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Difference between revisions of "40d:Stone token"

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(Figured out these ones too)
(engravings take on TILE_COLOR too (though visible engraved floors predictably force the foreground color to low brightness to distinguish them from walls))
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|[COLOR:x:y:z]||Specifies the {{L|color}} of the stone, mined or unmined.
 
|[COLOR:x:y:z]||Specifies the {{L|color}} of the stone, mined or unmined.
 
|-
 
|-
|[TILE_COLOR:x:y:z]||Overrides the color of tiles bearing the unmined stone.
+
|[TILE_COLOR:x:y:z]||Overrides the color of tiles bearing the unmined stone, as well as {{L|engraving}}s in this material.
 
|-
 
|-
 
|[BUILD_COLOR:x:y:z]||Overrides the color of stone objects which use both the foreground and background color, such as {{L|door}}s and {{L|floodgate}}s.
 
|[BUILD_COLOR:x:y:z]||Overrides the color of stone objects which use both the foreground and background color, such as {{L|door}}s and {{L|floodgate}}s.

Revision as of 12:59, 13 August 2010

This article is about an older version of DF.

Stones are stored in the matgloss_stone_*.txt files. These include soils, layer stones, minerals, and gems.

Token Description
[NAME:name] The name of the stone.
[STONE_NAME:name] The name of the stone when mined out. Used for "nuggets" of native metals.
[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 character table.
[METAL_ORE:metal:chance] Allows the ore to be Template:L 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 Template:L.
[DEEP] Causes the stone to occur near Template:L.
[REACTION_CLASS:name] Categorizes the stone for usage in certain reactions. Used for flux stones.
[ITEM_SYMBOL:] Specifies the tile used to represent mined stones (but not rough gems). Defaults to 7 [•].
[COLOR:x:y:z] Specifies the Template:L of the stone, mined or unmined.
[TILE_COLOR:x:y:z] Overrides the color of tiles bearing the unmined stone, as well as Template:Ls in this material.
[BUILD_COLOR:x:y:z] Overrides the color of stone objects which use both the foreground and background color, such as Template:Ls and Template:Ls.
[BASIC_COLOR:x:y] Overrides the color of stone objects which use only the foreground color, including workshops.
[AQUIFER] Allows the stone to support an Template:L.
[METAMORPHIC] Classifies the stone as a Template:L.
[SEDIMENTARY] Classifies the stone as a Template:L.
[SOIL] Classifies the material as a Template:L layer. Mining is faster and produces no stones.
[SOIL_OCEAN] Classifies the material as a Template:L layer. Mining is faster and produces no stones.
[SOIL_SAND] Classifies a soil layer as Template:L, permitting it to be used for making Template:L. Must be used with [SOIL] (or presumably also [SOIL_OCEAN])
[SEDIMENTARY_OCEAN_SHALLOW] Allows an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.
[SEDIMENTARY_OCEAN_DEEP] Allows an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions.
[IGNEOUS_INTRUSIVE] Classifies the stone as an Template:L.
[IGNEOUS_EXTRUSIVE] Classifies the stone as an Template:L.
[ENVIRONMENT:] Specifies what types of layers will contain this mineral. See below.
[ENVIRONMENT_SPEC:] Specifies which specific minerals will contain this mineral. See below.
[LAVA] Causes the stone to line the edges of Template:Ls and Template:Ls, and causes the stone to be formed when Template:L and Template:L are mixed.
[SHARP] Allows the stone to be made into weapons having Template:L.
[GLASS] Allows rough gems of this material to be used to make crystal Template:L.
[SPEC_HEAT:] The specific heat capacity of the stone.
[HEATDAM_POINT:] The temperature at which heat will begin to damage the stone.
[COLDDAM_POINT:] The temperature at which frost will begin to damage the stone.
[IGNITE_POINT:] The temperature at which the stone will burst into flames.
[MELTING_POINT:] The temperature at which the stone will melt.
[BOILING_POINT:] The temperature at which the stone will boil into a cloud of vapor.
[SOLID_DENSITY:] The density of the stone when solid.
[LIQUID_DENSITY:] The density of the stone when molten.

ENVIROMENT and ENVIRONMENT_SPEC

Format:

  • [ENVIRONMENT:<class>:<inclusion type>:<frequency>]
    • class may be ALL_STONE, IGNEOUS_ALL, METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, ALLUVIAL, SOIL, SOIL_OCEAN, or SOIL_SAND.
  • [ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>]

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.

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.