I'm reasonably sure Askot Bokbondeler wants to use the ceramics system to extract iron from peat. Am I right?
If that is the question I keep making a fool of my self for?
To use peat as one would use sand to get boulders and then melt those boulders into iron? I'm not sure what the trigger is for being able to harvest sand or clay is (I suspect it's the [SOIL] tag without the [AQUIFER] tag), but I can tell you how to tag a material and use any material so tag in a reaction.
Part one: Thus far... the syntaxAs I understand it, if you want to get make something of 'Material A', but it not be 'Material A' you need to use the 'MATERIAL_REACTION_PRODUCT' tag. As I understand it, the syntax for that tag is:
[MATERIAL_REACTION_PRODUCT:<Name>:<Material Type>:<Material Sub-Type>]
Name: Name is a unique name given by the user.
Material Type & Material Sub-Type: These are the same as in any reaction.
The wiki cover that. To actually make something? You need two things in reactions. First, after the reaction's relevant reagent? You need to add:
[HAS_MATERIAL_REACTION_PRODUCT:<Name>]
Name: Name is the unique name you gave the above for MATERIAL_REACTION_PRODUCT.
You need to note the reagent's given name also. Second, for the product part of a reaction? Normally this would read:
[PRODUCT:<quantity>:<item token>:<item subtype>:<material token>:<material subtype>]
Instead in should read:
[PRODUCT:<quantity>:<item token>:<item subtype>:GET_MATERIAL_FROM_REAGENT:<reagent name>:<The MATERIAL_REACTION_PRODUCT's name>]
Quantity, item token, and item subtype are covered by the wiki. 'GET_MATERIAL_FROM_REAGENT' must appear as is.
Reagent name: This is the name given to a reagent in reaction.
The MATERIAL_REACTION_PRODUCT's name: Is just that, whatever you gave the the product's name as.
Part Two: Confusing programmer speak...(Kind of helps that I think in C/C++ class inheritance structures.
) A simple(ish) example of this? Clay ...
In inorganic_stone_soil.txt, there is the clay entry:
[INORGANIC:CLAY]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:clay][DISPLAY_COLOR:4:6:0][TILE:178]
[SOIL]
[SOLID_DENSITY:1600]
[MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:CERAMIC_EARTHENWARE]
Ignore all that save for the last line, Clay declares it has 'MATERIAL_REACTION_PRODUCT'. It names this product 'FIRED_MAT', and names 'FIRED_MAT' as INORGANIC:CERAMIC_EARTHENWARE. The ceramic brick reaction in reaction_other.txt:
[REACTION:MAKE_CLAY_BRICKS]
[NAME:make clay bricks]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]
The reagent 'clay' is declared. Just after that, [HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT] is add. Meaning , I think, that whatever else this reagent is, it must list a [HAS_MATERIAL_REACTION_PRODUCT] named 'FIRED_MAT'. The product then pulls the material type and sub-type from the [HAS_MATERIAL_REACTION_PRODUCT] named 'FIRED_MAT' inside the reagent 'clay'.
More clear? less clear? Not the question asked?
Edit: In your case, if I understand? 'FIRED_MAT' (or whatever you name it as) would be INORGANIC:IRON, and the the reaction's product would be:
[PRODUCT:100:1:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT][PRODUCT_DIMENSION:150]