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Editing 40d:Stone token

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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.
 
|-
 
|-
|[TILE:num]||What number tile is used to represent unmined stone of this type. See [[Main:character table|character table]]. Defaults to 219 [█].
+
|[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 [[smelter|smelted]] into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore.
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|[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 [[craftsdwarf's workshop]].
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|[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 [[Eerie glowing pit|Hidden Fun Stuff]].
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|[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]] 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]
+
|[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 [[engraving]]s in this material. Defaults to 7:7:1 (white with light gray background).
+
|[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 [[door]]s and [[floodgate]]s. 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 {{L|door}}s and {{L|floodgate}}s. Defaults to 7:7:1 (white with light gray background).
 
|-
 
|-
 
|[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]] of the stone. Defaults to 1.
+
|[VALUE:num]||The {{L|value}} of the stone. Defaults to 1.
 
|-
 
|-
|[AQUIFER]||Allows the stone to support an [[aquifer]].
+
|[AQUIFER]||Allows the stone to support an {{L|aquifer}}.
 
|-
 
|-
|[METAMORPHIC]||Causes the stone to form [[metamorphic layer]]s.
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|[METAMORPHIC]||Causes the stone to form {{L|metamorphic layer}}s.
 
|-
 
|-
|[SEDIMENTARY]||Causes the stone to form [[sedimentary layer]]s.
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|[SEDIMENTARY]||Causes the stone to form {{L|sedimentary layer}}s.
 
|-
 
|-
|[SOIL]||Causes the material to form [[soil]] layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.
+
|[SOIL]||Causes the material to form {{L|soil}} layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.
 
|-
 
|-
|[SOIL_OCEAN]||Causes the material to form [[soil|pelagic sediment]] layers. Mining is faster and produces no stones.
+
|[SOIL_OCEAN]||Causes the material to form {{L|soil|pelagic sediment}} layers. Mining is faster and produces no stones.
 
|-
 
|-
|[SOIL_SAND]||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and [[ocean]]s. Mining is faster and produces no stones. Sand layers can also be used used for making [[glass]]. Can be combined with [SOIL].
+
|[SOIL_SAND]||Causes the material to form {{L|sand}} layers, allowing it to appear in {{L|sand desert}}s and {{L|ocean}}s. Mining is faster and produces no stones. Sand layers can also be used used for making {{L|glass}}. Can be combined with [SOIL].
 
|-
 
|-
 
|[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]||Causes the stone to form [[igneous intrusive layer]]s.
+
|[IGNEOUS_INTRUSIVE]||Causes the stone to form {{L|igneous intrusive layer}}s.
 
|-
 
|-
|[IGNEOUS_EXTRUSIVE]||Causes the stone to form [[igneous extrusive layer]]s.
+
|[IGNEOUS_EXTRUSIVE]||Causes the stone to form {{L|igneous extrusive layer}}s.
 
|-
 
|-
 
|[ENVIRONMENT:class:type:freq]||Specifies what types of layers will contain this mineral. See below.
 
|[ENVIRONMENT:class:type:freq]||Specifies what types of layers will contain this mineral. See below.
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|[ENVIRONMENT_SPEC:stone:type:freq]||Specifies which specific minerals will contain this mineral. See below.
 
|[ENVIRONMENT_SPEC:stone:type:freq]||Specifies which specific minerals will contain this mineral. See below.
 
|-
 
|-
|[LAVA]||Causes the stone to line the edges of [[magma pool]]s and [[magma pipe]]s, and causes the stone to be formed when [[water]] and [[magma]] are mixed.
+
|[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 [[Weapon token|[CAN_STONE]]].
+
|[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 [[crystal glass]].
+
|[GLASS]||Allows rough gems of this material to be used to make {{L|crystal 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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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 layer (as seen on the Embark screen) in each biome will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of stones and gems rather than numerous different types (and causing important gems such as [[rock crystal]]s to be incredibly rare).
+
Anecdotal evidence suggests that each stone layer (as seen on the Embark screen) in each biome will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of stones and gems rather than numerous different types (and causing important gems such as {{L|rock crystal}}s to be incredibly rare).
  
 
Due to an error in the raw parsing logic, having multiple ENVIRONMENT_SPEC tokens will cause the inclusion type to be parsed in ''reverse'' order compared to the stone ID and frequency values - in the vanilla raws, this causes [[native platinum]] to appear as veins within [[chromite]] and as small clusters within [[olivine]].{{bug|1429}}
 
Due to an error in the raw parsing logic, having multiple ENVIRONMENT_SPEC tokens will cause the inclusion type to be parsed in ''reverse'' order compared to the stone ID and frequency values - in the vanilla raws, this causes [[native platinum]] to appear as veins within [[chromite]] and as small clusters within [[olivine]].{{bug|1429}}

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