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Editing Material definition token

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{{Quality|Fine}}
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{{Quality|Fine|11:11, 18 May 2015 (UTC)}}
 
{{av}}
 
{{av}}
{{Modding}}
 
  
The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[:Category:material template raw pages|material templates]].
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The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.
  
__TOC__
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==Material Properties==
{{clear}}
 
 
 
==Material properties==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
|- bgcolor="#C0C0C0"
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! Arguments
 
! Arguments
 
! Description
 
! Description
 
|-
 
| {{text_anchor|USE_MATERIAL_TEMPLATE}}
 
|
 
* <template name>
 
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.
 
  
 
|-
 
|-
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| {{text_anchor|POWDER_DYE}}
 
| {{text_anchor|POWDER_DYE}}
 
|
 
|
*<[[Color#Color_tokens|color token]]>
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*<[[Color#Color_values|color token]]>
 
| Allows the material to be used as [[dye]], and defines color of dyed items.
 
| Allows the material to be used as [[dye]], and defines color of dyed items.
  
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|
 
|
 
*<[[Material_definition_token#Material States|material state]]>
 
*<[[Material_definition_token#Material States|material state]]>
*<[[Color#Color_tokens|color token]]>
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*<[[Color#Color_values|color token]]>
| 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 in ASCII and to color items and constructions made from this material with graphics. Example:
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| 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.
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| 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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|
 
|
 
*<specific heat capacity>
 
*<specific heat capacity>
| Rate at which the material heats up or cools down (in joules/kilogram-kelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.
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| Rate at which the material heats up or cools down (in joules/kilokelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.
  
 
|-
 
|-
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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 weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.
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| 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. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).
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| Specifies the density of the material when in liquid form. Defaults to NONE.
  
 
|-
 
|-
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|
 
|
 
*<value>
 
*<value>
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Only affects combat calculations like the densities, and only for attacks made by gases (e.g. forgotten beasts made of steam).
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| 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]].
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* CALCIUM_CARBONATE - can be used in production of [[quicklime]].{{version|0.42.01}}
  
 
|-
 
|-
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|
 
|
 
*<value>
 
*<value>
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.
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| [[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]].
 
|-
 
| {{text_anchor|ANTLER}}
 
|
 
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.
 
|
 
 
|-
 
| {{text_anchor|HAIR}}
 
|
 
| Probably used in graphics.
 
|
 
 
|-
 
| {{text_anchor|FEATHER}}
 
|
 
| Probably used in graphics.
 
|
 
 
|-
 
| {{text_anchor|SCALE}}
 
|
 
| Probably used in graphics.
 
|
 
 
|-
 
| {{text_anchor|HOOF}}
 
|
 
| Probably used in graphics.
 
|
 
 
|-
 
| {{text_anchor|CHITIN}}
 
|
 
| Probably used in graphics.
 
|
 
 
|-
 
| {{text_anchor|CARTILAGE}}
 
|
 
| Probably used in graphics.
 
|
 
 
|-
 
| {{text_anchor|NERVOUS_TISSUE}}
 
|
 
| Probably used in graphics.
 
|
 
 
|-
 
| {{text_anchor|MEAT_CATEGORY}}
 
| category
 
| Probably used in graphics. The following values for "category" are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.
 
 
|}
 
|}
  
 
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===Material States===
 
 
 
 
===Material states===
 
  
 
The following is a list of valid material states:
 
The following is a list of valid material states:
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{| {{prettytable}}
 
{| {{prettytable}}
 
|-
 
|-
|'''SOLID'''
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|SOLID
 
|-
 
|-
|'''LIQUID'''
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|LIQUID
 
|-
 
|-
|'''GAS'''
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|GAS
 
|-
 
|-
|'''POWDER''' (or '''SOLID_POWDER''')
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|POWDER (or SOLID_POWDER)
 
|-
 
|-
|'''PASTE''' (or '''SOLID_PASTE''')
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|PASTE (or SOLID_PASTE)
 
|-
 
|-
|'''PRESSED''' (or '''SOLID_PRESSED''')
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|PRESSED (or SOLID_PRESSED)
 
|}
 
|}
  
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{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#C0C0C0"
 
!Value
 
!Description
 
 
|-
 
|-
|'''ALL'''
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!value
 +
!description
 +
|-
 +
|ALL
 
|Denotes all possible material states.
 
|Denotes all possible material states.
 
|-
 
|-
|'''ALL_SOLID'''
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|ALL_SOLID
 
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.
 
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.
 
|}
 
|}
  
==Material usage tokens==
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==Material Usage Tokens==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
|- bgcolor="#C0C0C0"
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| {{text_anchor|IMPLIES_ANIMAL_KILL}}
 
| {{text_anchor|IMPLIES_ANIMAL_KILL}}
 
|
 
|
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.
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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 (which currently does '''not''' include [[elf|Elves]]) will refuse to accept these items in trade.
  
 
|-
 
|-
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| {{text_anchor|POWDER_MISC_CREATURE}}
 
| {{text_anchor|POWDER_MISC_CREATURE}}
 
|
 
|
| Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal". Unlike milled plants, such as sugar and flour, "Bone Meal" barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.
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| Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal".
  
 
|-
 
|-
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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.
 
|-
 
| {{text_anchor|HAIR}}
 
|
 
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse 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.
 
|-
 
| {{text_anchor|NERVOUS_TISSUE}}
 
|
 
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]
 
  
 
|-
 
|-
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| {{text_anchor|ITEMS_METAL}}
 
| {{text_anchor|ITEMS_METAL}}
 
|
 
|
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.
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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}}
 
|
 
|
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].
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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]].
  
 
|-
 
|-
 
| {{text_anchor|ITEMS_HARD}}
 
| {{text_anchor|ITEMS_HARD}}
 
|
 
|
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. 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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| 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}}
 
|
 
|
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as "raw" instead of "rough" in its raw form or being displayed in the "glass" trade/embark category.
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| Used internally by green glass, clear glass, and crystal glass.
 
 
|-
 
| {{text_anchor|IS_CERAMIC}}
 
|
 
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.
 
  
 
|-
 
|-
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| {{text_anchor|ITEMS_QUERN}}
 
| {{text_anchor|ITEMS_QUERN}}
 
|
 
|
| Querns and millstones can be made out of this material. Does not appear to work.
+
| Querns and millstones can be made out of this material.{{verify}}
 
|}
 
|}
  
 
==Syndrome tokens==
 
==Syndrome tokens==
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.
+
 
 +
For more details, see the [[Syndrome token]] page.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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* [[Inorganic material definition token]]
 
* [[Inorganic material definition token]]
 
* [[Syndrome]]
 
* [[Syndrome]]
* [[Hardcoded material]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Material definition token]]
 
[[ru:Material definition token]]

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