- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "User:Jan/sandbox"
(→Misc: nonsense) |
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Line 5: | Line 5: | ||
{{User:Lethosor/header}} | {{User:Lethosor/header}} | ||
+ | [[:Category:Message_box_templates]] | ||
+ | {{ambox | ||
+ | |type=warn | ||
+ | |text=Welcome to the Dwarf Fortress Wiki!<br> | ||
+ | '''Please do not add content specific to v50 (the new DF premium release) yet!''' We are working on a migration that will be complete in the next few days. Adding content for v0.47 or to other pages is still encouraged. | ||
+ | }} | ||
+ | |||
+ | |||
+ | <div class="usermessage" style=""> | ||
+ | {{:Main_Page/Quote}} | ||
+ | </div> | ||
+ | <div class="" style="padding: 0.8em 1em; margin: 0.5rem 0; background: #d9edf7; border-left: 5px solid #1b809e;"> | ||
+ | {{:Main_Page/Quote}} | ||
+ | </div> | ||
+ | <div class="" style="padding: 0.8em 1em; margin: 0.5rem 0; background: #fcf8e3; border-left: 5px solid #aa6708;"> | ||
+ | {{:Main_Page/Quote}} | ||
+ | </div> | ||
+ | <div class="" style="padding: 0.8em 1em; margin: 0.5rem 0; background: #dff0d8; border-left: 5px solid #3c763d;"> | ||
+ | {{:Main_Page/Quote}} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="" style="padding: 0.8em 1em; margin: 0.5rem 0; background: #f2dede; border-left: 5px solid #ce4844;"> | ||
+ | {{:Main_Page/Quote}} | ||
+ | </div> | ||
+ | |||
+ | How does a dwarven light bulb looks like? | ||
+ | |||
+ | {| class="" style="width:100%; margin: 0.5rem 0; background: #d9edf7; border-left: 5px solid #1b809e;" | ||
+ | | style="" | [[File:BulbIcon.svg|link=]] | ||
+ | | Style="padding: 0.8em 1em 0.8em 0px;" | {{:Main_Page/Quote}} | ||
+ | |} | ||
+ | {| class="" style="width:100%; margin: 0.5rem 0; background: #d9edf7; border-left: 5px solid #1b809e;" | ||
+ | | style="" | [[File:BulbIcon.svg|75px|link=]] | ||
+ | | Style="padding: 0.8em 1em 0.8em 0px;" | | ||
+ | {{:Main_Page/Quote}} | ||
+ | |||
+ | {{:Main_Page/Quote}} | ||
+ | |||
+ | {{:Main_Page/Quote}} | ||
+ | |||
+ | {{:Main_Page/Quote}} | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | [[File:Bulbgraph.png|18px|link=]] '''Note''': {{:Main_Page/Quote}} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | {| {{prettytable}} | ||
+ | |- style='background-color:#ddd' | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|NAME}} | ||
+ | | | ||
+ | *name | ||
+ | | The singular form of the plant's name as seen in-game. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|NAME_PLURAL}} | ||
+ | | | ||
+ | *name | ||
+ | | The plural form of the plant's name as seen in-game. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|ADJ}} | ||
+ | | | ||
+ | *adjective | ||
+ | | The word or phrase used to describe items made from this plant. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|ALL_NAMES}} | ||
+ | | | ||
+ | *name | ||
+ | | Sets the NAME, NAME_PLURAL, and ADJ to the specified string. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|PREFSTRING}} | ||
+ | | | ||
+ | *reason | ||
+ | | What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|MATERIAL}} | ||
+ | | | ||
+ | *material_name | ||
+ | | Starts defining a new local plant material with the given name and '''no''' properties. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|USE_MATERIAL}} | ||
+ | | | ||
+ | *material_name | ||
+ | *old_material | ||
+ | | Starts defining a new local plant material with the given name and using the properties of another local plant material. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|USE_MATERIAL_TEMPLATE}} | ||
+ | | | ||
+ | *material_name | ||
+ | *template_name | ||
+ | | Starts defining a new local plant material with the given name and using the properties of the specified material template. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|BASIC_MAT}} | ||
+ | | | ||
+ | * [[Material token|material]] | ||
+ | | Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. | ||
+ | |} | ||
+ | |||
+ | {| {{prettytable}} | ||
+ | |- style='background-color:#ddd' | ||
+ | ! width="20%" | Token | ||
+ | ! width="20%" | Arguments | ||
+ | ! width="60%" | Description | ||
+ | |||
+ | |- | ||
+ | |{{text anchor|NAME}} | ||
+ | | | ||
+ | *name | ||
+ | | The singular form of the plant's name as seen in-game. | ||
+ | border-top:1px solid #dddddd; | ||
+ | |- style='background-color:#f5f5f5' | ||
+ | | {{text anchor|NAME_PLURAL}} | ||
+ | | | ||
+ | *name | ||
+ | | The plural form of the plant's name as seen in-game. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|ADJ}} | ||
+ | | | ||
+ | *adjective | ||
+ | | The word or phrase used to describe items made from this plant. | ||
+ | |||
+ | |- style='background-color:#f5f5f5' | ||
+ | | {{text anchor|ALL_NAMES}} | ||
+ | | | ||
+ | *name | ||
+ | | Sets the NAME, NAME_PLURAL, and ADJ to the specified string. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|PREFSTRING}} | ||
+ | | | ||
+ | *reason | ||
+ | | What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") | ||
+ | |||
+ | |- style='background-color:#f5f5f5' | ||
+ | | {{text anchor|MATERIAL}} | ||
+ | | | ||
+ | *material_name | ||
+ | | Starts defining a new local plant material with the given name and '''no''' properties. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|USE_MATERIAL}} | ||
+ | | | ||
+ | *material_name | ||
+ | *old_material | ||
+ | | Starts defining a new local plant material with the given name and using the properties of another local plant material. | ||
+ | |||
+ | |- style='background-color:#f5f5f5' | ||
+ | | {{text anchor|USE_MATERIAL_TEMPLATE}} | ||
+ | | | ||
+ | *material_name | ||
+ | *template_name | ||
+ | | Starts defining a new local plant material with the given name and using the properties of the specified material template. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|BASIC_MAT}} | ||
+ | | | ||
+ | * [[Material token|material]] | ||
+ | | Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. | ||
+ | |} | ||
+ | |||
+ | {| style="border: none;padding:8px; border-top:1px solid #dddddd;|{{prettytable}} style="border: none;padding:8px; width:auto;" | ||
+ | |- style='background-color:#ddd; border: none;padding:8px;' | ||
+ | ! style="border: none;padding:8px; border-top:1px solid #dddddd; width:20%;"|Token | ||
+ | ! style="border: none;padding:8px; border-top:1px solid #dddddd; width:20%;"|Arguments | ||
+ | ! style="border: none;padding:8px; border-top:1px solid #dddddd;"|Description | ||
+ | |||
+ | |- style='' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|NAME}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | *name | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|The singular form of the plant's name as seen in-game. | ||
+ | |- style='background-color:#f5f5f5;' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|NAME_PLURAL}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | *name | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|The plural form of the plant's name as seen in-game. | ||
+ | |||
+ | |- style='' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|ADJ}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | *adjective | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|The word or phrase used to describe items made from this plant. | ||
+ | |||
+ | |- style='padding:8px !important; background-color:#f5f5f5' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|ALL_NAMES}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | *name | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|Sets the NAME, NAME_PLURAL, and ADJ to the specified string. | ||
+ | |||
+ | |- style='' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|PREFSTRING}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | *reason | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") | ||
+ | |||
+ | |- style='padding:8px !important;background-color:#f5f5f5' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|MATERIAL}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | *material_name | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|Starts defining a new local plant material with the given name and '''no''' properties. | ||
+ | |||
+ | |- style='' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|USE_MATERIAL}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | *material_name | ||
+ | *old_material | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|Starts defining a new local plant material with the given name and using the properties of another local plant material. | ||
+ | |||
+ | |- style='padding:8px !important;background-color:#f5f5f5' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|USE_MATERIAL_TEMPLATE}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | *material_name | ||
+ | *template_name | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|Starts defining a new local plant material with the given name and using the properties of the specified material template. | ||
+ | |||
+ | |- style='' | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|{{text anchor|BASIC_MAT}} | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;| | ||
+ | * [[Material token|material]] | ||
+ | | style="border: none;padding:8px; border-top:1px solid #dddddd;|Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. | ||
+ | |} | ||
+ | |||
+ | <pre> | ||
+ | .wikitable, | ||
+ | .prettytable{ | ||
+ | border: none !important; | ||
+ | width:auto; | ||
+ | max-width:100%; | ||
+ | margin-bottom:20px; | ||
+ | background-color:transparent; | ||
+ | border-spacing:0px; | ||
+ | } | ||
+ | .wikitable tr, | ||
+ | .prettytable tr{ | ||
+ | border-top:1px solid #dddddd; | ||
+ | } | ||
+ | .wikitable th,.prettytable th{ | ||
+ | border: none !important; | ||
+ | text-align:left; | ||
+ | } | ||
+ | .wikitable td,.wikitable th, | ||
+ | .prettytable td,.prettytable th{ | ||
+ | border: none !important; | ||
+ | padding:0; | ||
+ | } | ||
+ | .wikitable tr > th, | ||
+ | .prettytable tr > th{ | ||
+ | padding:8px !important; | ||
+ | line-height:1.42857143; | ||
+ | vertical-align:top; | ||
+ | border-top:1px solid #dddddd; | ||
+ | border-collapse:collapse; | ||
+ | border-spacing:0; | ||
+ | text-align:center; | ||
+ | vertical-align:middle; | ||
+ | } | ||
+ | .wikitable tr > td, | ||
+ | .prettytable tr > td{ | ||
+ | padding:8px !important; | ||
+ | line-height:1.42857143; | ||
+ | vertical-align:top; | ||
+ | border-top:1px solid #dddddd; | ||
+ | border-collapse:collapse; | ||
+ | border-spacing:0 | ||
+ | } | ||
+ | .wikitable tbody > tr:nth-child(even), | ||
+ | .prettytable tbody > tr:nth-child(even){ | ||
+ | background-color:#f5f5f5 | ||
+ | } | ||
+ | .wikitable tr > th.headerSort, | ||
+ | .prettytable tr > th.headerSort{ | ||
+ | padding-right:21px !important | ||
+ | } | ||
+ | /* | ||
+ | .wikitable tr:hover{ | ||
+ | background: #f1f1f1; | ||
+ | */ | ||
+ | } | ||
+ | </pre> | ||
== Navigation == | == Navigation == |
Revision as of 09:39, 17 December 2022
Misc
Category:Message_box_templates
Welcome to the Dwarf Fortress Wiki! Please do not add content specific to v50 (the new DF premium release) yet! We are working on a migration that will be complete in the next few days. Adding content for v0.47 or to other pages is still encouraged. |
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes
How does a dwarven light bulb looks like?
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes |
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes |
Note: You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator. --TVTropes
Token | Arguments | Description |
---|---|---|
NAME |
|
The singular form of the plant's name as seen in-game. |
NAME_PLURAL |
|
The plural form of the plant's name as seen in-game. |
ADJ |
|
The word or phrase used to describe items made from this plant. |
ALL_NAMES |
|
Sets the NAME, NAME_PLURAL, and ADJ to the specified string. |
PREFSTRING |
|
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") |
MATERIAL |
|
Starts defining a new local plant material with the given name and no properties. |
USE_MATERIAL |
|
Starts defining a new local plant material with the given name and using the properties of another local plant material. |
USE_MATERIAL_TEMPLATE |
|
Starts defining a new local plant material with the given name and using the properties of the specified material template. |
BASIC_MAT | Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. |
Token | Arguments | Description |
---|---|---|
NAME |
|
The singular form of the plant's name as seen in-game.
border-top:1px solid #dddddd; |
NAME_PLURAL |
|
The plural form of the plant's name as seen in-game. |
ADJ |
|
The word or phrase used to describe items made from this plant. |
ALL_NAMES |
|
Sets the NAME, NAME_PLURAL, and ADJ to the specified string. |
PREFSTRING |
|
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") |
MATERIAL |
|
Starts defining a new local plant material with the given name and no properties. |
USE_MATERIAL |
|
Starts defining a new local plant material with the given name and using the properties of another local plant material. |
USE_MATERIAL_TEMPLATE |
|
Starts defining a new local plant material with the given name and using the properties of the specified material template. |
BASIC_MAT | Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. |
Token | Arguments | Description |
---|---|---|
NAME |
|
The singular form of the plant's name as seen in-game. |
NAME_PLURAL |
|
The plural form of the plant's name as seen in-game. |
ADJ |
|
The word or phrase used to describe items made from this plant. |
ALL_NAMES |
|
Sets the NAME, NAME_PLURAL, and ADJ to the specified string. |
PREFSTRING |
|
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") |
MATERIAL |
|
Starts defining a new local plant material with the given name and no properties. |
USE_MATERIAL |
|
Starts defining a new local plant material with the given name and using the properties of another local plant material. |
USE_MATERIAL_TEMPLATE |
|
Starts defining a new local plant material with the given name and using the properties of the specified material template. |
BASIC_MAT | Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. |
.wikitable, .prettytable{ border: none !important; width:auto; max-width:100%; margin-bottom:20px; background-color:transparent; border-spacing:0px; } .wikitable tr, .prettytable tr{ border-top:1px solid #dddddd; } .wikitable th,.prettytable th{ border: none !important; text-align:left; } .wikitable td,.wikitable th, .prettytable td,.prettytable th{ border: none !important; padding:0; } .wikitable tr > th, .prettytable tr > th{ padding:8px !important; line-height:1.42857143; vertical-align:top; border-top:1px solid #dddddd; border-collapse:collapse; border-spacing:0; text-align:center; vertical-align:middle; } .wikitable tr > td, .prettytable tr > td{ padding:8px !important; line-height:1.42857143; vertical-align:top; border-top:1px solid #dddddd; border-collapse:collapse; border-spacing:0 } .wikitable tbody > tr:nth-child(even), .prettytable tbody > tr:nth-child(even){ background-color:#f5f5f5 } .wikitable tr > th.headerSort, .prettytable tr > th.headerSort{ padding-right:21px !important } /* .wikitable tr:hover{ background: #f1f1f1; */ }
User Interface:
- Dwarf fortress mode#Gameplay user interface • Map legend • Status icon
- Controls • Controls guide • Hotkeys • Macros and keymaps • Note
- Interface • Menu • Status screen • Health screen • Nobles screen • Military interface • Thoughts and preferences
- • • • • •
- Gameplay settings: announcements.txt • d_init.txt
- Settings: init.txt • Technical tricks • interface.txt
- About (vs Dwarf Fortress ?)
- Download & Installation • System requirements
- Dwarf fortress mode • Tutorials • Frequently Asked Questions • Troubleshooting • Category:DF2014:Errors
- Adventurer mode • Adventure mode quick start • Adventure mode quick reference
- Frames per second
- Tutorials • Quickstart guide • Category:DF2014:Getting_started • Category:DF2014:Quickstart guide
- Category:Guides
- Biome • Surroundings • Climate • Weather
- Civilization • Sites •
- Nobles • Holdings •
- Dwarf Fortress Reception of Dwarf Fortress Community of Dwarf Fortress Legacy of Dwarf Fortress
- Development: Release information • Developer diaries • Roadmap
Development:
Tools & Utilities
- Gameplay settings: announcements.txt • d_init.txt
- Settings: colors.txt • init.txt • interface.txt
- Log files: errorlog.txt • gamelog.txt
- Saved game folder
--
Misc Mechanics:
- stress Thought Emotion personalities Preferences
- Gait • Genetics • Size • Personality trait • Attribute •
- Defined: Value • Color • Density • Strain at yield • Temperature values
- Derived: Magma safety • Fire safety
- Fluids: Depth • Flow • Pressure
- Text viewer(?)
- World • Biome •
- Syndrome •
token nonsense testing style options
Modding 1A | |
---|---|
Documentation | |
Graphics | |
Modding#Guide • Utilities#Modding tools • List of mods • Graphics set repository • Game Files |
Tokens 1B | |
---|---|
General |
Biome • Creature • Entity • Interaction • Material • Inorganic material definition • Plant • Skill • Syndrome • World |
Color | |
Creature | |
Entity | |
Item definition | |
Reactions |
Modding 2 | |
---|---|
Documentation | |
Graphics | |
Tokens |
Ammo • Armor • Biome • Building • Body • Body detail plan • Bodygloss • Creature • Creature mannerism • Creature texture • Creature variation • Descriptor color • Descriptor pattern • Descriptor shape • Entity • Item • Item definition • Instrument • Interaction • Labor • Language • Material • Material definition • Inorganic material definition • Personality trait • Plant • Position • Skill • Syndrome • Tissue definition • Tool • Trap component • Unit type • Weapon • World |
Modding#Guide • Utilities#Modding tools • List of mods • Graphics set repository • Game Files |
Modding 3A | |
---|---|
Documentation | |
Graphics | |
Tokens |
Ammo • Armor • Biome • Building • Body • Body detail plan • Bodygloss • Creature • Creature mannerism • Creature texture • Creature variation • Descriptor color • Descriptor pattern • Descriptor shape • Entity • Item • Item definition • Instrument • Interaction • Labor • Language • Material • Material definition • Inorganic material definition • Personality trait • Plant • Position • Skill • Syndrome • Tissue definition • Tool • Trap component • Unit type • Weapon • World |
Modding guide • Utilities#Modding tools • List of mods • Graphics set repository • Game Files |
Modding 3B large list double space | |
---|---|
Documentation | |
Graphics | |
Tokens |
Ammo · Armor · Biome · Building · Body · Body detail plan · Bodygloss · Creature · Creature mannerism · Creature texture · Creature variation · Descriptor color · Descriptor pattern · Descriptor shape · Entity · Item · Item definition · Instrument · Interaction · Labor · Language · Material · Material definition · Inorganic material definition · Personality trait · Plant · Position · Skill · Syndrome · Tissue definition · Tool · Trap component · Unit type · Weapon · World |
Modding guide • Utilities#Modding tools • List of mods • Graphics set repository • Game Files |