SKILL:WOODCRAFT]
[REACTION:MAKEBOSTAFF]
[NAME: Make bo staff]
[BUILDING:CRAFTSMAN:SHIFT_M]
[REAGENT:A:150:BAR:NONE:INORGANIC:TAPEREDWOOD]
[PRODUCT:100:1:WEAPON:ITEM_BOSTAFF:GET_MATERIAL_FROM_REAGENT:A:NONE] --- ITEM_BOSTAFF did you really name it as such in the raws? {ITEM_WEAPON:ITEM_BOSTAFF}?
[SKILL:WOODCRAFT]