@Panthera Leo: Oh, I think I get it now. I was fixating on the SYNDROME stuff. The REACTION_PRODUCT stuff is neat. This feature has been around for a while, though, so it'll be old news for some people. But in my case I never used material_reaction_products, even though there was one case in which I really should have. So, thanks!
@silverskull:
Adding [MATERIAL_REACTION_PRODUCT:EXTRACT_BLOOD:LOCAL_CREATURE_MAT:BLOOD]
to the muscle entry of material_default.txt might work. Or it might crash the game (or just cause an errorlog entry).
If it doesn't work, try adding a COOKING_BLOOD (use the blood template) entry to the TOP of standard_materials (b_detail_plan_default), and change the above line to [MATERIAL_REACTION_PRODUCT:EXTRACT_BLOOD:LOCAL_CREATURE_MAT:COOKING_BLOOD]
That should definitely work, but is a touch less elegant.
The reaction would then be
[REACTION:PRESS_MEAT]
[NAME:press blood from meat]
[BUILDING:SCREW_PRESS:CUSTOM_T]
[REAGENT:meat:1:MEAT:NONE:NONE:NONE] [HAS_MATERIAL_REACTION_PRODUCT:EXTRACT_BLOOD]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:3:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:meat:EXTRACT_BLOOD]
[PRODUCT_TO_CONTAINER:barrel]
[SKILL:BREWING]
modified muscle template (set to use blood, change to COOKING_BLOOD if this causes problems). Only change is down at the bottom.
[MATERIAL_TEMPLATE:MUSCLE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:MAUVE]
[STATE_NAME:ALL_SOLID:muscle]
[STATE_ADJ:ALL_SOLID:muscle]
[STATE_COLOR:LIQUID:MAUVE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:MAUVE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1060]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] used human skin
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[GENERATES_MIASMA]
[MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:meat:meat]
This lets the game know that the item can be eaten in various ways.
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:EXTRACT_BLOOD:LOCAL_CREATURE_MAT:BLOOD] or COOKING_BLOOD
standard_materials (if you have to go the cooking_blood rout):
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
This command is just a shortcut for the similar lines (USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:COOKING_BLOOD:BLOOD_TEMPLATE]
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
etc
EDIT: if you add [EDIBLE_COOKED] to the BLOOD_TEMPLATE, you may be able to cook blood automatically at the kitchen.