Is it possible to mod an existing reaction (or create a new one, in the case of generating a new world), to output the divine metals/materials?
I know how they're named, I've seen them in the uncompressed saves; usually INORGANIC and DIVINE_1, DIVINE_2, etc.
But, since they're not in the raws (instead defined in the world .dat area), is it even possible to force them to be the output of a reaction, without using something like DFHack? The error log just always returns an unknown token when I try this, and in game it just produces magma (standard broken reaction I think, right?).
So as an example, I was simply altering an existing reaction. In this case, I tried hijacking brass making. Note the product is METAL:DIVINE_1. I also tried using INORGANIC:DIVINE_1. I have also, of course, tried additional numbers on the DIVINE part. But, as mentioned, I end up with magma as the output, and an error in the error log about an unrecognized token. So, something like this is what I tried:
[REACTION:BRASS_MAKING]
[NAME:make brass bars (use ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:METAL_ORE:ZINC]
[REAGENT:B:1:METAL_ORE:COPPER]
[PRODUCT:100:8:BAR:NO_SUBTYPE:METAL:DIVINE_1][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Am I missing something I should be doing? Is there a way this works that I don't understand, or is it just not possible, because of the way the divine metals are generated? I understand that I could just create them in the raw files, and define them by hand as a work around, but I was hoping to just utilize what is generated for the world itself.