[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BARLEY:PLANT]
[PRODUCT:100:1:NONE:NONE:NONE:NONE] (What i've to insert to make the reaction produce "Beer Malt") ("Beer Malt" will be an object used in the "Mash Tun")
The product needs to have an item category to fit into (see
here for the list), and then it needs to be made of something. POWDER_MISC would be the closest item token. That has no subtypes, so onto the material tokens. I think the finished line would be [PRODUCT:100:1:POWDER_MISC:NONE:BARLEY:MILL]. Then you need to create the MILL material the reaction calls on. Add the following to the barley plant's entry:
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:beer malt]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:20]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
The first line creates a substance called 'beer malt' that uses the material template for plant powder, and the last line tells the game to use it. The lines in between handle the in-game appearance and behaviour of the material.
The reaction as it stands now will produce just powder, which will fall all over the floor.
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BARLEY:PLANT]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:BARLEY:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
should fix that.
My question: is there a way to make a material that changes its temperature by being re-worked, and can artifacts be made to be used in a building?
1. No, temperature values are locked to an individual material. You can create two versions of the same material that differ in temperature and transmute one into the other.
2. No, there's no 'artifact only' tag for buildings (if that's what you're after). You can go the long way round by having a building require an object that can only be made through moods.