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DF2014:Material token
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This article is about an older version of DF. |
- For the tokens that define an individual material's properties, see Material definition token.
Modding |
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Tokens |
Biome · Building · Entity · Ethic · Interaction · Labor · Language · Personality · Plant · Position · Reaction · Skill · Syndrome · Tissue definition · Unit type · World |
Body tokens |
Body · Body detail plan · Bodygloss |
Creature tokens |
Creature · Creature mannerism · Creature texture · Creature variation |
Descriptor tokens |
Descriptor color · Descriptor pattern · Descriptor shape |
Item tokens |
Item · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material · Material definition · Inorganic material definition |
Material tokens are used to refer to various types of materials in a wide variety of places. They can take the following forms below.
Tokens[edit]
Token | Arguments | Description |
---|---|---|
INORGANIC | MATERIAL_NAME | Specifies a standalone inorganic material defined in the raws, generally a stone or metal. For example, INORGANIC:IRON refers to iron, and INORGANIC:CERAMIC_PORCELAIN refers to porcelain. The material name can be substituted with USE_LAVA_STONE to automatically select the local lava stone, which is normally obsidian. |
STONE | MATERIAL_NAME | Alias for INORGANIC:MATERIAL_NAME, intended for backwards compatibility. |
METAL | MATERIAL_NAME | Alias for INORGANIC:MATERIAL_NAME, intended for backwards compatibility. |
COAL | CHARCOAL, COKE, or NO_MATGLOSS | Specifies a material that can be used as fuel - charcoal or coke. Specifying NO_MATGLOSS (not NONE) will make it accept "refined coal" in general, which matches charcoal, coke, and generic refined coal. |
CREATURE_MAT | CREATURE_ID:MATERIAL_NAME | Specifies a material associated with a specific creature. Examples: CREATURE_MAT:DWARF:SKIN refers to dwarf skin. |
LOCAL_CREATURE_MAT | MATERIAL_NAME | Alias for CREATURE_MAT:CREATURE_ID:MATERIAL_NAME, where CREATURE_ID is the creature currently being defined; as such, it can only be used in creature definitions. |
PLANT_MAT | PLANT_ID:MATERIAL_NAME | Specifies a material associated with a specific plant. Example: PLANT_MAT:BUSH_QUARRY:LEAF refers to quarry bush leaves. |
LOCAL_PLANT_MAT | MATERIAL_NAME | Alias for PLANT_MAT:PLANT_ID:MATERIAL_NAME, where PLANT_ID is the plant currently being defined; as such, it can only be used in plant definitions. |
GET_MATERIAL_FROM_REAGENT | REAGENT_ID:REACTION_PRODUCT_ID | Specifies a material related to a reagent's material within a reaction. REAGENT_ID must match a [REAGENT], and REACTION_PRODUCT_ID must either match a [MATERIAL_REACTION_PRODUCT] belonging to the reagent's material or be equal to "NONE" to use the reagent's material itself. |
MATERIAL_NAME | NONE | Specifies one of the hardcoded materials listed below. Note that this goes in the token itself, not arguments (i.e GLASS_GREEN:NONE, not MATERIAL_NAME:GLASS_GREEN). |
Several types of items expect a creature ID and caste ID (e.g. ANT:SOLDIER) in place of the material token.
Hardcoded Materials[edit]
It should be noted when using the table below, that you do not place (MATERIAL_NAME:(Your material here)). For example, green glass will be (GLASS_GREEN:NONE).
# | Token | Information |
---|---|---|
0 | INORGANIC | Magma when specified with subtype NONE or NO_MATGLOSS, otherwise a user-defined inorganic material. |
1 | AMBER | Amber |
2 | CORAL | Coral |
3 | GLASS_GREEN | Green glass |
4 | GLASS_CLEAR | Clear glass |
5 | GLASS_CRYSTAL | Crystal glass |
6 | WATER | Water, when placed in buckets or when mining out ice. |
7 | COAL | Coal - subtype is either COKE or CHARCOAL (or NO_MATGLOSS to match either). |
8 | POTASH | Potash |
9 | ASH | Ash |
10 | PEARLASH | Pearlash |
11 | LYE | Lye |
12 | MUD | Mud |
13 | VOMIT | Vomit |
14 | SALT | Salt |
15 | FILTH_B | Filth (brown, solid) |
16 | FILTH_Y | Filth (yellow, liquid) |
17 | UNKNOWN_SUBSTANCE | Unknown substance (light gray, liquid) |
18 | GRIME | Grime |