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Editing Material definition token
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− | {{Quality|Fine}} | + | {{Quality|Fine|11:11, 18 May 2015 (UTC)}} |
{{av}} | {{av}} | ||
{{Modding}} | {{Modding}} | ||
− | The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[ | + | The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[material templates]]. |
__TOC__ | __TOC__ | ||
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* <template name> | * <template name> | ||
− | | | + | | Imports the properties of the specified preexisting material template. |
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*<[[Material_definition_token#Material States|material state]]> | *<[[Material_definition_token#Material States|material state]]> | ||
*<[[Color#Color_tokens|color token]]> | *<[[Color#Color_tokens|color token]]> | ||
− | | Determines the color of the material at the specified state. See [[Material_definition_token#Material | + | | Determines the color of the material at the specified state. See [[Material_definition_token#Material States|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material. Example: |
[STATE_COLOR:ALL_SOLID:GRAY] | [STATE_COLOR:ALL_SOLID:GRAY] | ||
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*<value> | *<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. Does not allow an inferior metal to penetrate superior armor. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000. |
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*<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. |
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*<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. |
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*<value> | *<value> | ||
− | | | + | | Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depend (together with weight of vaporized material) on the volume covered by spreading vapors. Defaults to NONE. |
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* FLUX - can be used as [[flux]] in pig iron and steel making. | * FLUX - can be used as [[flux]] in pig iron and steel making. | ||
* GYPSUM - can be processed into [[gypsum plaster]]. | * GYPSUM - can be processed into [[gypsum plaster]]. | ||
− | * CALCIUM_CARBONATE - can be used in production of [[quicklime]]. | + | * CALCIUM_CARBONATE - can be used in production of [[quicklime]].{{version|0.42.01}} |
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*<value> | *<value> | ||
− | | | + | | [[Soap]] has [SOAP_LEVEL:2]. Effects unknown. Defaults to 0. |
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| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]]. | | Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]]. | ||
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|} | |} | ||
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===Material states=== | ===Material states=== | ||
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| {{text_anchor|IMPLIES_ANIMAL_KILL}} | | {{text_anchor|IMPLIES_ANIMAL_KILL}} | ||
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− | | Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] | + | | 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 [[elf|Elves]]) will refuse to accept these items in trade. |
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| 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. | ||
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| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot. | | Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot. | ||
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| {{text_anchor|ITEMS_METAL}} | | {{text_anchor|ITEMS_METAL}} | ||
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− | | | + | | Allows the creation of metal furniture at the metalsmith's forge. |
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| {{text_anchor|ITEMS_SOFT}} | | {{text_anchor|ITEMS_SOFT}} | ||
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− | | | + | | Random [[finished goods|crafts]] made from this material cannot be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]]. |
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| {{text_anchor|ITEMS_HARD}} | | {{text_anchor|ITEMS_HARD}} | ||
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− | | | + | | 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. |
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| {{text_anchor|IS_GLASS}} | | {{text_anchor|IS_GLASS}} | ||
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− | | Used internally by green glass, clear glass, and crystal glass | + | | Used internally by green glass, clear glass, and crystal glass. |
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| {{text_anchor|ITEMS_QUERN}} | | {{text_anchor|ITEMS_QUERN}} | ||
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− | | Querns and millstones can be made out of this material. | + | | Querns and millstones can be made out of this material.{{verify}} |
|} | |} | ||