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− | {{ | + | {{Migrated_article}} |
− | {{ | + | {{quality|unrated}}{{av}} |
− | {{ | ||
− | The following | + | The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates. |
− | + | ==Material Properties== | |
− | |||
− | |||
− | ==Material | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#C0C0C0" | |- bgcolor="#C0C0C0" | ||
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|- | |- | ||
− | + | | PREFIX | |
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− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | * | + | * string |
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.''' | | Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.''' | ||
|- | |- | ||
− | + | | STONE_NAME | |
| | | | ||
− | * | + | * string |
− | | Overrides the name of | + | | Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets"). |
|- | |- | ||
− | + | | IS_GEM | |
| | | | ||
− | * | + | * name |
− | * | + | * plural |
− | * | + | * state |
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values. | | Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values. | ||
|- | |- | ||
− | + | | TEMP_DIET_INFO | |
| | | | ||
− | * | + | * type |
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH. | | Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH. | ||
|- | |- | ||
− | + | | POWDER_DYE | |
− | | | + | | [[color]] token |
− | + | | Defines the material as a type of dye. | |
− | | | ||
|- | |- | ||
− | + | | TILE | |
− | | | + | | [[Main:Character table|tile]] |
− | |||
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█'). | | Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█'). | ||
|- | |- | ||
− | + | | ITEM_SYMBOL | |
− | + | | tile | |
− | + | | Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•'). | |
− | | Specifies the tile that will be used to represent | ||
|- | |- | ||
− | + | | DISPLAY_COLOR | |
| | | | ||
− | * | + | *foreground color |
− | * | + | *background color |
− | * | + | *foreground brightness |
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c] | | The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c] | ||
|- | |- | ||
− | + | | BUILD_COLOR | |
| | | | ||
− | * | + | *foreground color |
− | * | + | *background color |
− | * | + | *foreground brightness |
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white). | | The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white). | ||
|- | |- | ||
− | + | | TILE_COLOR | |
| | | | ||
− | * | + | *foreground color |
− | * | + | *background color |
− | * | + | *foreground brightness |
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white). | | The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white). | ||
|- | |- | ||
− | + | | BASIC_COLOR | |
| | | | ||
− | * | + | *color |
− | * | + | *brightness |
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white). | | The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white). | ||
|- | |- | ||
− | + | | STATE_COLOR | |
| | | | ||
− | * | + | *state |
− | * | + | *[[color]] token |
− | | | + | | The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL. |
− | [STATE_COLOR:ALL_SOLID: | + | Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material. |
+ | [STATE_COLOR:ALL_SOLID:GREY] | ||
|- | |- | ||
− | + | | STATE_NAME | |
| | | | ||
− | * | + | *state |
− | * | + | *name |
− | | | + | | The name of the material as displayed in-game. |
[STATE_NAME:ALL_SOLID:stone] | [STATE_NAME:ALL_SOLID:stone] | ||
|- | |- | ||
− | | | + | | STATE_NAME_ADJ |
| | | | ||
− | * | + | *state |
− | * | + | *name/adjective |
− | | | + | | Sets both STATE_NAME and STATE_ADJ at the same time. |
|- | |- | ||
− | | | + | | STATE_ADJ |
| | | | ||
− | * | + | *state |
− | + | *adjective | |
− | * | + | | Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name. |
− | | | ||
|- | |- | ||
− | + | | ABSORPTION | |
| | | | ||
− | * | + | *value |
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0. | | The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0. | ||
|- | |- | ||
− | + | | IMPACT_YIELD | |
| | | | ||
− | * | + | *value |
− | | Specifies how hard of an impact | + | | Specifies how hard of an impact the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000. |
|- | |- | ||
− | + | | IMPACT_FRACTURE | |
| | | | ||
− | * | + | *value |
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000. | | Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000. | ||
|- | |- | ||
− | + | | IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY | |
| | | | ||
− | * | + | *value |
− | | Specifies how much the material will | + | | Specifies how much the material will give when the yield point is reached.{{verify}} Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999) |
|- | |- | ||
− | + | | COMPRESSIVE_YIELD | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000. | | Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000. | ||
|- | |- | ||
− | + | | COMPRESSIVE_FRACTURE | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000. | | Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000. | ||
|- | |- | ||
− | + | | COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY | |
| | | | ||
− | * | + | *value |
− | | Specifies how much the material will | + | | Specifies how much the material will give when it is compressed past its yield point.{{verify}} Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0. |
|- | |- | ||
− | + | | TENSILE_YIELD | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000. | | Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000. | ||
|- | |- | ||
− | + | | TENSILE_FRACTURE | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000. | | Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000. | ||
|- | |- | ||
− | + | | TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY | |
| | | | ||
− | * | + | *value |
− | | Specifies how much the material will | + | | Specifies how much the material will give when it is stretched past its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0. |
|- | |- | ||
− | + | | TORSION_YIELD | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000. | | Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000. | ||
|- | |- | ||
− | + | | TORSION_FRACTURE | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000. | | Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000. | ||
|- | |- | ||
− | + | | TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY | |
| | | | ||
− | * | + | *value |
− | | Specifies how much the material will | + | | Specifies how much the material will give when it is twisted past its yield point.{{verify}} Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 0. |
|- | |- | ||
− | + | | SHEAR_YIELD | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000. | | Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000. | ||
|- | |- | ||
− | + | | SHEAR_FRACTURE | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000. | | Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000. | ||
|- | |- | ||
− | + | | SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY | |
| | | | ||
− | * | + | *value |
− | | Specifies how much the material will | + | | Specifies how much the material will give when sheared past its yield point. Used for cutting calculations. Defaults to 0. |
|- | |- | ||
− | + | | BENDING_YIELD | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000. | | Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000. | ||
|- | |- | ||
− | + | | BENDING_FRACTURE | |
| | | | ||
− | * | + | *value |
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000. | | Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000. | ||
|- | |- | ||
− | + | | BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY | |
| | | | ||
− | * | + | *value |
− | | Specifies how much the material will | + | | Specifies how much the material will give when bent past its yield point.{{verify}} Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0. |
|- | |- | ||
− | + | | MAX_EDGE | |
| | | | ||
− | * | + | *value |
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000. | | How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000. | ||
|- | |- | ||
− | + | | MATERIAL_VALUE | |
| | | | ||
− | * | + | *value |
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell. | | Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell. | ||
|- | |- | ||
− | + | | MULTIPLY_VALUE | |
| | | | ||
− | * | + | *value |
| Multiplies the value of the material. '''Not permitted in material template definitions.''' | | Multiplies the value of the material. '''Not permitted in material template definitions.''' | ||
|- | |- | ||
− | + | | SPEC_HEAT | |
| | | | ||
− | * | + | *specific heat capacity |
− | | Rate at which the material heats up or cools down | + | | Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE. |
|- | |- | ||
− | + | | HEATDAM_POINT | |
| | | | ||
− | * | + | *temperature |
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE. | | Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE. | ||
|- | |- | ||
− | + | | COLDDAM_POINT | |
| | | | ||
− | * | + | *temperature |
| Temperature below which the material takes damage from cold. Defaults to NONE. | | Temperature below which the material takes damage from cold. Defaults to NONE. | ||
|- | |- | ||
− | + | | IGNITE_POINT | |
| | | | ||
− | * | + | *temperature |
| Temperature at which the material will catch fire. Defaults to NONE. | | Temperature at which the material will catch fire. Defaults to NONE. | ||
|- | |- | ||
− | + | | MELTING_POINT | |
| | | | ||
− | * | + | *temperature |
| Temperature at which the material melts. Defaults to NONE. | | Temperature at which the material melts. Defaults to NONE. | ||
|- | |- | ||
− | + | | BOILING_POINT | |
| | | | ||
− | * | + | *temperature |
| Temperature at which the material boils. Defaults to NONE. | | Temperature at which the material boils. Defaults to NONE. | ||
|- | |- | ||
− | + | | MAT_FIXED_TEMP | |
| | | | ||
− | * | + | *temperature |
− | | | + | | Constant temperature emitted by the material. Defaults to NONE. |
|- | |- | ||
− | + | | IF_EXISTS_SET_HEATDAM_POINT | |
| | | | ||
− | * | + | *temperature |
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | | Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | ||
|- | |- | ||
− | + | | IF_EXISTS_SET_COLDDAM_POINT | |
| | | | ||
− | * | + | *temperature |
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | | Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | ||
|- | |- | ||
− | + | | IF_EXISTS_SET_IGNITE_POINT | |
| | | | ||
− | * | + | *temperature |
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | | Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | ||
|- | |- | ||
− | + | | IF_EXISTS_SET_MELTING_POINT | |
| | | | ||
− | * | + | *temperature |
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | | Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | ||
|- | |- | ||
− | + | | IF_EXISTS_SET_BOILING_POINT | |
| | | | ||
− | * | + | *temperature |
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | | Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | ||
|- | |- | ||
− | + | | IF_EXISTS_SET_MAT_FIXED_TEMP | |
| | | | ||
− | * | + | *temperature |
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | | Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.''' | ||
|- | |- | ||
− | + | | SOLID_DENSITY | |
| | | | ||
− | * | + | *density |
− | | Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of | + | | Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE. |
|- | |- | ||
− | + | | LIQUID_DENSITY | |
| | | | ||
− | * | + | *density |
− | | Specifies the density of the material when in liquid form. Defaults to NONE | + | | Specifies the density of the material when in liquid form. Defaults to NONE. |
|- | |- | ||
− | + | | MOLAR_MASS | |
| | | | ||
− | * | + | *value |
− | | | + | | Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depends (together with weight of vaporized material) the volume covered by spreading vapors. Defaults to NONE. |
|- | |- | ||
− | + | | EXTRACT_STORAGE | |
− | | | + | | BARREL or FLASK |
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL. | | Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL. | ||
|- | |- | ||
− | + | | BUTCHER_SPECIAL | |
| | | | ||
− | * | + | *[[item token]] |
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials. | | Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials. | ||
|- | |- | ||
− | + | | MEAT_NAME | |
| | | | ||
− | * | + | *prefix |
− | * | + | *name |
− | * | + | *adjective |
| When a creature is butchered, meat yielded from organs made from this material will be named via this token. | | When a creature is butchered, meat yielded from organs made from this material will be named via this token. | ||
|- | |- | ||
− | + | | BLOCK_NAME | |
| | | | ||
− | * | + | *singular |
− | * | + | *plural |
| Specifies the name of [[block]]s made from this material. | | Specifies the name of [[block]]s made from this material. | ||
|- | |- | ||
− | + | | WAFERS | |
| | | | ||
| The material forms "wafers" instead of "[[bar]]s". | | The material forms "wafers" instead of "[[bar]]s". | ||
|- | |- | ||
− | + | | MATERIAL_REACTION_PRODUCT | |
| | | | ||
− | * | + | *reaction reference |
− | * | + | *[[material token]] |
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE. | | Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE. | ||
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] | [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] | ||
|- | |- | ||
− | | | + | | REACTION_CLASS |
| | | | ||
− | * | + | *reaction reference |
− | + | | Used to classify all items made of the material so that reactions can use them as generic reagents. | |
− | |||
− | | Used | ||
− | |||
|- | |- | ||
− | | | + | | METAL_ORE |
| | | | ||
− | * | + | * MATERIAL_NAME |
− | | | + | * value |
− | + | | Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|"METAL_ORE:MATERIAL_NAME"]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.<br /> Places the material under "Metal Ores" in Stone stockpiles.<br /> Value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details). | |
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|- | |- | ||
− | | | + | | THREAD_METAL |
| | | | ||
− | * | + | * MATERIAL_NAME |
− | * | + | * value |
− | | Makes BOULDER acceptable | + | | Makes BOULDER acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}} |
|- | |- | ||
− | | | + | | HARDENS_WITH_WATER |
| | | | ||
− | * | + | * [[material token]] |
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− | |||
| Allows the material to be used to make [[healthcare|casts]]. | | Allows the material to be used to make [[healthcare|casts]]. | ||
|- | |- | ||
− | + | | SOAP_LEVEL | |
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− | + | *value | |
− | + | | Unknown. Defaults to 0. | |
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|} | |} | ||
− | + | ==Material Usage Tokens== | |
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− | ==Material | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#C0C0C0" | |- bgcolor="#C0C0C0" | ||
Line 544: | Line 422: | ||
|- | |- | ||
− | + | | IMPLIES_ANIMAL_KILL | |
| | | | ||
− | | Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ( | + | | Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals (which currently does '''not''' include Elves) will refuse to accept these items in trade. |
|- | |- | ||
− | + | | ALCOHOL_PLANT | |
| | | | ||
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under "Drink (Plant)". | | Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under "Drink (Plant)". | ||
|- | |- | ||
− | + | | ALCOHOL_CREATURE | |
| | | | ||
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under "Drink (Animal)". | | Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under "Drink (Animal)". | ||
|- | |- | ||
− | + | | ALCOHOL | |
| | | | ||
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial. | | Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial. | ||
|- | |- | ||
− | + | | CHEESE_PLANT | |
| | | | ||
| Classifies the material as plant-based cheese, allowing its storage in food stockpiles under "Cheese (Plant)". | | Classifies the material as plant-based cheese, allowing its storage in food stockpiles under "Cheese (Plant)". | ||
|- | |- | ||
− | + | | CHEESE_CREATURE | |
| | | | ||
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under "Cheese (Animal)". | | Classifies the material as animal-based cheese, allowing its storage in food stockpiles under "Cheese (Animal)". | ||
|- | |- | ||
− | + | | CHEESE | |
| | | | ||
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial. | | Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial. | ||
|- | |- | ||
− | + | | POWDER_MISC_PLANT | |
| | | | ||
− | | Classifies the material as plant powder, allowing its storage in food stockpiles under "Milled Plant". | + | | Classifies the material as plant powder, allowing its storage in in food stockpiles under "Milled Plant". |
|- | |- | ||
− | + | | POWDER_MISC_CREATURE | |
| | | | ||
− | | Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal" | + | | Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal". |
|- | |- | ||
− | + | | POWDER_MISC | |
| | | | ||
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial. | | Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial. | ||
|- | |- | ||
− | + | | STOCKPILE_GLOB or STOCKPILE_GLOB_SOLID | |
| | | | ||
| Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included). | | Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included). | ||
|- | |- | ||
− | + | | STOCKPILE_GLOB_PASTE | |
| | | | ||
| Classifies the material as milled paste, allowing its storage in food stockpiles under "Paste". | | Classifies the material as milled paste, allowing its storage in food stockpiles under "Paste". | ||
|- | |- | ||
− | + | | STOCKPILE_GLOB_PRESSED | |
| | | | ||
| Classifies the material as pressed goods, allowing its storage in food stockpiles under "Pressed Material". | | Classifies the material as pressed goods, allowing its storage in food stockpiles under "Pressed Material". | ||
|- | |- | ||
− | + | | STOCKPILE_PLANT_GROWTH | |
| | | | ||
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit. | | Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit. | ||
|- | |- | ||
− | + | | LIQUID_MISC_PLANT | |
| | | | ||
| Classifies the material as a plant extract, allowing its storage in food stockpiles under "Extract (Plant)". | | Classifies the material as a plant extract, allowing its storage in food stockpiles under "Extract (Plant)". | ||
|- | |- | ||
− | + | | LIQUID_MISC_CREATURE | |
| | | | ||
| Classifies the material as a creature extract, allowing its storage in food stockpiles under "Extract (Animal)". | | Classifies the material as a creature extract, allowing its storage in food stockpiles under "Extract (Animal)". | ||
|- | |- | ||
− | + | | LIQUID_MISC_OTHER | |
| | | | ||
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under "Misc. Liquid" along with lye. | | Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under "Misc. Liquid" along with lye. | ||
|- | |- | ||
− | + | | LIQUID_MISC | |
| | | | ||
− | | Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown | + | | Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown. Possibly vestigial. |
|- | |- | ||
− | + | | STRUCTURAL_PLANT_MAT | |
| | | | ||
− | | Classifies the material as | + | | Classifies the material as plant, allowing its storage in food stockpiles under "Plants". |
|- | |- | ||
− | + | | SEED_MAT | |
| | | | ||
− | | Classifies the material as | + | | Classifies the material as plant seed, allowing its storage in food stockpiles under "Seeds". |
|- | |- | ||
− | + | | BONE | |
| | | | ||
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material. | | Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material. | ||
|- | |- | ||
− | + | | WOOD | |
| | | | ||
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade. | | Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade. | ||
|- | |- | ||
− | + | | THREAD_PLANT | |
| | | | ||
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)". | | Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)". | ||
|- | |- | ||
− | + | | TOOTH | |
| | | | ||
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material. | | Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material. | ||
|- | |- | ||
− | + | | HORN | |
| | | | ||
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material. | | Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material. | ||
|- | |- | ||
− | + | | PEARL | |
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| | | | ||
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material. | | Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material. | ||
|- | |- | ||
− | + | | SHELL | |
| | | | ||
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material. | | Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material. | ||
|- | |- | ||
− | + | | LEATHER | |
| | | | ||
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles. | | Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles. | ||
|- | |- | ||
− | + | | SILK | |
| | | | ||
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)". | | Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)". | ||
|- | |- | ||
− | + | | SOAP | |
| | | | ||
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under "Bars: Other Materials".{{verify}} | | Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under "Bars: Other Materials".{{verify}} | ||
|- | |- | ||
− | + | | GENERATES_MIASMA | |
| | | | ||
− | | Material generates miasma when it rots | + | | Material generates miasma when it rots |
|- | |- | ||
− | + | | MEAT | |
| | | | ||
| Classifies the material as edible meat.{{verify}} | | Classifies the material as edible meat.{{verify}} | ||
|- | |- | ||
− | + | | ROTS | |
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| | | | ||
− | | | + | | Material will rot if not stockpiled appropriately |
|- | |- | ||
− | + | | BLOOD_MAP_DESCRIPTOR | |
| | | | ||
| Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood."). | | Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood."). | ||
|- | |- | ||
− | + | | ICHOR_MAP_DESCRIPTOR | |
| | | | ||
| Tells the game to classify contaminants of this material as being "ichor". | | Tells the game to classify contaminants of this material as being "ichor". | ||
|- | |- | ||
− | + | | GOO_MAP_DESCRIPTOR | |
| | | | ||
| Tells the game to classify contaminants of this material as being "goo". | | Tells the game to classify contaminants of this material as being "goo". | ||
|- | |- | ||
− | + | | SLIME_MAP_DESCRIPTOR | |
| | | | ||
| Tells the game to classify contaminants of this material as being "slime". | | Tells the game to classify contaminants of this material as being "slime". | ||
|- | |- | ||
− | + | | PUS_MAP_DESCRIPTOR | |
| | | | ||
| Tells the game to classify contaminants of this material as being "pus". | | Tells the game to classify contaminants of this material as being "pus". | ||
|- | |- | ||
− | + | | ENTERS_BLOOD | |
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| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface. | | Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface. | ||
|- | |- | ||
− | + | | EDIBLE_VERMIN | |
| | | | ||
| Can be eaten by vermin. | | Can be eaten by vermin. | ||
|- | |- | ||
− | + | | EDIBLE_RAW | |
| | | | ||
| Can be eaten raw. | | Can be eaten raw. | ||
|- | |- | ||
− | + | | EDIBLE_COOKED | |
| | | | ||
| Can be cooked and then eaten. | | Can be cooked and then eaten. | ||
|- | |- | ||
− | + | | DO_NOT_CLEAN_GLOB | |
| | | | ||
| Prevents globs made of this material from being cleaned up and destroyed. | | Prevents globs made of this material from being cleaned up and destroyed. | ||
|- | |- | ||
− | + | | NO_STONE_STOCKPILE | |
| | | | ||
| Prevents the material from showing up in Stone stockpile settings. | | Prevents the material from showing up in Stone stockpile settings. | ||
|- | |- | ||
− | + | | ITEMS_METAL | |
| | | | ||
− | | | + | | Effect unknown. Possibly vestigial. |
|- | |- | ||
− | + | | ITEMS_BARRED | |
| | | | ||
| Equivalent to ITEMS_HARD. Given to [[bone]]. | | Equivalent to ITEMS_HARD. Given to [[bone]]. | ||
|- | |- | ||
− | + | | ITEMS_SCALED | |
| | | | ||
| Equivalent to ITEMS_HARD. Given to [[shell]]. | | Equivalent to ITEMS_HARD. Given to [[shell]]. | ||
|- | |- | ||
− | + | | ITEMS_LEATHER | |
| | | | ||
| Equivalent to ITEMS_SOFT. Given to [[leather]]. | | Equivalent to ITEMS_SOFT. Given to [[leather]]. | ||
|- | |- | ||
− | + | | ITEMS_SOFT | |
| | | | ||
− | | | + | | Random [[finished goods|crafts]] made from this material can not be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]]. |
|- | |- | ||
− | + | | ITEMS_HARD | |
| | | | ||
− | | | + | | Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag. |
|- | |- | ||
− | + | | IS_STONE | |
| | | | ||
− | | Used to define that | + | | Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects. |
|- | |- | ||
− | + | | UNDIGGABLE | |
| | | | ||
| Used for a stone that cannot be dug into. | | Used for a stone that cannot be dug into. | ||
|- | |- | ||
− | + | | DISPLAY_UNGLAZED | |
| | | | ||
| Causes containers made of this material to be prefixed with "unglazed" if they have not yet been [[glaze]]d. | | Causes containers made of this material to be prefixed with "unglazed" if they have not yet been [[glaze]]d. | ||
|- | |- | ||
− | + | | YARN | |
| | | | ||
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)". | | Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)". | ||
|- | |- | ||
− | + | | STOCKPILE_THREAD_METAL | |
| | | | ||
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)". | | Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)". | ||
|- | |- | ||
− | + | | IS_METAL | |
| | | | ||
| Defines the material as being metal, allowing it to be used at forges. | | Defines the material as being metal, allowing it to be used at forges. | ||
|- | |- | ||
− | + | | IS_GLASS | |
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | | + | | Used internally by green glass, clear glass, and crystal glass. |
|- | |- | ||
− | + | | CRYSTAL_GLASSABLE | |
| | | | ||
| Can be used in the production of crystal glass. | | Can be used in the production of crystal glass. | ||
|- | |- | ||
− | + | | ITEMS_WEAPON | |
| | | | ||
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material. | | Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material. | ||
|- | |- | ||
− | + | | ITEMS_WEAPON_RANGED | |
| | | | ||
| Ranged weapons can be made out of this material. | | Ranged weapons can be made out of this material. | ||
|- | |- | ||
− | + | | ITEMS_ANVIL | |
| | | | ||
| [[Anvil]]s can be made out of this material. | | [[Anvil]]s can be made out of this material. | ||
|- | |- | ||
− | + | | ITEMS_AMMO | |
| | | | ||
| [[Weapon#Ammunition|Ammunition]] can be made out of this material. | | [[Weapon#Ammunition|Ammunition]] can be made out of this material. | ||
|- | |- | ||
− | + | | ITEMS_DIGGER | |
| | | | ||
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material. | | [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material. | ||
|- | |- | ||
− | + | | ITEMS_ARMOR | |
| | | | ||
| [[Armor]] can be made out of this material. | | [[Armor]] can be made out of this material. | ||
|- | |- | ||
− | + | | ITEMS_DELICATE | |
| | | | ||
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD. | | Used internally by amber and coral. Functionally equivalent to ITEMS_HARD. | ||
|- | |- | ||
− | + | | ITEMS_SIEGE_ENGINE | |
| | | | ||
| Siege engine parts can be made out of this material. Does not appear to work. | | Siege engine parts can be made out of this material. Does not appear to work. | ||
|- | |- | ||
− | + | | ITEMS_QUERN | |
| | | | ||
− | | Querns and millstones can be made out of this material. | + | | Querns and millstones can be made out of this material.{{verify}} |
|} | |} | ||
==Syndrome tokens== | ==Syndrome tokens== | ||
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
Line 924: | Line 766: | ||
|- | |- | ||
− | + | | SYN_NAME | |
− | | | + | | text |
− | + | | defines the name of the syndrome | |
− | | | ||
|- | |- | ||
− | + | | SYN_INJECTED | |
| | | | ||
− | | | + | | syndrome can be contracted by injection (by a creature) |
|- | |- | ||
− | + | | SYN_CONTACT | |
| | | | ||
− | | | + | | syndrome can be contracted on contact (e.g. poison dust or liquid) |
|- | |- | ||
− | + | | SYN_INHALED | |
| | | | ||
− | | | + | | syndrome can be contracted by inhalation (e.g. poison vapor or gas) |
− | |- | + | |- |
− | | | + | | SYN_AFFECTED_CLASS |
| | | | ||
− | | | + | | adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON |
|- | |- | ||
− | + | | SYN_IMMUNE_CLASS | |
− | + | | | |
− | + | | makes the class of creatures immune to the syndrome | |
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | | | ||
|- | |- | ||
− | + | | SYN_AFFECTED_CREATURE | |
− | | | + | | creature |
− | + | | adds a specific creature to those affected. | |
− | |||
− | | | ||
|- | |- | ||
− | + | | SYN_IMMUNE_CREATURE | |
− | | | + | | creature |
− | + | | makes the creature immune to the syndrome | |
− | |||
− | | | ||
|- | |- | ||
Line 997: | Line 827: | ||
|} | |} | ||
− | ==See | + | ==See Also== |
* [[Inorganic material definition token]] | * [[Inorganic material definition token]] | ||
* [[Syndrome]] | * [[Syndrome]] | ||
− | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
− |