alright I was working on a reaction and realized something horrible in this line:
[REAGENT:A:10:BOULDER:NONE:INORGANIC:NONE]
[WORTHLESS_STONE_ONLY]
Okay I've used it before for somethings that just get rid of the stone, but in the current case I want it to actually grab the the material from the reagent, for the new product, and later be able to break that product and get the boulders back... the issue is that when I do it this way, it gives me 10 random stone unless I set it in the details to the stone I want it to be. This isn't an issue except when the first stone is say inorganic:gold , and suddenly it has converted 9 non gold stones along with it into a potential 10 stack of boulder:none:inorganic:gold.
the question is, has anyone discovered a way to get it to randomly select only one type of boulder without detail?
... or a way to force the player to choose in the details the boulder otherwise voiding the process? I'd even consider DFHack solutions on this one, which i have a good idea of how to block it if its 10 different stones I just would rather not have the 1 additional script to keep this from "cheating" the game.
Wouldn't you want to [GET_MATERIAL_FROM_REAGENT] instead of random stone?
For a reaction as generic as that, no. No way to say "From this 1 item, make sure the following ones match 1st grabbed" and to comment on overseer's suggestion in one go [GET_MATERIAL_FROM_REAGENT] is only for [PRODUCT]s in a reaction, and normally targets a reagent's UID (Unique ID) and the MATERIAL_REACTION_PRODUCT id(or NONE for the reagent's material)
If you want something like take 10 Gold containing rocks and make X that reaction will have to be geared towards that since Boulder's don't stack and even if they did you don't know if a stack of 9 gold boulders and a single stack of gabbro would be pulled in (which comes right round to your 1 to 9 other boulder issue, only with stacks)
This is something that takes designing, and if it's really complex and numerous a personal app or already designed modding tool to take a reaction template and generate the reactions for you, but more reactions means a more cluttered workshop screen however thanks to CATEGORIES this is no longer a real issue anymore
So if you want a generic reaction that does what you want, I think DF-Hack may be able to do it (I don't do anything with DF-Hack other than to use it for quality of life features)
I believe I saw you on ZM5's DF server so you can ping me in the modding area if you want more help/explanation that's more detailed
EDIT:
Apologies there is one other way that this can be done. Looping back to Overseer's comment as his works in this case
Have your reaction split the reagent from 1 call to 10 separate calls, with 1 separate products, but each product gets its material from it's corresponding reagent
EDIT2:
Oops idk why I glazed over the fact you wanted a 10:1 ratio and not a 1:1