So I have a similar problem. I'm trying to create a custom workshop capible of turning wood into "woodmeal," an edible food. Largely by reading this thread, I think I've gotten everything working up until the end. The "termiteman" with the proper labor enabled will grab logs, bring them to the workshop, and turn them into globs (globs being the item token I could find that was closest to what I wanted). However, said globs appear to be totally generic; they are named just "glob," the 'k' description says only that "This is a glob" and it doesn't affect any of the food totals in the z-screen. I have tried to swap "glob" out for "meat," which creates generic chunks of meat that do show up in the z-screen but don't get stockpiled. Still testing as to whether they're edible (edit: they
will eat the mystery meat), but even if they are I'd really like them to be properly labeled and stocked.
reaction:
[REACTION:PROCESS_WOOD_INTO_WOODMEAL]
[NAME:process wood into woodmeal]
[BUILDING:WOOD_PROCESSING:CUSTOM_P]
[REAGENT:wood:1:WOOD:NO_SUBTYPE:NONE:LOCAL_PLANT_MAT:WOOD]
[PRODUCT:100:1:GLOB:NONE:WOODMEAL_TEMPLATE:NONE]
[SKILL:PROCESSPLANTS]
An alternative attempt at the product field created the same result:
[REACTION:PROCESS_WOOD_INTO_WOODMEAL]
[NAME:process wood into woodmeal]
[BUILDING:WOOD_PROCESSING:CUSTOM_P]
[REAGENT:wood:1:WOOD:NO_SUBTYPE:NONE:LOCAL_PLANT_MAT:WOOD]
[PRODUCT:100:1:GLOB:NO_SUBTYPE:GET_MATERIAL_FROM_REGENT:wood:CREATE_WOODMEAL]
[SKILL:PROCESSPLANTS]
Here's the material template entry for "woodmeal" (it's mostly just a copy-paste of the muscle entry)
[MATERIAL_TEMPLATE:WOODMEAL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:PUMPKIN]
[STATE_NAME:ALL_SOLID:woodmeal]
[STATE_ADJ:ALL_SOLID:woodmeal]
[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]
[POWDER_MISC_PLANT]
[ROTS]
[GENERATES_MIASMA]
[MEAT]
This lets the game know that the item can be eaten in various ways.
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
and here's the section of the plant entry I stuck into all the trees:
[USE_MATERIAL_TEMPLATE:WOODMEAL:WOODMEAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:woodmeal]
[STATE_COLOR:ALL_SOLID:PUMPKIN]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[PREFIX:NONE]
Any takers? I have a feeling I'm missing something really simple and obvious...