Hey, I wanted to write a little random-object making workshop, and I stumbled upon some really weird behavior.
This reaction gives a steel helmet that is a civ-specific helm. It needs to be enabled in the entity file. If you have 10 helmets, its 1 of 10. If you only have 1, its always the same. No surprise here. It even respects the item tags, so it will not create a steel hood, because hoods dont have the HARD_MAT or METAL_MAT tags.
[REACTION:CHEAT]
[NAME:Helm]
[BUILDING:STILL:CUSTOM_S]
[REAGENT:A:150:BAR:NONE:INORGANIC:STEEL]
[PRODUCT:100:1:HELM:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
This generates... magma. And not 7/7 liquid magma that is trapped in the workshop, but a magma pool that will start a fire.
[REACTION:CHEAT]
[NAME:Helm]
[BUILDING:STILL:CUSTOM_S]
[PRODUCT:100:1:HELM:NONE:INORGANIC:NONE]
Now this... gets weird. It generates any helmet it can find in the raws, randomly, without respecting any material tags or entity entries. And the generated "item-name" has no material. Instead of "this is a steel helm", it will read "this is a helm"... I have no idea how DF will calculate combat with this, it seems that the item has no material whatsoever.
[REACTION:CHEAT]
[NAME:Helm]
[BUILDING:STILL:CUSTOM_S]
[PRODUCT:100:1:HELM:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Mh... if I make a bar from this, it counts as building material and results in "unknown material pillars".
Does anyone know how to make a random item of a specific material? A non-entity-enabled item.