I'm making a civilization of cave-dwelling goblins, and I wish for them to appropriately be armed with wooden clubs, wooden spears, and daggers and picks which, for the purposes of suspension of disbelief, I deem to be stolen from other races.
So far, pretty much everything is in place. I've made the clubs and spears, sprited them, and they are indeed produced by my new civ.
However, the issue is that they are not made of wood, only of metal. Indeed, often enough, of steel, as were the daggers and picks, strangely (though it fits with the thievery theme).
I tried designating them as [TRAINING] weapons, but this seems to prevent them from being used as actual weapons, as is evidenced by the civ failing to embark with any of them. Though I have not done a test seeing if invaders from the civ use these weapons, I am fairly confident that they wouldn't, and that the [TRAINING] token would be the cause.
Then, I have tried applying the [WOOD_WEAPONS] token to the civ, and while this allowed them to be made of wood, they were still quite often made of metal.
The third method I tried was to use black dwarven magic, and create an entirely new bar, which is made using wood, and has the same exact material properties as generic wood, but, as it is a bar, I theorized, and as I specifically changed the weapon reactions to utilize this new material, the civilization should now utilize it to make their weapons out of the material specifically.
However, this third method, while it did result in them making them out of the new wood bars, they still yet made many of them out of metal as before.
Any ideas on how to have their weapons be made of wood? I would even be fine with all of their weapons being made of wood, and simply cutting out their daggers and maybe picks too, as long as clubs and wooden spears are properly made of wood. It seems to me that weapons which are known by a civ are doomed to be made out of metal. Though I find it strange that they often make these weapons out of steel as well, despite them lacking the permitted reaction.
The code:
For the weapons reaction:
[REACTION:MAKE_SHARPSTICK_FROM_WOODBAR]
[NAME:make wooden spear]
[BUILDING:CARPENTER:NONE]
[REAGENT:A:1:BAR:NO_SUBTYPE:INORGANIC:WOODBAR]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SHARPSTICK:BAR:INORGANIC:WOODBAR]
[SKILL:CARPENTRY]
[CATEGORY:ADV_CARPENTRY]
[REACTION:MAKE_CLUB_FROM_WOODBAR]
[NAME:make club]
[BUILDING:CARPENTER:NONE]
[REAGENT:A:1:BAR:NO_SUBTYPE:INORGANIC:WOODBAR][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLUB:BAR:INORGANIC:WOODBAR]
[IMPROVEMENT:10:A:SPIKES:BAR:NO_SUBTYPE:INORGANIC:NONE]
[IMPROVEMENT:10:A:BANDS:BAR:NO_SUBTYPE:INORGANIC:NONE]
[SKILL:CARPENTRY]
[CATEGORY:ADV_CARPENTRY]
For the weapons themselves:
[ITEM_WEAPON:ITEM_WEAPON_CLUB]
[NAME:club:clubs]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:20000]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ITEM_WEAPON:ITEM_WEAPON_SHARPSTICK]
[NAME:spear:spears]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
For the wood bars reaction:
[REACTION:MAKE_WOODBAR_FROM_WOOD]
[NAME:make woodbars from wood]
[BUILDING:CARPENTER:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:WOODBAR]
[SKILL:CARPENTRY]
For the wood bars material:
[INORGANIC:WOODBAR]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:40000]
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
Did I use the material tags well when making the weapon reactions? I also used [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SHARPSTICK:BAR:NO_SUBTYPE:INORGANIC:WOODBAR] instead and I was able to complete the reaction with no apparent changes. I am very confused, I admit, as to how the material tags work. It seems the number of individual "arguments" (as I supposed they're called; each of the colon-separated strings) for the item token and material token is variable, depending on what the first token is for each. I honestly have little idea how or why this works, and why nothing changes when I use either of the shown lines for the reaction product interchangeably.
Couple of small things: The improvements I added to the clubs do not seem to take place at all. Have I implemented them correctly? Additionally, every time I order the reaction, over a hundred clubs are made. I have not a clue as to how this occurs.
I would be grateful for any observations and/or advice, thank you.