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Editing 40d:Stone token
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Stones are stored in the matgloss_stone_*.txt files. These include soils, layer stones, minerals, and gems. | Stones are stored in the matgloss_stone_*.txt files. These include soils, layer stones, minerals, and gems. | ||
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|[GEM:singular:plural]||Makes the stone drop rough gems instead of chunks of rock. The plural form can be "STP", which just appends an "s" to the end. | |[GEM:singular:plural]||Makes the stone drop rough gems instead of chunks of rock. The plural form can be "STP", which just appends an "s" to the end. | ||
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− | |[TILE:num]||What number tile is used to represent unmined stone of this type. See [[ | + | |[TILE:num]||What number tile is used to represent unmined stone of this type. See [[character table]]. Defaults to 219 [█]. |
|- | |- | ||
− | |[METAL_ORE:metal:chance]||Allows the ore to be | + | |[METAL_ORE:metal:chance]||Allows the ore to be {{L|smelter|smelted}} into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore. |
|- | |- | ||
− | |[THREAD_METAL:metal:chance]||Allows strands to be extracted from the metal at a | + | |[THREAD_METAL:metal:chance]||Allows strands to be extracted from the metal at a {{L|craftsdwarf's workshop}}. |
|- | |- | ||
− | |[DEEP]||Causes the stone to occur near | + | |[DEEP]||Causes the stone to occur near {{L|Eerie glowing pit|Hidden Fun Stuff}}. |
|- | |- | ||
|[REACTION_CLASS:name]||Categorizes the stone for usage in certain reactions. Used for flux stones. | |[REACTION_CLASS:name]||Categorizes the stone for usage in certain reactions. Used for flux stones. | ||
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|[ITEM_SYMBOL:num]||Specifies the tile used to represent mined stones (but not rough gems). Defaults to 7 [•]. | |[ITEM_SYMBOL:num]||Specifies the tile used to represent mined stones (but not rough gems). Defaults to 7 [•]. | ||
|- | |- | ||
− | |[COLOR:a:b:c]||Sets the | + | |[COLOR:a:b:c]||Sets the {{L|color}} of the stone for all situations. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (if a and b are equal, X is 1, otherwise it is 0), and [BASIC_COLOR:a:c] |
|- | |- | ||
− | |[TILE_COLOR:a:b:c]||Sets the color of tiles bearing the unmined stone, as well as | + | |[TILE_COLOR:a:b:c]||Sets the color of tiles bearing the unmined stone, as well as {{L|engraving}}s in this material. Defaults to 7:7:1 (white with light gray background). |
|- | |- | ||
− | |[BUILD_COLOR:a:b:c]||Sets the color of stone objects which use both the foreground and background color, such as | + | |[BUILD_COLOR:a:b:c]||Sets the color of stone objects which use both the foreground and background color, such as {{L|door}}s and {{L|floodgate}}s. Defaults to 7:7:1 (white with light gray background). |
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|[BASIC_COLOR:a:b]||Sets the color of stone objects which use only the foreground color, including workshops, floors/boulders, and smoothed walls. Defaults to 7:0 (light gray). | |[BASIC_COLOR:a:b]||Sets the color of stone objects which use only the foreground color, including workshops, floors/boulders, and smoothed walls. Defaults to 7:0 (light gray). | ||
|- | |- | ||
− | |[VALUE:num]||The | + | |[VALUE:num]||The {{L|value}} of the stone. Defaults to 1. |
|- | |- | ||
− | |[AQUIFER]||Allows the stone to support an | + | |[AQUIFER]||Allows the stone to support an {{L|aquifer}}. |
|- | |- | ||
− | |[METAMORPHIC]|| | + | |[METAMORPHIC]||Classifies the stone as a {{L|metamorphic layer}}. |
|- | |- | ||
− | |[SEDIMENTARY]|| | + | |[SEDIMENTARY]||Classifies the stone as a {{L|sedimentary layer}}. |
|- | |- | ||
− | |[SOIL]|| | + | |[SOIL]||Classifies the material as a {{L|soil}} layer. Mining is faster and produces no stones. |
|- | |- | ||
− | |[SOIL_OCEAN]|| | + | |[SOIL_OCEAN]||Classifies the material as a {{L|soil|pelagic sediment}} layer. Mining is faster and produces no stones. |
|- | |- | ||
− | |[SOIL_SAND]|| | + | |[SOIL_SAND]||Classifies a soil layer as {{L|sand}}, permitting it to be used for making {{L|glass}}. Typically used along with [SOIL], though may not be required. |
|- | |- | ||
|[SEDIMENTARY_OCEAN_SHALLOW]||Allows an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions. | |[SEDIMENTARY_OCEAN_SHALLOW]||Allows an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions. | ||
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|[SEDIMENTARY_OCEAN_DEEP]||Allows an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions. | |[SEDIMENTARY_OCEAN_DEEP]||Allows an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions. | ||
|- | |- | ||
− | |[IGNEOUS_INTRUSIVE]|| | + | |[IGNEOUS_INTRUSIVE]||Classifies the stone as an {{L|igneous intrusive layer}}. |
|- | |- | ||
− | |[IGNEOUS_EXTRUSIVE]|| | + | |[IGNEOUS_EXTRUSIVE]||Classifies the stone as an {{L|igneous extrusive layer}}. |
|- | |- | ||
− | |[ENVIRONMENT:class:type: | + | |[ENVIRONMENT:class:type:frequency]||Specifies what types of layers will contain this mineral. See below. |
|- | |- | ||
− | |[ENVIRONMENT_SPEC:stone:type: | + | |[ENVIRONMENT_SPEC:stone:type:frequency]||Specifies which specific minerals will contain this mineral. See below. |
|- | |- | ||
− | |[LAVA]||Causes the stone to line the edges of | + | |[LAVA]||Causes the stone to line the edges of {{L|magma pool}}s and {{L|magma pipe}}s, and causes the stone to be formed when {{L|water}} and {{L|magma}} are mixed. |
|- | |- | ||
− | |[SHARP]||Allows the stone to be made into weapons having | + | |[SHARP]||Allows the stone to be made into weapons having {{L|Weapon token|[CAN_STONE]}}. |
|- | |- | ||
− | |[GLASS]||Allows rough gems of this material to be used to make | + | |[GLASS]||Allows rough gems of this material to be used to make crystal {{L|glass}}. |
|- | |- | ||
|[SPEC_HEAT:num]||The specific heat capacity of the stone. Defaults to 800. | |[SPEC_HEAT:num]||The specific heat capacity of the stone. Defaults to 800. | ||
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* [ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>] | * [ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>] | ||
− | The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN | + | The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks. |
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile. | If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile. | ||
− | Anecdotal evidence suggests that each stone | + | Anecdotal evidence suggests that each layer stone will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types. |
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{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |